rendering_device_driver_d3d12.cpp 268 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556255725582559256025612562256325642565256625672568256925702571257225732574257525762577257825792580258125822583258425852586258725882589259025912592259325942595259625972598259926002601260226032604260526062607260826092610261126122613261426152616261726182619262026212622262326242625262626272628262926302631263226332634263526362637263826392640264126422643264426452646264726482649265026512652265326542655265626572658265926602661266226632664266526662667266826692670267126722673267426752676267726782679268026812682268326842685268626872688268926902691269226932694269526962697269826992700270127022703270427052706270727082709271027112712271327142715271627172718271927202721272227232724272527262727272827292730273127322733273427352736273727382739274027412742274327442745274627472748274927502751275227532754275527562757275827592760276127622763276427652766276727682769277027712772277327742775277627772778277927802781278227832784278527862787278827892790279127922793279427952796279727982799280028012802280328042805280628072808280928102811281228132814281528162817281828192820282128222823282428252826282728282829283028312832283328342835283628372838283928402841284228432844284528462847284828492850285128522853285428552856285728582859286028612862286328642865286628672868286928702871287228732874287528762877287828792880288128822883288428852886288728882889289028912892289328942895289628972898289929002901290229032904290529062907290829092910291129122913291429152916291729182919292029212922292329242925292629272928292929302931293229332934293529362937293829392940294129422943294429452946294729482949295029512952295329542955295629572958295929602961296229632964296529662967296829692970297129722973297429752976297729782979298029812982298329842985298629872988298929902991299229932994299529962997299829993000300130023003300430053006300730083009301030113012301330143015301630173018301930203021302230233024302530263027302830293030303130323033303430353036303730383039304030413042304330443045304630473048304930503051305230533054305530563057305830593060306130623063306430653066306730683069307030713072307330743075307630773078307930803081308230833084308530863087308830893090309130923093309430953096309730983099310031013102310331043105310631073108310931103111311231133114311531163117311831193120312131223123312431253126312731283129313031313132313331343135313631373138313931403141314231433144314531463147314831493150315131523153315431553156315731583159316031613162316331643165316631673168316931703171317231733174317531763177317831793180318131823183318431853186318731883189319031913192319331943195319631973198319932003201320232033204320532063207320832093210321132123213321432153216321732183219322032213222322332243225322632273228322932303231323232333234323532363237323832393240324132423243324432453246324732483249325032513252325332543255325632573258325932603261326232633264326532663267326832693270327132723273327432753276327732783279328032813282328332843285328632873288328932903291329232933294329532963297329832993300330133023303330433053306330733083309331033113312331333143315331633173318331933203321332233233324332533263327332833293330333133323333333433353336333733383339334033413342334333443345334633473348334933503351335233533354335533563357335833593360336133623363336433653366336733683369337033713372337333743375337633773378337933803381338233833384338533863387338833893390339133923393339433953396339733983399340034013402340334043405340634073408340934103411341234133414341534163417341834193420342134223423342434253426342734283429343034313432343334343435343634373438343934403441344234433444344534463447344834493450345134523453345434553456345734583459346034613462346334643465346634673468346934703471347234733474347534763477347834793480348134823483348434853486348734883489349034913492349334943495349634973498349935003501350235033504350535063507350835093510351135123513351435153516351735183519352035213522352335243525352635273528352935303531353235333534353535363537353835393540354135423543354435453546354735483549355035513552355335543555355635573558355935603561356235633564356535663567356835693570357135723573357435753576357735783579358035813582358335843585358635873588358935903591359235933594359535963597359835993600360136023603360436053606360736083609361036113612361336143615361636173618361936203621362236233624362536263627362836293630363136323633363436353636363736383639364036413642364336443645364636473648364936503651365236533654365536563657365836593660366136623663366436653666366736683669367036713672367336743675367636773678367936803681368236833684368536863687368836893690369136923693369436953696369736983699370037013702370337043705370637073708370937103711371237133714371537163717371837193720372137223723372437253726372737283729373037313732373337343735373637373738373937403741374237433744374537463747374837493750375137523753375437553756375737583759376037613762376337643765376637673768376937703771377237733774377537763777377837793780378137823783378437853786378737883789379037913792379337943795379637973798379938003801380238033804380538063807380838093810381138123813381438153816381738183819382038213822382338243825382638273828382938303831383238333834383538363837383838393840384138423843384438453846384738483849385038513852385338543855385638573858385938603861386238633864386538663867386838693870387138723873387438753876387738783879388038813882388338843885388638873888388938903891389238933894389538963897389838993900390139023903390439053906390739083909391039113912391339143915391639173918391939203921392239233924392539263927392839293930393139323933393439353936393739383939394039413942394339443945394639473948394939503951395239533954395539563957395839593960396139623963396439653966396739683969397039713972397339743975397639773978397939803981398239833984398539863987398839893990399139923993399439953996399739983999400040014002400340044005400640074008400940104011401240134014401540164017401840194020402140224023402440254026402740284029403040314032403340344035403640374038403940404041404240434044404540464047404840494050405140524053405440554056405740584059406040614062406340644065406640674068406940704071407240734074407540764077407840794080408140824083408440854086408740884089409040914092409340944095409640974098409941004101410241034104410541064107410841094110411141124113411441154116411741184119412041214122412341244125412641274128412941304131413241334134413541364137413841394140414141424143414441454146414741484149415041514152415341544155415641574158415941604161416241634164416541664167416841694170417141724173417441754176417741784179418041814182418341844185418641874188418941904191419241934194419541964197419841994200420142024203420442054206420742084209421042114212421342144215421642174218421942204221422242234224422542264227422842294230423142324233423442354236423742384239424042414242424342444245424642474248424942504251425242534254425542564257425842594260426142624263426442654266426742684269427042714272427342744275427642774278427942804281428242834284428542864287428842894290429142924293429442954296429742984299430043014302430343044305430643074308430943104311431243134314431543164317431843194320432143224323432443254326432743284329433043314332433343344335433643374338433943404341434243434344434543464347434843494350435143524353435443554356435743584359436043614362436343644365436643674368436943704371437243734374437543764377437843794380438143824383438443854386438743884389439043914392439343944395439643974398439944004401440244034404440544064407440844094410441144124413441444154416441744184419442044214422442344244425442644274428442944304431443244334434443544364437443844394440444144424443444444454446444744484449445044514452445344544455445644574458445944604461446244634464446544664467446844694470447144724473447444754476447744784479448044814482448344844485448644874488448944904491449244934494449544964497449844994500450145024503450445054506450745084509451045114512451345144515451645174518451945204521452245234524452545264527452845294530453145324533453445354536453745384539454045414542454345444545454645474548454945504551455245534554455545564557455845594560456145624563456445654566456745684569457045714572457345744575457645774578457945804581458245834584458545864587458845894590459145924593459445954596459745984599460046014602460346044605460646074608460946104611461246134614461546164617461846194620462146224623462446254626462746284629463046314632463346344635463646374638463946404641464246434644464546464647464846494650465146524653465446554656465746584659466046614662466346644665466646674668466946704671467246734674467546764677467846794680468146824683468446854686468746884689469046914692469346944695469646974698469947004701470247034704470547064707470847094710471147124713471447154716471747184719472047214722472347244725472647274728472947304731473247334734473547364737473847394740474147424743474447454746474747484749475047514752475347544755475647574758475947604761476247634764476547664767476847694770477147724773477447754776477747784779478047814782478347844785478647874788478947904791479247934794479547964797479847994800480148024803480448054806480748084809481048114812481348144815481648174818481948204821482248234824482548264827482848294830483148324833483448354836483748384839484048414842484348444845484648474848484948504851485248534854485548564857485848594860486148624863486448654866486748684869487048714872487348744875487648774878487948804881488248834884488548864887488848894890489148924893489448954896489748984899490049014902490349044905490649074908490949104911491249134914491549164917491849194920492149224923492449254926492749284929493049314932493349344935493649374938493949404941494249434944494549464947494849494950495149524953495449554956495749584959496049614962496349644965496649674968496949704971497249734974497549764977497849794980498149824983498449854986498749884989499049914992499349944995499649974998499950005001500250035004500550065007500850095010501150125013501450155016501750185019502050215022502350245025502650275028502950305031503250335034503550365037503850395040504150425043504450455046504750485049505050515052505350545055505650575058505950605061506250635064506550665067506850695070507150725073507450755076507750785079508050815082508350845085508650875088508950905091509250935094509550965097509850995100510151025103510451055106510751085109511051115112511351145115511651175118511951205121512251235124512551265127512851295130513151325133513451355136513751385139514051415142514351445145514651475148514951505151515251535154515551565157515851595160516151625163516451655166516751685169517051715172517351745175517651775178517951805181518251835184518551865187518851895190519151925193519451955196519751985199520052015202520352045205520652075208520952105211521252135214521552165217521852195220522152225223522452255226522752285229523052315232523352345235523652375238523952405241524252435244524552465247524852495250525152525253525452555256525752585259526052615262526352645265526652675268526952705271527252735274527552765277527852795280528152825283528452855286528752885289529052915292529352945295529652975298529953005301530253035304530553065307530853095310531153125313531453155316531753185319532053215322532353245325532653275328532953305331533253335334533553365337533853395340534153425343534453455346534753485349535053515352535353545355535653575358535953605361536253635364536553665367536853695370537153725373537453755376537753785379538053815382538353845385538653875388538953905391539253935394539553965397539853995400540154025403540454055406540754085409541054115412541354145415541654175418541954205421542254235424542554265427542854295430543154325433543454355436543754385439544054415442544354445445544654475448544954505451545254535454545554565457545854595460546154625463546454655466546754685469547054715472547354745475547654775478547954805481548254835484548554865487548854895490549154925493549454955496549754985499550055015502550355045505550655075508550955105511551255135514551555165517551855195520552155225523552455255526552755285529553055315532553355345535553655375538553955405541554255435544554555465547554855495550555155525553555455555556555755585559556055615562556355645565556655675568556955705571557255735574557555765577557855795580558155825583558455855586558755885589559055915592559355945595559655975598559956005601560256035604560556065607560856095610561156125613561456155616561756185619562056215622562356245625562656275628562956305631563256335634563556365637563856395640564156425643564456455646564756485649565056515652565356545655565656575658565956605661566256635664566556665667566856695670567156725673567456755676567756785679568056815682568356845685568656875688568956905691569256935694569556965697569856995700570157025703570457055706570757085709571057115712571357145715571657175718571957205721572257235724572557265727572857295730573157325733573457355736573757385739574057415742574357445745574657475748574957505751575257535754575557565757575857595760576157625763576457655766576757685769577057715772577357745775577657775778577957805781578257835784578557865787578857895790579157925793579457955796579757985799580058015802580358045805580658075808580958105811581258135814581558165817581858195820582158225823582458255826582758285829583058315832583358345835583658375838583958405841584258435844584558465847584858495850585158525853585458555856585758585859586058615862586358645865586658675868586958705871587258735874587558765877587858795880588158825883588458855886588758885889589058915892589358945895589658975898589959005901590259035904590559065907590859095910591159125913591459155916591759185919592059215922592359245925592659275928592959305931593259335934593559365937593859395940594159425943594459455946594759485949595059515952595359545955595659575958595959605961596259635964596559665967596859695970597159725973597459755976597759785979598059815982598359845985598659875988598959905991599259935994599559965997599859996000600160026003600460056006600760086009601060116012601360146015601660176018601960206021602260236024602560266027602860296030603160326033603460356036603760386039604060416042604360446045604660476048604960506051605260536054605560566057605860596060606160626063606460656066606760686069607060716072607360746075607660776078607960806081608260836084608560866087608860896090609160926093609460956096609760986099610061016102610361046105610661076108610961106111611261136114611561166117
  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 "d3d12_hooks.h"
  32. #include "core/config/project_settings.h"
  33. #include "core/io/marshalls.h"
  34. #include "servers/rendering/rendering_device.h"
  35. #include "thirdparty/zlib/zlib.h"
  36. #include "d3d12_godot_nir_bridge.h"
  37. #include "rendering_context_driver_d3d12.h"
  38. GODOT_GCC_WARNING_PUSH
  39. GODOT_GCC_WARNING_IGNORE("-Wimplicit-fallthrough")
  40. GODOT_GCC_WARNING_IGNORE("-Wlogical-not-parentheses")
  41. GODOT_GCC_WARNING_IGNORE("-Wmissing-field-initializers")
  42. GODOT_GCC_WARNING_IGNORE("-Wnon-virtual-dtor")
  43. GODOT_GCC_WARNING_IGNORE("-Wshadow")
  44. GODOT_GCC_WARNING_IGNORE("-Wswitch")
  45. GODOT_CLANG_WARNING_PUSH
  46. GODOT_CLANG_WARNING_IGNORE("-Wimplicit-fallthrough")
  47. GODOT_CLANG_WARNING_IGNORE("-Wlogical-not-parentheses")
  48. GODOT_CLANG_WARNING_IGNORE("-Wmissing-field-initializers")
  49. GODOT_CLANG_WARNING_IGNORE("-Wnon-virtual-dtor")
  50. GODOT_CLANG_WARNING_IGNORE("-Wstring-plus-int")
  51. GODOT_CLANG_WARNING_IGNORE("-Wswitch")
  52. GODOT_MSVC_WARNING_PUSH
  53. GODOT_MSVC_WARNING_IGNORE(4200) // "nonstandard extension used: zero-sized array in struct/union".
  54. GODOT_MSVC_WARNING_IGNORE(4806) // "'&': unsafe operation: no value of type 'bool' promoted to type 'uint32_t' can equal the given constant".
  55. #include <nir_spirv.h>
  56. #include <nir_to_dxil.h>
  57. #include <spirv_to_dxil.h>
  58. extern "C" {
  59. #include <dxil_spirv_nir.h>
  60. }
  61. GODOT_GCC_WARNING_POP
  62. GODOT_CLANG_WARNING_POP
  63. GODOT_MSVC_WARNING_POP
  64. #if !defined(_MSC_VER)
  65. #include <guiddef.h>
  66. #include <dxguids.h>
  67. #endif
  68. // Mesa may define this.
  69. #ifdef UNUSED
  70. #undef UNUSED
  71. #endif
  72. #ifdef PIX_ENABLED
  73. #if defined(__GNUC__)
  74. #define _MSC_VER 1800
  75. #endif
  76. #define USE_PIX
  77. #include "WinPixEventRuntime/pix3.h"
  78. #if defined(__GNUC__)
  79. #undef _MSC_VER
  80. #endif
  81. #endif
  82. static const D3D12_RANGE VOID_RANGE = {};
  83. /*****************/
  84. /**** GENERIC ****/
  85. /*****************/
  86. // NOTE: RD's packed format names are reversed in relation to DXGI's; e.g.:.
  87. // - DATA_FORMAT_A8B8G8R8_UNORM_PACK32 -> DXGI_FORMAT_R8G8B8A8_UNORM (packed; note ABGR vs. RGBA).
  88. // - DATA_FORMAT_B8G8R8A8_UNORM -> DXGI_FORMAT_B8G8R8A8_UNORM (not packed; note BGRA order matches).
  89. // TODO: Add YUV formats properly, which would require better support for planes in the RD API.
  90. const RenderingDeviceDriverD3D12::D3D12Format RenderingDeviceDriverD3D12::RD_TO_D3D12_FORMAT[RDD::DATA_FORMAT_MAX] = {
  91. /* DATA_FORMAT_R4G4_UNORM_PACK8 */ {},
  92. /* DATA_FORMAT_R4G4B4A4_UNORM_PACK16 */ { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(1, 2, 3, 0) },
  93. /* DATA_FORMAT_B4G4R4A4_UNORM_PACK16 */ { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(3, 2, 1, 0) },
  94. /* DATA_FORMAT_R5G6B5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM },
  95. /* DATA_FORMAT_B5G6R5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
  96. /* DATA_FORMAT_R5G5B5A1_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(1, 2, 3, 0) },
  97. /* DATA_FORMAT_B5G5R5A1_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(3, 2, 1, 0) },
  98. /* DATA_FORMAT_A1R5G5B5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM },
  99. /* DATA_FORMAT_R8_UNORM */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UNORM },
  100. /* DATA_FORMAT_R8_SNORM */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SNORM },
  101. /* DATA_FORMAT_R8_USCALED */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UINT },
  102. /* DATA_FORMAT_R8_SSCALED */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SINT },
  103. /* DATA_FORMAT_R8_UINT */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UINT },
  104. /* DATA_FORMAT_R8_SINT */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SINT },
  105. /* DATA_FORMAT_R8_SRGB */ {},
  106. /* DATA_FORMAT_R8G8_UNORM */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UNORM },
  107. /* DATA_FORMAT_R8G8_SNORM */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SNORM },
  108. /* DATA_FORMAT_R8G8_USCALED */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UINT },
  109. /* DATA_FORMAT_R8G8_SSCALED */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SINT },
  110. /* DATA_FORMAT_R8G8_UINT */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UINT },
  111. /* DATA_FORMAT_R8G8_SINT */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SINT },
  112. /* DATA_FORMAT_R8G8_SRGB */ {},
  113. /* DATA_FORMAT_R8G8B8_UNORM */ {},
  114. /* DATA_FORMAT_R8G8B8_SNORM */ {},
  115. /* DATA_FORMAT_R8G8B8_USCALED */ {},
  116. /* DATA_FORMAT_R8G8B8_SSCALED */ {},
  117. /* DATA_FORMAT_R8G8B8_UINT */ {},
  118. /* DATA_FORMAT_R8G8B8_SINT */ {},
  119. /* DATA_FORMAT_R8G8B8_SRGB */ {},
  120. /* DATA_FORMAT_B8G8R8_UNORM */ {},
  121. /* DATA_FORMAT_B8G8R8_SNORM */ {},
  122. /* DATA_FORMAT_B8G8R8_USCALED */ {},
  123. /* DATA_FORMAT_B8G8R8_SSCALED */ {},
  124. /* DATA_FORMAT_B8G8R8_UINT */ {},
  125. /* DATA_FORMAT_B8G8R8_SINT */ {},
  126. /* DATA_FORMAT_B8G8R8_SRGB */ {},
  127. /* DATA_FORMAT_R8G8B8A8_UNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM },
  128. /* DATA_FORMAT_R8G8B8A8_SNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM },
  129. /* DATA_FORMAT_R8G8B8A8_USCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  130. /* DATA_FORMAT_R8G8B8A8_SSCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  131. /* DATA_FORMAT_R8G8B8A8_UINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  132. /* DATA_FORMAT_R8G8B8A8_SINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  133. /* DATA_FORMAT_R8G8B8A8_SRGB */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB },
  134. /* DATA_FORMAT_B8G8R8A8_UNORM */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_B8G8R8A8_UNORM },
  135. /* DATA_FORMAT_B8G8R8A8_SNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM },
  136. /* DATA_FORMAT_B8G8R8A8_USCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  137. /* DATA_FORMAT_B8G8R8A8_SSCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  138. /* DATA_FORMAT_B8G8R8A8_UINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  139. /* DATA_FORMAT_B8G8R8A8_SINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  140. /* DATA_FORMAT_B8G8R8A8_SRGB */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB },
  141. /* DATA_FORMAT_A8B8G8R8_UNORM_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM },
  142. /* DATA_FORMAT_A8B8G8R8_SNORM_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM },
  143. /* DATA_FORMAT_A8B8G8R8_USCALED_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  144. /* DATA_FORMAT_A8B8G8R8_SSCALED_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  145. /* DATA_FORMAT_A8B8G8R8_UINT_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  146. /* DATA_FORMAT_A8B8G8R8_SINT_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  147. /* DATA_FORMAT_A8B8G8R8_SRGB_PACK32 */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB },
  148. /* DATA_FORMAT_A2R10G10B10_UNORM_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
  149. /* DATA_FORMAT_A2R10G10B10_SNORM_PACK32 */ {},
  150. /* DATA_FORMAT_A2R10G10B10_USCALED_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
  151. /* DATA_FORMAT_A2R10G10B10_SSCALED_PACK32 */ {},
  152. /* DATA_FORMAT_A2R10G10B10_UINT_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
  153. /* DATA_FORMAT_A2R10G10B10_SINT_PACK32 */ {},
  154. /* DATA_FORMAT_A2B10G10R10_UNORM_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UNORM },
  155. /* DATA_FORMAT_A2B10G10R10_SNORM_PACK32 */ {},
  156. /* DATA_FORMAT_A2B10G10R10_USCALED_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT },
  157. /* DATA_FORMAT_A2B10G10R10_SSCALED_PACK32 */ {},
  158. /* DATA_FORMAT_A2B10G10R10_UINT_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT },
  159. /* DATA_FORMAT_A2B10G10R10_SINT_PACK32 */ {},
  160. /* DATA_FORMAT_R16_UNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM },
  161. /* DATA_FORMAT_R16_SNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SNORM },
  162. /* DATA_FORMAT_R16_USCALED */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UINT },
  163. /* DATA_FORMAT_R16_SSCALED */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SINT },
  164. /* DATA_FORMAT_R16_UINT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UINT },
  165. /* DATA_FORMAT_R16_SINT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SINT },
  166. /* DATA_FORMAT_R16_SFLOAT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_FLOAT },
  167. /* DATA_FORMAT_R16G16_UNORM */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UNORM },
  168. /* DATA_FORMAT_R16G16_SNORM */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SNORM },
  169. /* DATA_FORMAT_R16G16_USCALED */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UINT },
  170. /* DATA_FORMAT_R16G16_SSCALED */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SINT },
  171. /* DATA_FORMAT_R16G16_UINT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UINT },
  172. /* DATA_FORMAT_R16G16_SINT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SINT },
  173. /* DATA_FORMAT_R16G16_SFLOAT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_FLOAT },
  174. /* DATA_FORMAT_R16G16B16_UNORM */ {},
  175. /* DATA_FORMAT_R16G16B16_SNORM */ {},
  176. /* DATA_FORMAT_R16G16B16_USCALED */ {},
  177. /* DATA_FORMAT_R16G16B16_SSCALED */ {},
  178. /* DATA_FORMAT_R16G16B16_UINT */ {},
  179. /* DATA_FORMAT_R16G16B16_SINT */ {},
  180. /* DATA_FORMAT_R16G16B16_SFLOAT */ {},
  181. /* DATA_FORMAT_R16G16B16A16_UNORM */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UNORM },
  182. /* DATA_FORMAT_R16G16B16A16_SNORM */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SNORM },
  183. /* DATA_FORMAT_R16G16B16A16_USCALED */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UINT },
  184. /* DATA_FORMAT_R16G16B16A16_SSCALED */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SINT },
  185. /* DATA_FORMAT_R16G16B16A16_UINT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UINT },
  186. /* DATA_FORMAT_R16G16B16A16_SINT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SINT },
  187. /* DATA_FORMAT_R16G16B16A16_SFLOAT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_FLOAT },
  188. /* DATA_FORMAT_R32_UINT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_UINT },
  189. /* DATA_FORMAT_R32_SINT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_SINT },
  190. /* DATA_FORMAT_R32_SFLOAT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT },
  191. /* DATA_FORMAT_R32G32_UINT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_UINT },
  192. /* DATA_FORMAT_R32G32_SINT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_SINT },
  193. /* DATA_FORMAT_R32G32_SFLOAT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_FLOAT },
  194. /* DATA_FORMAT_R32G32B32_UINT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_UINT },
  195. /* DATA_FORMAT_R32G32B32_SINT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_SINT },
  196. /* DATA_FORMAT_R32G32B32_SFLOAT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_FLOAT },
  197. /* DATA_FORMAT_R32G32B32A32_UINT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_UINT },
  198. /* DATA_FORMAT_R32G32B32A32_SINT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_SINT },
  199. /* DATA_FORMAT_R32G32B32A32_SFLOAT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_FLOAT },
  200. /* DATA_FORMAT_R64_UINT */ {},
  201. /* DATA_FORMAT_R64_SINT */ {},
  202. /* DATA_FORMAT_R64_SFLOAT */ {},
  203. /* DATA_FORMAT_R64G64_UINT */ {},
  204. /* DATA_FORMAT_R64G64_SINT */ {},
  205. /* DATA_FORMAT_R64G64_SFLOAT */ {},
  206. /* DATA_FORMAT_R64G64B64_UINT */ {},
  207. /* DATA_FORMAT_R64G64B64_SINT */ {},
  208. /* DATA_FORMAT_R64G64B64_SFLOAT */ {},
  209. /* DATA_FORMAT_R64G64B64A64_UINT */ {},
  210. /* DATA_FORMAT_R64G64B64A64_SINT */ {},
  211. /* DATA_FORMAT_R64G64B64A64_SFLOAT */ {},
  212. /* DATA_FORMAT_B10G11R11_UFLOAT_PACK32 */ { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT },
  213. /* DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32 */ { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP },
  214. /* DATA_FORMAT_D16_UNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, 0, DXGI_FORMAT_D16_UNORM },
  215. /* DATA_FORMAT_X8_D24_UNORM_PACK32 */ { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_UNKNOWN, 0, DXGI_FORMAT_D24_UNORM_S8_UINT },
  216. /* DATA_FORMAT_D32_SFLOAT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, DXGI_FORMAT_D32_FLOAT },
  217. /* DATA_FORMAT_S8_UINT */ {},
  218. /* DATA_FORMAT_D16_UNORM_S8_UINT */ {},
  219. /* DATA_FORMAT_D24_UNORM_S8_UINT */ { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_UNKNOWN, 0, DXGI_FORMAT_D24_UNORM_S8_UINT },
  220. /* 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 },
  221. /* 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) },
  222. /* 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) },
  223. /* DATA_FORMAT_BC1_RGBA_UNORM_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM },
  224. /* DATA_FORMAT_BC1_RGBA_SRGB_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM_SRGB },
  225. /* DATA_FORMAT_BC2_UNORM_BLOCK */ { DXGI_FORMAT_BC2_TYPELESS, DXGI_FORMAT_BC2_UNORM },
  226. /* DATA_FORMAT_BC2_SRGB_BLOCK */ { DXGI_FORMAT_BC2_TYPELESS, DXGI_FORMAT_BC2_UNORM_SRGB },
  227. /* DATA_FORMAT_BC3_UNORM_BLOCK */ { DXGI_FORMAT_BC3_TYPELESS, DXGI_FORMAT_BC3_UNORM },
  228. /* DATA_FORMAT_BC3_SRGB_BLOCK */ { DXGI_FORMAT_BC3_TYPELESS, DXGI_FORMAT_BC3_UNORM_SRGB },
  229. /* DATA_FORMAT_BC4_UNORM_BLOCK */ { DXGI_FORMAT_BC4_TYPELESS, DXGI_FORMAT_BC4_UNORM },
  230. /* DATA_FORMAT_BC4_SNORM_BLOCK */ { DXGI_FORMAT_BC4_TYPELESS, DXGI_FORMAT_BC4_SNORM },
  231. /* DATA_FORMAT_BC5_UNORM_BLOCK */ { DXGI_FORMAT_BC5_TYPELESS, DXGI_FORMAT_BC5_UNORM },
  232. /* DATA_FORMAT_BC5_SNORM_BLOCK */ { DXGI_FORMAT_BC5_TYPELESS, DXGI_FORMAT_BC5_SNORM },
  233. /* DATA_FORMAT_BC6H_UFLOAT_BLOCK */ { DXGI_FORMAT_BC6H_TYPELESS, DXGI_FORMAT_BC6H_UF16 },
  234. /* DATA_FORMAT_BC6H_SFLOAT_BLOCK */ { DXGI_FORMAT_BC6H_TYPELESS, DXGI_FORMAT_BC6H_SF16 },
  235. /* DATA_FORMAT_BC7_UNORM_BLOCK */ { DXGI_FORMAT_BC7_TYPELESS, DXGI_FORMAT_BC7_UNORM },
  236. /* DATA_FORMAT_BC7_SRGB_BLOCK */ { DXGI_FORMAT_BC7_TYPELESS, DXGI_FORMAT_BC7_UNORM_SRGB },
  237. /* DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK */ {},
  238. /* DATA_FORMAT_ETC2_R8G8B8_SRGB_BLOCK */ {},
  239. /* DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK */ {},
  240. /* DATA_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK */ {},
  241. /* DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK */ {},
  242. /* DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK */ {},
  243. /* DATA_FORMAT_EAC_R11_UNORM_BLOCK */ {},
  244. /* DATA_FORMAT_EAC_R11_SNORM_BLOCK */ {},
  245. /* DATA_FORMAT_EAC_R11G11_UNORM_BLOCK */ {},
  246. /* DATA_FORMAT_EAC_R11G11_SNORM_BLOCK */ {},
  247. /* DATA_FORMAT_ASTC_4x4_UNORM_BLOCK */ {},
  248. /* DATA_FORMAT_ASTC_4x4_SRGB_BLOCK */ {},
  249. /* DATA_FORMAT_ASTC_5x4_UNORM_BLOCK */ {},
  250. /* DATA_FORMAT_ASTC_5x4_SRGB_BLOCK */ {},
  251. /* DATA_FORMAT_ASTC_5x5_UNORM_BLOCK */ {},
  252. /* DATA_FORMAT_ASTC_5x5_SRGB_BLOCK */ {},
  253. /* DATA_FORMAT_ASTC_6x5_UNORM_BLOCK */ {},
  254. /* DATA_FORMAT_ASTC_6x5_SRGB_BLOCK */ {},
  255. /* DATA_FORMAT_ASTC_6x6_UNORM_BLOCK */ {},
  256. /* DATA_FORMAT_ASTC_6x6_SRGB_BLOCK */ {},
  257. /* DATA_FORMAT_ASTC_8x5_UNORM_BLOCK */ {},
  258. /* DATA_FORMAT_ASTC_8x5_SRGB_BLOCK */ {},
  259. /* DATA_FORMAT_ASTC_8x6_UNORM_BLOCK */ {},
  260. /* DATA_FORMAT_ASTC_8x6_SRGB_BLOCK */ {},
  261. /* DATA_FORMAT_ASTC_8x8_UNORM_BLOCK */ {},
  262. /* DATA_FORMAT_ASTC_8x8_SRGB_BLOCK */ {},
  263. /* DATA_FORMAT_ASTC_10x5_UNORM_BLOCK */ {},
  264. /* DATA_FORMAT_ASTC_10x5_SRGB_BLOCK */ {},
  265. /* DATA_FORMAT_ASTC_10x6_UNORM_BLOCK */ {},
  266. /* DATA_FORMAT_ASTC_10x6_SRGB_BLOCK */ {},
  267. /* DATA_FORMAT_ASTC_10x8_UNORM_BLOCK */ {},
  268. /* DATA_FORMAT_ASTC_10x8_SRGB_BLOCK */ {},
  269. /* DATA_FORMAT_ASTC_10x10_UNORM_BLOCK */ {},
  270. /* DATA_FORMAT_ASTC_10x10_SRGB_BLOCK */ {},
  271. /* DATA_FORMAT_ASTC_12x10_UNORM_BLOCK */ {},
  272. /* DATA_FORMAT_ASTC_12x10_SRGB_BLOCK */ {},
  273. /* DATA_FORMAT_ASTC_12x12_UNORM_BLOCK */ {},
  274. /* DATA_FORMAT_ASTC_12x12_SRGB_BLOCK */ {},
  275. /* DATA_FORMAT_G8B8G8R8_422_UNORM */ {},
  276. /* DATA_FORMAT_B8G8R8G8_422_UNORM */ {},
  277. /* DATA_FORMAT_G8_B8_R8_3PLANE_420_UNORM */ {},
  278. /* DATA_FORMAT_G8_B8R8_2PLANE_420_UNORM */ {},
  279. /* DATA_FORMAT_G8_B8_R8_3PLANE_422_UNORM */ {},
  280. /* DATA_FORMAT_G8_B8R8_2PLANE_422_UNORM */ {},
  281. /* DATA_FORMAT_G8_B8_R8_3PLANE_444_UNORM */ {},
  282. /* DATA_FORMAT_R10X6_UNORM_PACK16 */ {},
  283. /* DATA_FORMAT_R10X6G10X6_UNORM_2PACK16 */ {},
  284. /* DATA_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16 */ {},
  285. /* DATA_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16 */ {},
  286. /* DATA_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16 */ {},
  287. /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16 */ {},
  288. /* DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16 */ {},
  289. /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16 */ {},
  290. /* DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16 */ {},
  291. /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_444_UNORM_3PACK16 */ {},
  292. /* DATA_FORMAT_R12X4_UNORM_PACK16 */ {},
  293. /* DATA_FORMAT_R12X4G12X4_UNORM_2PACK16 */ {},
  294. /* DATA_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16 */ {},
  295. /* DATA_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16 */ {},
  296. /* DATA_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16 */ {},
  297. /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16 */ {},
  298. /* DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16 */ {},
  299. /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16 */ {},
  300. /* DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16 */ {},
  301. /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16 */ {},
  302. /* DATA_FORMAT_G16B16G16R16_422_UNORM */ {},
  303. /* DATA_FORMAT_B16G16R16G16_422_UNORM */ {},
  304. /* DATA_FORMAT_G16_B16_R16_3PLANE_420_UNORM */ {},
  305. /* DATA_FORMAT_G16_B16R16_2PLANE_420_UNORM */ {},
  306. /* DATA_FORMAT_G16_B16_R16_3PLANE_422_UNORM */ {},
  307. /* DATA_FORMAT_G16_B16R16_2PLANE_422_UNORM */ {},
  308. /* DATA_FORMAT_G16_B16_R16_3PLANE_444_UNORM */ {},
  309. /* DATA_FORMAT_ASTC_4x4_SFLOAT_BLOCK */ {},
  310. /* DATA_FORMAT_ASTC_5x4_SFLOAT_BLOCK */ {},
  311. /* DATA_FORMAT_ASTC_5x5_SFLOAT_BLOCK */ {},
  312. /* DATA_FORMAT_ASTC_6x5_SFLOAT_BLOCK */ {},
  313. /* DATA_FORMAT_ASTC_6x6_SFLOAT_BLOCK */ {},
  314. /* DATA_FORMAT_ASTC_8x5_SFLOAT_BLOCK */ {},
  315. /* DATA_FORMAT_ASTC_8x6_SFLOAT_BLOCK */ {},
  316. /* DATA_FORMAT_ASTC_8x8_SFLOAT_BLOCK */ {},
  317. /* DATA_FORMAT_ASTC_10x5_SFLOAT_BLOCK*/ {},
  318. /* DATA_FORMAT_ASTC_10x6_SFLOAT_BLOCK */ {},
  319. /* DATA_FORMAT_ASTC_10x8_SFLOAT_BLOCK */ {},
  320. /* DATA_FORMAT_ASTC_10x10_SFLOAT_BLOCK */ {},
  321. /* DATA_FORMAT_ASTC_12x10_SFLOAT_BLOCK */ {},
  322. /* DATA_FORMAT_ASTC_12x12_SFLOAT_BLOCK */ {},
  323. };
  324. Error RenderingDeviceDriverD3D12::DescriptorsHeap::allocate(ID3D12Device *p_device, D3D12_DESCRIPTOR_HEAP_TYPE p_type, uint32_t p_descriptor_count, bool p_for_gpu) {
  325. ERR_FAIL_COND_V(heap, ERR_ALREADY_EXISTS);
  326. ERR_FAIL_COND_V(p_descriptor_count == 0, ERR_INVALID_PARAMETER);
  327. handle_size = p_device->GetDescriptorHandleIncrementSize(p_type);
  328. desc.Type = p_type;
  329. desc.NumDescriptors = p_descriptor_count;
  330. desc.Flags = p_for_gpu ? D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE : D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  331. HRESULT res = p_device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(heap.GetAddressOf()));
  332. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "CreateDescriptorHeap failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  333. return OK;
  334. }
  335. RenderingDeviceDriverD3D12::DescriptorsHeap::Walker RenderingDeviceDriverD3D12::DescriptorsHeap::make_walker() const {
  336. Walker walker;
  337. walker.handle_size = handle_size;
  338. walker.handle_count = desc.NumDescriptors;
  339. if (heap) {
  340. #if defined(_MSC_VER) || !defined(_WIN32)
  341. walker.first_cpu_handle = heap->GetCPUDescriptorHandleForHeapStart();
  342. if ((desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE)) {
  343. walker.first_gpu_handle = heap->GetGPUDescriptorHandleForHeapStart();
  344. }
  345. #else
  346. heap->GetCPUDescriptorHandleForHeapStart(&walker.first_cpu_handle);
  347. if ((desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE)) {
  348. heap->GetGPUDescriptorHandleForHeapStart(&walker.first_gpu_handle);
  349. }
  350. #endif
  351. }
  352. return walker;
  353. }
  354. void RenderingDeviceDriverD3D12::DescriptorsHeap::Walker::advance(uint32_t p_count) {
  355. ERR_FAIL_COND_MSG(handle_index + p_count > handle_count, "Would advance past EOF.");
  356. handle_index += p_count;
  357. }
  358. D3D12_CPU_DESCRIPTOR_HANDLE RenderingDeviceDriverD3D12::DescriptorsHeap::Walker::get_curr_cpu_handle() {
  359. ERR_FAIL_COND_V_MSG(is_at_eof(), D3D12_CPU_DESCRIPTOR_HANDLE(), "Heap walker is at EOF.");
  360. return D3D12_CPU_DESCRIPTOR_HANDLE{ first_cpu_handle.ptr + handle_index * handle_size };
  361. }
  362. D3D12_GPU_DESCRIPTOR_HANDLE RenderingDeviceDriverD3D12::DescriptorsHeap::Walker::get_curr_gpu_handle() {
  363. 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.");
  364. ERR_FAIL_COND_V_MSG(is_at_eof(), D3D12_GPU_DESCRIPTOR_HANDLE(), "Heap walker is at EOF.");
  365. return D3D12_GPU_DESCRIPTOR_HANDLE{ first_gpu_handle.ptr + handle_index * handle_size };
  366. }
  367. static const D3D12_COMPARISON_FUNC RD_TO_D3D12_COMPARE_OP[RD::COMPARE_OP_MAX] = {
  368. D3D12_COMPARISON_FUNC_NEVER,
  369. D3D12_COMPARISON_FUNC_LESS,
  370. D3D12_COMPARISON_FUNC_EQUAL,
  371. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  372. D3D12_COMPARISON_FUNC_GREATER,
  373. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  374. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  375. D3D12_COMPARISON_FUNC_ALWAYS,
  376. };
  377. uint32_t RenderingDeviceDriverD3D12::SubgroupCapabilities::supported_stages_flags_rd() const {
  378. // If there's a way to check exactly which are supported, I have yet to find it.
  379. return (
  380. RenderingDevice::ShaderStage::SHADER_STAGE_FRAGMENT_BIT |
  381. RenderingDevice::ShaderStage::SHADER_STAGE_COMPUTE_BIT);
  382. }
  383. uint32_t RenderingDeviceDriverD3D12::SubgroupCapabilities::supported_operations_flags_rd() const {
  384. if (!wave_ops_supported) {
  385. return 0;
  386. } else {
  387. return (
  388. RenderingDevice::SubgroupOperations::SUBGROUP_BASIC_BIT |
  389. RenderingDevice::SubgroupOperations::SUBGROUP_BALLOT_BIT |
  390. RenderingDevice::SubgroupOperations::SUBGROUP_VOTE_BIT |
  391. RenderingDevice::SubgroupOperations::SUBGROUP_SHUFFLE_BIT |
  392. RenderingDevice::SubgroupOperations::SUBGROUP_SHUFFLE_RELATIVE_BIT |
  393. RenderingDevice::SubgroupOperations::SUBGROUP_QUAD_BIT |
  394. RenderingDevice::SubgroupOperations::SUBGROUP_ARITHMETIC_BIT |
  395. RenderingDevice::SubgroupOperations::SUBGROUP_CLUSTERED_BIT);
  396. }
  397. }
  398. void RenderingDeviceDriverD3D12::_debug_message_func(D3D12_MESSAGE_CATEGORY p_category, D3D12_MESSAGE_SEVERITY p_severity, D3D12_MESSAGE_ID p_id, LPCSTR p_description, void *p_context) {
  399. String type_string;
  400. switch (p_category) {
  401. case D3D12_MESSAGE_CATEGORY_APPLICATION_DEFINED:
  402. type_string = "APPLICATION_DEFINED";
  403. break;
  404. case D3D12_MESSAGE_CATEGORY_MISCELLANEOUS:
  405. type_string = "MISCELLANEOUS";
  406. break;
  407. case D3D12_MESSAGE_CATEGORY_INITIALIZATION:
  408. type_string = "INITIALIZATION";
  409. break;
  410. case D3D12_MESSAGE_CATEGORY_CLEANUP:
  411. type_string = "CLEANUP";
  412. break;
  413. case D3D12_MESSAGE_CATEGORY_COMPILATION:
  414. type_string = "COMPILATION";
  415. break;
  416. case D3D12_MESSAGE_CATEGORY_STATE_CREATION:
  417. type_string = "STATE_CREATION";
  418. break;
  419. case D3D12_MESSAGE_CATEGORY_STATE_SETTING:
  420. type_string = "STATE_SETTING";
  421. break;
  422. case D3D12_MESSAGE_CATEGORY_STATE_GETTING:
  423. type_string = "STATE_GETTING";
  424. break;
  425. case D3D12_MESSAGE_CATEGORY_RESOURCE_MANIPULATION:
  426. type_string = "RESOURCE_MANIPULATION";
  427. break;
  428. case D3D12_MESSAGE_CATEGORY_EXECUTION:
  429. type_string = "EXECUTION";
  430. break;
  431. case D3D12_MESSAGE_CATEGORY_SHADER:
  432. type_string = "SHADER";
  433. break;
  434. }
  435. String error_message(type_string +
  436. " - Message Id Number: " + String::num_int64(p_id) +
  437. "\n\t" + p_description);
  438. // Convert D3D12 severity to our own log macros.
  439. switch (p_severity) {
  440. case D3D12_MESSAGE_SEVERITY_MESSAGE:
  441. print_verbose(error_message);
  442. break;
  443. case D3D12_MESSAGE_SEVERITY_INFO:
  444. print_line(error_message);
  445. break;
  446. case D3D12_MESSAGE_SEVERITY_WARNING:
  447. WARN_PRINT(error_message);
  448. break;
  449. case D3D12_MESSAGE_SEVERITY_ERROR:
  450. case D3D12_MESSAGE_SEVERITY_CORRUPTION:
  451. ERR_PRINT(error_message);
  452. CRASH_COND_MSG(Engine::get_singleton()->is_abort_on_gpu_errors_enabled(),
  453. "Crashing, because abort on GPU errors is enabled.");
  454. break;
  455. }
  456. }
  457. /******************/
  458. /**** RESOURCE ****/
  459. /******************/
  460. static const D3D12_RESOURCE_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_RESOURCE_DIMENSION[RD::TEXTURE_TYPE_MAX] = {
  461. D3D12_RESOURCE_DIMENSION_TEXTURE1D,
  462. D3D12_RESOURCE_DIMENSION_TEXTURE2D,
  463. D3D12_RESOURCE_DIMENSION_TEXTURE3D,
  464. D3D12_RESOURCE_DIMENSION_TEXTURE2D,
  465. D3D12_RESOURCE_DIMENSION_TEXTURE1D,
  466. D3D12_RESOURCE_DIMENSION_TEXTURE2D,
  467. D3D12_RESOURCE_DIMENSION_TEXTURE2D,
  468. };
  469. void RenderingDeviceDriverD3D12::_resource_transition_batch(CommandBufferInfo *p_command_buffer, ResourceInfo *p_resource, uint32_t p_subresource, uint32_t p_num_planes, D3D12_RESOURCE_STATES p_new_state) {
  470. DEV_ASSERT(p_subresource != UINT32_MAX); // We don't support an "all-resources" command here.
  471. ResourceInfo::States *res_states = p_resource->states_ptr;
  472. D3D12_RESOURCE_STATES *curr_state = &res_states->subresource_states[p_subresource];
  473. // Transitions can be considered redundant if the current state has all the bits of the new state.
  474. // This check does not apply to the common state however, which must resort to checking if the state is the same (0).
  475. bool any_state_is_common = *curr_state == D3D12_RESOURCE_STATE_COMMON || p_new_state == D3D12_RESOURCE_STATE_COMMON;
  476. bool redundant_transition = any_state_is_common ? *curr_state == p_new_state : ((*curr_state) & p_new_state) == p_new_state;
  477. if (redundant_transition) {
  478. bool just_written = *curr_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  479. bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != p_command_buffer->res_barriers_batch;
  480. if (needs_uav_barrier) {
  481. if (p_command_buffer->res_barriers.size() < p_command_buffer->res_barriers_count + 1) {
  482. p_command_buffer->res_barriers.resize(p_command_buffer->res_barriers_count + 1);
  483. }
  484. p_command_buffer->res_barriers[p_command_buffer->res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(p_resource->resource);
  485. p_command_buffer->res_barriers_count++;
  486. res_states->last_batch_with_uav_barrier = p_command_buffer->res_barriers_batch;
  487. }
  488. } else {
  489. uint64_t subres_mask_piece = ((uint64_t)1 << (p_subresource & 0b111111));
  490. uint8_t subres_qword = p_subresource >> 6;
  491. if (p_command_buffer->res_barriers_requests.has(res_states)) {
  492. BarrierRequest &br = p_command_buffer->res_barriers_requests.get(res_states);
  493. DEV_ASSERT(br.dx_resource == p_resource->resource);
  494. DEV_ASSERT(br.subres_mask_qwords == STEPIFY(res_states->subresource_states.size(), 64) / 64);
  495. DEV_ASSERT(br.planes == p_num_planes);
  496. // First, find if the subresource already has a barrier scheduled.
  497. uint8_t curr_group_idx = 0;
  498. bool same_transition_scheduled = false;
  499. for (curr_group_idx = 0; curr_group_idx < br.groups_count; curr_group_idx++) {
  500. if (unlikely(br.groups[curr_group_idx].states == BarrierRequest::DELETED_GROUP)) {
  501. continue;
  502. }
  503. if ((br.groups[curr_group_idx].subres_mask[subres_qword] & subres_mask_piece)) {
  504. uint32_t state_mask = br.groups[curr_group_idx].states;
  505. same_transition_scheduled = (state_mask & (uint32_t)p_new_state) == (uint32_t)p_new_state;
  506. break;
  507. }
  508. }
  509. if (!same_transition_scheduled) {
  510. bool subres_already_there = curr_group_idx != br.groups_count;
  511. D3D12_RESOURCE_STATES final_states = {};
  512. if (subres_already_there) {
  513. final_states = br.groups[curr_group_idx].states;
  514. final_states |= p_new_state;
  515. bool subres_alone = true;
  516. for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
  517. if (i == subres_qword) {
  518. if (br.groups[curr_group_idx].subres_mask[i] != subres_mask_piece) {
  519. subres_alone = false;
  520. break;
  521. }
  522. } else {
  523. if (br.groups[curr_group_idx].subres_mask[i] != 0) {
  524. subres_alone = false;
  525. break;
  526. }
  527. }
  528. }
  529. bool relocated = false;
  530. if (subres_alone) {
  531. // Subresource is there by itself.
  532. for (uint8_t i = 0; i < br.groups_count; i++) {
  533. if (unlikely(i == curr_group_idx)) {
  534. continue;
  535. }
  536. if (unlikely(br.groups[i].states == BarrierRequest::DELETED_GROUP)) {
  537. continue;
  538. }
  539. // There's another group with the final states; relocate to it.
  540. if (br.groups[i].states == final_states) {
  541. br.groups[curr_group_idx].subres_mask[subres_qword] &= ~subres_mask_piece;
  542. relocated = true;
  543. break;
  544. }
  545. }
  546. if (relocated) {
  547. // Let's delete the group where it used to be by itself.
  548. if (curr_group_idx == br.groups_count - 1) {
  549. br.groups_count--;
  550. } else {
  551. br.groups[curr_group_idx].states = BarrierRequest::DELETED_GROUP;
  552. }
  553. } else {
  554. // Its current group, where it's alone, can extend its states.
  555. br.groups[curr_group_idx].states = final_states;
  556. }
  557. } else {
  558. // Already there, but not by itself and the state mask is different, so it now belongs to a different group.
  559. br.groups[curr_group_idx].subres_mask[subres_qword] &= ~subres_mask_piece;
  560. subres_already_there = false;
  561. }
  562. } else {
  563. final_states = p_new_state;
  564. }
  565. if (!subres_already_there) {
  566. // See if it fits exactly the states of some of the groups to fit it there.
  567. for (uint8_t i = 0; i < br.groups_count; i++) {
  568. if (unlikely(i == curr_group_idx)) {
  569. continue;
  570. }
  571. if (unlikely(br.groups[i].states == BarrierRequest::DELETED_GROUP)) {
  572. continue;
  573. }
  574. if (br.groups[i].states == final_states) {
  575. br.groups[i].subres_mask[subres_qword] |= subres_mask_piece;
  576. subres_already_there = true;
  577. break;
  578. }
  579. }
  580. if (!subres_already_there) {
  581. // Add a new group to accommodate this subresource.
  582. uint8_t group_to_fill = 0;
  583. if (br.groups_count < BarrierRequest::MAX_GROUPS) {
  584. // There are still free groups.
  585. group_to_fill = br.groups_count;
  586. br.groups_count++;
  587. } else {
  588. // Let's try to take over a deleted one.
  589. for (; group_to_fill < br.groups_count; group_to_fill++) {
  590. if (unlikely(br.groups[group_to_fill].states == BarrierRequest::DELETED_GROUP)) {
  591. break;
  592. }
  593. }
  594. CRASH_COND(group_to_fill == br.groups_count);
  595. }
  596. br.groups[group_to_fill].states = final_states;
  597. for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
  598. if (unlikely(i == subres_qword)) {
  599. br.groups[group_to_fill].subres_mask[i] = subres_mask_piece;
  600. } else {
  601. br.groups[group_to_fill].subres_mask[i] = 0;
  602. }
  603. }
  604. }
  605. }
  606. }
  607. } else {
  608. BarrierRequest &br = p_command_buffer->res_barriers_requests[res_states];
  609. br.dx_resource = p_resource->resource;
  610. br.subres_mask_qwords = STEPIFY(p_resource->states_ptr->subresource_states.size(), 64) / 64;
  611. CRASH_COND(p_resource->states_ptr->subresource_states.size() > BarrierRequest::MAX_SUBRESOURCES);
  612. br.planes = p_num_planes;
  613. br.groups[0].states = p_new_state;
  614. for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
  615. if (unlikely(i == subres_qword)) {
  616. br.groups[0].subres_mask[i] = subres_mask_piece;
  617. } else {
  618. br.groups[0].subres_mask[i] = 0;
  619. }
  620. }
  621. br.groups_count = 1;
  622. }
  623. }
  624. }
  625. void RenderingDeviceDriverD3D12::_resource_transitions_flush(CommandBufferInfo *p_command_buffer) {
  626. for (const KeyValue<ResourceInfo::States *, BarrierRequest> &E : p_command_buffer->res_barriers_requests) {
  627. ResourceInfo::States *res_states = E.key;
  628. const BarrierRequest &br = E.value;
  629. uint32_t num_subresources = res_states->subresource_states.size();
  630. // When there's not a lot of subresources, the empirical finding is that it's better
  631. // to avoid attempting the single-barrier optimization.
  632. static const uint32_t SINGLE_BARRIER_ATTEMPT_MAX_NUM_SUBRESOURCES = 48;
  633. bool may_do_single_barrier = br.groups_count == 1 && num_subresources * br.planes >= SINGLE_BARRIER_ATTEMPT_MAX_NUM_SUBRESOURCES;
  634. if (may_do_single_barrier) {
  635. // A single group means we may be able to do a single all-subresources barrier.
  636. {
  637. // First requisite is that all subresources are involved.
  638. uint8_t subres_mask_full_qwords = num_subresources / 64;
  639. for (uint32_t i = 0; i < subres_mask_full_qwords; i++) {
  640. if (br.groups[0].subres_mask[i] != UINT64_MAX) {
  641. may_do_single_barrier = false;
  642. break;
  643. }
  644. }
  645. if (may_do_single_barrier) {
  646. if (num_subresources % 64) {
  647. DEV_ASSERT(br.subres_mask_qwords == subres_mask_full_qwords + 1);
  648. uint64_t mask_tail_qword = 0;
  649. for (uint8_t i = 0; i < num_subresources % 64; i++) {
  650. mask_tail_qword |= ((uint64_t)1 << i);
  651. }
  652. if ((br.groups[0].subres_mask[subres_mask_full_qwords] & mask_tail_qword) != mask_tail_qword) {
  653. may_do_single_barrier = false;
  654. }
  655. }
  656. }
  657. }
  658. if (may_do_single_barrier) {
  659. // Second requisite is that the source state is the same for all.
  660. for (uint32_t i = 1; i < num_subresources; i++) {
  661. if (res_states->subresource_states[i] != res_states->subresource_states[0]) {
  662. may_do_single_barrier = false;
  663. break;
  664. }
  665. }
  666. if (may_do_single_barrier) {
  667. // Hurray!, we can do a single barrier (plus maybe a UAV one, too).
  668. bool just_written = res_states->subresource_states[0] == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  669. bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != p_command_buffer->res_barriers_batch;
  670. uint32_t needed_barriers = (needs_uav_barrier ? 1 : 0) + 1;
  671. if (p_command_buffer->res_barriers.size() < p_command_buffer->res_barriers_count + needed_barriers) {
  672. p_command_buffer->res_barriers.resize(p_command_buffer->res_barriers_count + needed_barriers);
  673. }
  674. if (needs_uav_barrier) {
  675. p_command_buffer->res_barriers[p_command_buffer->res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(br.dx_resource);
  676. p_command_buffer->res_barriers_count++;
  677. res_states->last_batch_with_uav_barrier = p_command_buffer->res_barriers_batch;
  678. }
  679. if (res_states->subresource_states[0] != br.groups[0].states) {
  680. p_command_buffer->res_barriers[p_command_buffer->res_barriers_count] = CD3DX12_RESOURCE_BARRIER::Transition(br.dx_resource, res_states->subresource_states[0], br.groups[0].states, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
  681. p_command_buffer->res_barriers_count++;
  682. }
  683. for (uint32_t i = 0; i < num_subresources; i++) {
  684. res_states->subresource_states[i] = br.groups[0].states;
  685. }
  686. }
  687. }
  688. }
  689. if (!may_do_single_barrier) {
  690. for (uint8_t i = 0; i < br.groups_count; i++) {
  691. const BarrierRequest::Group &g = E.value.groups[i];
  692. if (unlikely(g.states == BarrierRequest::DELETED_GROUP)) {
  693. continue;
  694. }
  695. uint32_t subresource = 0;
  696. do {
  697. uint64_t subres_mask_piece = ((uint64_t)1 << (subresource % 64));
  698. uint8_t subres_qword = subresource / 64;
  699. if (likely(g.subres_mask[subres_qword] == 0)) {
  700. subresource += 64;
  701. continue;
  702. }
  703. if (likely(!(g.subres_mask[subres_qword] & subres_mask_piece))) {
  704. subresource++;
  705. continue;
  706. }
  707. D3D12_RESOURCE_STATES *curr_state = &res_states->subresource_states[subresource];
  708. bool just_written = *curr_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  709. bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != p_command_buffer->res_barriers_batch;
  710. uint32_t needed_barriers = (needs_uav_barrier ? 1 : 0) + br.planes;
  711. if (p_command_buffer->res_barriers.size() < p_command_buffer->res_barriers_count + needed_barriers) {
  712. p_command_buffer->res_barriers.resize(p_command_buffer->res_barriers_count + needed_barriers);
  713. }
  714. if (needs_uav_barrier) {
  715. p_command_buffer->res_barriers[p_command_buffer->res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(br.dx_resource);
  716. p_command_buffer->res_barriers_count++;
  717. res_states->last_batch_with_uav_barrier = p_command_buffer->res_barriers_batch;
  718. }
  719. if (*curr_state != g.states) {
  720. for (uint8_t k = 0; k < br.planes; k++) {
  721. p_command_buffer->res_barriers[p_command_buffer->res_barriers_count] = CD3DX12_RESOURCE_BARRIER::Transition(br.dx_resource, *curr_state, g.states, subresource + k * num_subresources);
  722. p_command_buffer->res_barriers_count++;
  723. }
  724. }
  725. *curr_state = g.states;
  726. subresource++;
  727. } while (subresource < num_subresources);
  728. }
  729. }
  730. }
  731. if (p_command_buffer->res_barriers_count) {
  732. p_command_buffer->cmd_list->ResourceBarrier(p_command_buffer->res_barriers_count, p_command_buffer->res_barriers.ptr());
  733. p_command_buffer->res_barriers_requests.clear();
  734. }
  735. p_command_buffer->res_barriers_count = 0;
  736. p_command_buffer->res_barriers_batch++;
  737. }
  738. /*****************/
  739. /**** BUFFERS ****/
  740. /*****************/
  741. RDD::BufferID RenderingDeviceDriverD3D12::buffer_create(uint64_t p_size, BitField<BufferUsageBits> p_usage, MemoryAllocationType p_allocation_type) {
  742. // D3D12 debug layers complain at CBV creation time if the size is not multiple of the value per the spec
  743. // but also if you give a rounded size at that point because it will extend beyond the
  744. // memory of the resource. Therefore, it seems the only way is to create it with a
  745. // rounded size.
  746. CD3DX12_RESOURCE_DESC1 resource_desc = CD3DX12_RESOURCE_DESC1::Buffer(STEPIFY(p_size, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT));
  747. if (p_usage.has_flag(RDD::BUFFER_USAGE_STORAGE_BIT)) {
  748. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  749. } else {
  750. resource_desc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  751. }
  752. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  753. allocation_desc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
  754. D3D12_RESOURCE_STATES initial_state = D3D12_RESOURCE_STATE_COMMON;
  755. switch (p_allocation_type) {
  756. case MEMORY_ALLOCATION_TYPE_CPU: {
  757. bool is_src = p_usage.has_flag(BUFFER_USAGE_TRANSFER_FROM_BIT);
  758. bool is_dst = p_usage.has_flag(BUFFER_USAGE_TRANSFER_TO_BIT);
  759. if (is_src && !is_dst) {
  760. // Looks like a staging buffer: CPU maps, writes sequentially, then GPU copies to VRAM.
  761. allocation_desc.HeapType = D3D12_HEAP_TYPE_UPLOAD;
  762. initial_state = D3D12_RESOURCE_STATE_GENERIC_READ;
  763. }
  764. if (is_dst && !is_src) {
  765. // Looks like a readback buffer: GPU copies from VRAM, then CPU maps and reads.
  766. allocation_desc.HeapType = D3D12_HEAP_TYPE_READBACK;
  767. initial_state = D3D12_RESOURCE_STATE_COPY_DEST;
  768. }
  769. } break;
  770. case MEMORY_ALLOCATION_TYPE_GPU: {
  771. // Use default parameters.
  772. } break;
  773. }
  774. ComPtr<ID3D12Resource> buffer;
  775. ComPtr<D3D12MA::Allocation> allocation;
  776. HRESULT res;
  777. if (barrier_capabilities.enhanced_barriers_supported) {
  778. res = allocator->CreateResource3(
  779. &allocation_desc,
  780. &resource_desc,
  781. D3D12_BARRIER_LAYOUT_UNDEFINED,
  782. nullptr,
  783. 0,
  784. nullptr,
  785. allocation.GetAddressOf(),
  786. IID_PPV_ARGS(buffer.GetAddressOf()));
  787. } else {
  788. res = allocator->CreateResource(
  789. &allocation_desc,
  790. reinterpret_cast<const D3D12_RESOURCE_DESC *>(&resource_desc),
  791. initial_state,
  792. nullptr,
  793. allocation.GetAddressOf(),
  794. IID_PPV_ARGS(buffer.GetAddressOf()));
  795. }
  796. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), BufferID(), "Can't create buffer of size: " + itos(p_size) + ", error " + vformat("0x%08ux", (uint64_t)res) + ".");
  797. // Bookkeep.
  798. BufferInfo *buf_info = VersatileResource::allocate<BufferInfo>(resources_allocator);
  799. buf_info->resource = buffer.Get();
  800. buf_info->owner_info.resource = buffer;
  801. buf_info->owner_info.allocation = allocation;
  802. buf_info->owner_info.states.subresource_states.push_back(initial_state);
  803. buf_info->states_ptr = &buf_info->owner_info.states;
  804. buf_info->size = p_size;
  805. buf_info->flags.usable_as_uav = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS);
  806. return BufferID(buf_info);
  807. }
  808. bool RenderingDeviceDriverD3D12::buffer_set_texel_format(BufferID p_buffer, DataFormat p_format) {
  809. BufferInfo *buf_info = (BufferInfo *)p_buffer.id;
  810. buf_info->texel_format = p_format;
  811. return true;
  812. }
  813. void RenderingDeviceDriverD3D12::buffer_free(BufferID p_buffer) {
  814. BufferInfo *buf_info = (BufferInfo *)p_buffer.id;
  815. VersatileResource::free(resources_allocator, buf_info);
  816. }
  817. uint64_t RenderingDeviceDriverD3D12::buffer_get_allocation_size(BufferID p_buffer) {
  818. const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
  819. return buf_info->owner_info.allocation ? buf_info->owner_info.allocation->GetSize() : 0;
  820. }
  821. uint8_t *RenderingDeviceDriverD3D12::buffer_map(BufferID p_buffer) {
  822. const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
  823. void *data_ptr = nullptr;
  824. HRESULT res = buf_info->resource->Map(0, &VOID_RANGE, &data_ptr);
  825. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), nullptr, "Map failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  826. return (uint8_t *)data_ptr;
  827. }
  828. void RenderingDeviceDriverD3D12::buffer_unmap(BufferID p_buffer) {
  829. const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
  830. buf_info->resource->Unmap(0, &VOID_RANGE);
  831. }
  832. uint64_t RenderingDeviceDriverD3D12::buffer_get_device_address(BufferID p_buffer) {
  833. const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
  834. return buf_info->resource->GetGPUVirtualAddress();
  835. }
  836. /*****************/
  837. /**** TEXTURE ****/
  838. /*****************/
  839. static const D3D12_SRV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV[RD::TEXTURE_TYPE_MAX] = {
  840. D3D12_SRV_DIMENSION_TEXTURE1D,
  841. D3D12_SRV_DIMENSION_TEXTURE2D,
  842. D3D12_SRV_DIMENSION_TEXTURE3D,
  843. D3D12_SRV_DIMENSION_TEXTURECUBE,
  844. D3D12_SRV_DIMENSION_TEXTURE1DARRAY,
  845. D3D12_SRV_DIMENSION_TEXTURE2DARRAY,
  846. D3D12_SRV_DIMENSION_TEXTURECUBEARRAY,
  847. };
  848. static const D3D12_SRV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV_MS[RD::TEXTURE_TYPE_MAX] = {
  849. D3D12_SRV_DIMENSION_UNKNOWN,
  850. D3D12_SRV_DIMENSION_TEXTURE2DMS,
  851. D3D12_SRV_DIMENSION_UNKNOWN,
  852. D3D12_SRV_DIMENSION_UNKNOWN,
  853. D3D12_SRV_DIMENSION_UNKNOWN,
  854. D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY,
  855. D3D12_SRV_DIMENSION_UNKNOWN,
  856. };
  857. static const D3D12_UAV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_UAV[RD::TEXTURE_TYPE_MAX] = {
  858. D3D12_UAV_DIMENSION_TEXTURE1D,
  859. D3D12_UAV_DIMENSION_TEXTURE2D,
  860. D3D12_UAV_DIMENSION_TEXTURE3D,
  861. D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
  862. D3D12_UAV_DIMENSION_TEXTURE1DARRAY,
  863. D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
  864. D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
  865. };
  866. uint32_t RenderingDeviceDriverD3D12::_find_max_common_supported_sample_count(VectorView<DXGI_FORMAT> p_formats) {
  867. uint32_t common = UINT32_MAX;
  868. MutexLock lock(format_sample_counts_mask_cache_mutex);
  869. for (uint32_t i = 0; i < p_formats.size(); i++) {
  870. if (format_sample_counts_mask_cache.has(p_formats[i])) {
  871. common &= format_sample_counts_mask_cache[p_formats[i]];
  872. } else {
  873. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS msql = {};
  874. msql.Format = p_formats[i];
  875. uint32_t mask = 0;
  876. for (int samples = 1 << (TEXTURE_SAMPLES_MAX - 1); samples >= 1; samples /= 2) {
  877. msql.SampleCount = (UINT)samples;
  878. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &msql, sizeof(msql));
  879. if (SUCCEEDED(res) && msql.NumQualityLevels) {
  880. int bit = get_shift_from_power_of_2((uint32_t)samples);
  881. ERR_FAIL_COND_V(bit == -1, 1);
  882. mask |= (uint32_t)(1 << bit);
  883. }
  884. }
  885. format_sample_counts_mask_cache.insert(p_formats[i], mask);
  886. common &= mask;
  887. }
  888. }
  889. if (common == UINT32_MAX) {
  890. return 1;
  891. } else {
  892. return ((uint32_t)1 << nearest_shift(common));
  893. }
  894. }
  895. UINT RenderingDeviceDriverD3D12::_compute_component_mapping(const RDD::TextureView &p_view) {
  896. UINT base_swizzle = RD_TO_D3D12_FORMAT[p_view.format].swizzle;
  897. D3D12_SHADER_COMPONENT_MAPPING component_swizzles[TEXTURE_SWIZZLE_MAX] = {
  898. D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0, // Unused.
  899. D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
  900. D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
  901. // These will be D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_*.
  902. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(0, base_swizzle),
  903. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(1, base_swizzle),
  904. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(2, base_swizzle),
  905. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(3, base_swizzle),
  906. };
  907. return D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
  908. p_view.swizzle_r == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_R] : component_swizzles[p_view.swizzle_r],
  909. p_view.swizzle_g == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_G] : component_swizzles[p_view.swizzle_g],
  910. p_view.swizzle_b == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_B] : component_swizzles[p_view.swizzle_b],
  911. p_view.swizzle_a == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_A] : component_swizzles[p_view.swizzle_a]);
  912. }
  913. UINT RenderingDeviceDriverD3D12::_compute_plane_slice(DataFormat p_format, BitField<TextureAspectBits> p_aspect_bits) {
  914. TextureAspect aspect = TEXTURE_ASPECT_MAX;
  915. if (p_aspect_bits.has_flag(TEXTURE_ASPECT_COLOR_BIT)) {
  916. DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX);
  917. aspect = TEXTURE_ASPECT_COLOR;
  918. }
  919. if (p_aspect_bits.has_flag(TEXTURE_ASPECT_DEPTH_BIT)) {
  920. DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX);
  921. aspect = TEXTURE_ASPECT_DEPTH;
  922. } else if (p_aspect_bits.has_flag(TEXTURE_ASPECT_STENCIL_BIT)) {
  923. DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX);
  924. aspect = TEXTURE_ASPECT_STENCIL;
  925. }
  926. DEV_ASSERT(aspect != TEXTURE_ASPECT_MAX);
  927. return _compute_plane_slice(p_format, aspect);
  928. }
  929. UINT RenderingDeviceDriverD3D12::_compute_plane_slice(DataFormat p_format, TextureAspect p_aspect) {
  930. switch (p_aspect) {
  931. case TEXTURE_ASPECT_COLOR:
  932. // The plane must be 0 for the color aspect (assuming the format is a regular color one, which must be the case).
  933. return 0;
  934. case TEXTURE_ASPECT_DEPTH:
  935. // The plane must be 0 for the color or depth aspect
  936. return 0;
  937. case TEXTURE_ASPECT_STENCIL:
  938. // 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).
  939. return format_get_plane_count(p_format) == 2 ? 1 : 0;
  940. default:
  941. DEV_ASSERT(false);
  942. return 0;
  943. }
  944. }
  945. UINT RenderingDeviceDriverD3D12::_compute_subresource_from_layers(TextureInfo *p_texture, const TextureSubresourceLayers &p_layers, uint32_t p_layer_offset) {
  946. return D3D12CalcSubresource(p_layers.mipmap, p_layers.base_layer + p_layer_offset, _compute_plane_slice(p_texture->format, p_layers.aspect), p_texture->desc.MipLevels, p_texture->desc.ArraySize());
  947. }
  948. void RenderingDeviceDriverD3D12::_discard_texture_subresources(const TextureInfo *p_tex_info, const CommandBufferInfo *p_cmd_buf_info) {
  949. uint32_t planes = 1;
  950. if ((p_tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  951. planes = format_get_plane_count(p_tex_info->format);
  952. }
  953. D3D12_DISCARD_REGION dr = {};
  954. dr.NumRects = p_cmd_buf_info->render_pass_state.region_is_all ? 0 : 1;
  955. dr.pRects = p_cmd_buf_info->render_pass_state.region_is_all ? nullptr : &p_cmd_buf_info->render_pass_state.region_rect;
  956. dr.FirstSubresource = UINT_MAX;
  957. dr.NumSubresources = 0;
  958. for (uint32_t u = 0; u < planes; u++) {
  959. for (uint32_t v = 0; v < p_tex_info->layers; v++) {
  960. for (uint32_t w = 0; w < p_tex_info->mipmaps; w++) {
  961. UINT subresource = D3D12CalcSubresource(
  962. p_tex_info->base_mip + w,
  963. p_tex_info->base_layer + v,
  964. u,
  965. p_tex_info->desc.MipLevels,
  966. p_tex_info->desc.ArraySize());
  967. if (dr.NumSubresources == 0) {
  968. dr.FirstSubresource = subresource;
  969. dr.NumSubresources = 1;
  970. } else if (dr.FirstSubresource + dr.NumSubresources == subresource) {
  971. dr.NumSubresources++;
  972. } else {
  973. p_cmd_buf_info->cmd_list->DiscardResource(p_tex_info->resource, &dr);
  974. dr.FirstSubresource = subresource;
  975. dr.NumSubresources = 1;
  976. }
  977. }
  978. }
  979. }
  980. if (dr.NumSubresources) {
  981. p_cmd_buf_info->cmd_list->DiscardResource(p_tex_info->resource, &dr);
  982. }
  983. }
  984. bool RenderingDeviceDriverD3D12::_unordered_access_supported_by_format(DataFormat p_format) {
  985. switch (p_format) {
  986. case DATA_FORMAT_R4G4_UNORM_PACK8:
  987. case DATA_FORMAT_R4G4B4A4_UNORM_PACK16:
  988. case DATA_FORMAT_B4G4R4A4_UNORM_PACK16:
  989. case DATA_FORMAT_R5G6B5_UNORM_PACK16:
  990. case DATA_FORMAT_B5G6R5_UNORM_PACK16:
  991. case DATA_FORMAT_R5G5B5A1_UNORM_PACK16:
  992. case DATA_FORMAT_B5G5R5A1_UNORM_PACK16:
  993. case DATA_FORMAT_A1R5G5B5_UNORM_PACK16:
  994. case DATA_FORMAT_A8B8G8R8_UNORM_PACK32:
  995. case DATA_FORMAT_A8B8G8R8_SNORM_PACK32:
  996. case DATA_FORMAT_A8B8G8R8_USCALED_PACK32:
  997. case DATA_FORMAT_A8B8G8R8_SSCALED_PACK32:
  998. case DATA_FORMAT_A8B8G8R8_UINT_PACK32:
  999. case DATA_FORMAT_A8B8G8R8_SINT_PACK32:
  1000. case DATA_FORMAT_A8B8G8R8_SRGB_PACK32:
  1001. case DATA_FORMAT_A2R10G10B10_UNORM_PACK32:
  1002. case DATA_FORMAT_A2R10G10B10_SNORM_PACK32:
  1003. case DATA_FORMAT_A2R10G10B10_USCALED_PACK32:
  1004. case DATA_FORMAT_A2R10G10B10_SSCALED_PACK32:
  1005. case DATA_FORMAT_A2R10G10B10_UINT_PACK32:
  1006. case DATA_FORMAT_A2R10G10B10_SINT_PACK32:
  1007. case DATA_FORMAT_A2B10G10R10_UNORM_PACK32:
  1008. case DATA_FORMAT_A2B10G10R10_SNORM_PACK32:
  1009. case DATA_FORMAT_A2B10G10R10_USCALED_PACK32:
  1010. case DATA_FORMAT_A2B10G10R10_SSCALED_PACK32:
  1011. case DATA_FORMAT_A2B10G10R10_UINT_PACK32:
  1012. case DATA_FORMAT_A2B10G10R10_SINT_PACK32:
  1013. case DATA_FORMAT_B10G11R11_UFLOAT_PACK32:
  1014. case DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32:
  1015. case DATA_FORMAT_X8_D24_UNORM_PACK32:
  1016. case DATA_FORMAT_R10X6_UNORM_PACK16:
  1017. case DATA_FORMAT_R10X6G10X6_UNORM_2PACK16:
  1018. case DATA_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16:
  1019. case DATA_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16:
  1020. case DATA_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16:
  1021. case DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16:
  1022. case DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16:
  1023. case DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16:
  1024. case DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16:
  1025. case DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_444_UNORM_3PACK16:
  1026. case DATA_FORMAT_R12X4_UNORM_PACK16:
  1027. case DATA_FORMAT_R12X4G12X4_UNORM_2PACK16:
  1028. case DATA_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16:
  1029. case DATA_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16:
  1030. case DATA_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16:
  1031. case DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16:
  1032. case DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16:
  1033. case DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16:
  1034. case DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16:
  1035. case DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16:
  1036. return false;
  1037. default:
  1038. return true;
  1039. }
  1040. }
  1041. RDD::TextureID RenderingDeviceDriverD3D12::texture_create(const TextureFormat &p_format, const TextureView &p_view) {
  1042. // Using D3D12_RESOURCE_DESC1. Thanks to the layout, it's sliceable down to D3D12_RESOURCE_DESC if needed.
  1043. CD3DX12_RESOURCE_DESC1 resource_desc = {};
  1044. resource_desc.Dimension = RD_TEXTURE_TYPE_TO_D3D12_RESOURCE_DIMENSION[p_format.texture_type];
  1045. resource_desc.Alignment = 0; // D3D12MA will override this to use a smaller alignment than the default if possible.
  1046. resource_desc.Width = p_format.width;
  1047. resource_desc.Height = p_format.height;
  1048. resource_desc.DepthOrArraySize = p_format.depth * p_format.array_layers;
  1049. resource_desc.MipLevels = p_format.mipmaps;
  1050. // Format.
  1051. bool cross_family_sharing = false;
  1052. bool relaxed_casting_available = false;
  1053. DXGI_FORMAT *relaxed_casting_formats = nullptr;
  1054. uint32_t relaxed_casting_format_count = 0;
  1055. {
  1056. resource_desc.Format = RD_TO_D3D12_FORMAT[p_format.format].family;
  1057. // If views of different families are wanted, special setup is needed for proper sharing among them.
  1058. // If the driver reports relaxed casting is, leverage its new extended resource creation API (via D3D12MA).
  1059. if (p_format.shareable_formats.size() && format_capabilities.relaxed_casting_supported) {
  1060. relaxed_casting_available = true;
  1061. relaxed_casting_formats = ALLOCA_ARRAY(DXGI_FORMAT, p_format.shareable_formats.size() + 1);
  1062. relaxed_casting_formats[0] = RD_TO_D3D12_FORMAT[p_format.format].general_format;
  1063. relaxed_casting_format_count++;
  1064. }
  1065. HashMap<DataFormat, D3D12_RESOURCE_FLAGS> aliases_forbidden_flags;
  1066. for (int i = 0; i < p_format.shareable_formats.size(); i++) {
  1067. DataFormat curr_format = p_format.shareable_formats[i];
  1068. String format_text = "'" + String(FORMAT_NAMES[p_format.format]) + "'";
  1069. ERR_FAIL_COND_V_MSG(RD_TO_D3D12_FORMAT[curr_format].family == DXGI_FORMAT_UNKNOWN, TextureID(), "Format " + format_text + " is not supported.");
  1070. if (RD_TO_D3D12_FORMAT[curr_format].family != RD_TO_D3D12_FORMAT[p_format.format].family) {
  1071. cross_family_sharing = true;
  1072. }
  1073. if (relaxed_casting_available) {
  1074. relaxed_casting_formats[relaxed_casting_format_count] = RD_TO_D3D12_FORMAT[curr_format].general_format;
  1075. relaxed_casting_format_count++;
  1076. }
  1077. }
  1078. if (cross_family_sharing && !relaxed_casting_available) {
  1079. // Per https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_texture_layout.
  1080. if (p_format.texture_type == TEXTURE_TYPE_1D) {
  1081. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a 1D texture.");
  1082. }
  1083. if (p_format.samples != TEXTURE_SAMPLES_1) {
  1084. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a multi-sample texture.");
  1085. }
  1086. if ((p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
  1087. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a depth-stencil texture.");
  1088. }
  1089. if (RD_TO_D3D12_FORMAT[p_format.format].family == DXGI_FORMAT_R32G32B32_TYPELESS) {
  1090. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for an R32G32B32 texture.");
  1091. }
  1092. }
  1093. }
  1094. // Usage.
  1095. if ((p_format.usage_bits & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT)) {
  1096. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  1097. } else {
  1098. if ((p_format.usage_bits & TEXTURE_USAGE_CAN_COPY_TO_BIT) && _unordered_access_supported_by_format(p_format.format)) {
  1099. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; // For clearing via UAV.
  1100. }
  1101. }
  1102. if ((p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
  1103. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1104. }
  1105. if ((p_format.usage_bits & TEXTURE_USAGE_STORAGE_BIT)) {
  1106. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  1107. }
  1108. if ((p_format.usage_bits & TEXTURE_USAGE_VRS_ATTACHMENT_BIT) && (p_format.usage_bits & TEXTURE_USAGE_VRS_FRAGMENT_SHADING_RATE_BIT)) {
  1109. // For VRS images we can't use the typeless format.
  1110. resource_desc.Format = DXGI_FORMAT_R8_UINT;
  1111. }
  1112. resource_desc.SampleDesc = {};
  1113. 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;
  1114. if (!(resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) {
  1115. resource_desc.SampleDesc.Count = MIN(
  1116. _find_max_common_supported_sample_count(format_to_test),
  1117. TEXTURE_SAMPLES_COUNT[p_format.samples]);
  1118. } else {
  1119. // No MSAA in D3D12 if storage. May have become possible recently where supported, though.
  1120. resource_desc.SampleDesc.Count = 1;
  1121. }
  1122. resource_desc.SampleDesc.Quality = resource_desc.SampleDesc.Count == 1 ? 0 : DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN;
  1123. // Create.
  1124. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  1125. allocation_desc.HeapType = (p_format.usage_bits & TEXTURE_USAGE_CPU_READ_BIT) ? D3D12_HEAP_TYPE_READBACK : D3D12_HEAP_TYPE_DEFAULT;
  1126. if ((resource_desc.Flags & (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL))) {
  1127. allocation_desc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES;
  1128. } else {
  1129. allocation_desc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES;
  1130. }
  1131. if ((resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) {
  1132. allocation_desc.ExtraHeapFlags |= D3D12_HEAP_FLAG_ALLOW_SHADER_ATOMICS;
  1133. }
  1134. D3D12_RESOURCE_STATES initial_state = {};
  1135. ID3D12Resource *texture = nullptr;
  1136. ComPtr<ID3D12Resource> main_texture;
  1137. ComPtr<D3D12MA::Allocation> allocation;
  1138. static const FLOAT black[4] = {};
  1139. D3D12_CLEAR_VALUE clear_value = CD3DX12_CLEAR_VALUE(RD_TO_D3D12_FORMAT[p_format.format].general_format, black);
  1140. D3D12_CLEAR_VALUE *clear_value_ptr = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) ? &clear_value : nullptr;
  1141. {
  1142. HRESULT res = E_FAIL;
  1143. if (barrier_capabilities.enhanced_barriers_supported || (cross_family_sharing && relaxed_casting_available)) {
  1144. // Create with undefined layout if enhanced barriers are supported. Leave as common otherwise for interop with legacy barriers.
  1145. D3D12_BARRIER_LAYOUT initial_layout = barrier_capabilities.enhanced_barriers_supported ? D3D12_BARRIER_LAYOUT_UNDEFINED : D3D12_BARRIER_LAYOUT_COMMON;
  1146. res = allocator->CreateResource3(
  1147. &allocation_desc,
  1148. &resource_desc,
  1149. initial_layout,
  1150. clear_value_ptr,
  1151. relaxed_casting_format_count,
  1152. relaxed_casting_formats,
  1153. allocation.GetAddressOf(),
  1154. IID_PPV_ARGS(main_texture.GetAddressOf()));
  1155. initial_state = D3D12_RESOURCE_STATE_COMMON;
  1156. } else {
  1157. res = allocator->CreateResource(
  1158. &allocation_desc,
  1159. (D3D12_RESOURCE_DESC *)&resource_desc,
  1160. D3D12_RESOURCE_STATE_COPY_DEST,
  1161. clear_value_ptr,
  1162. allocation.GetAddressOf(),
  1163. IID_PPV_ARGS(main_texture.GetAddressOf()));
  1164. initial_state = D3D12_RESOURCE_STATE_COPY_DEST;
  1165. }
  1166. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), TextureID(), "CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1167. texture = main_texture.Get();
  1168. }
  1169. // Describe views.
  1170. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
  1171. {
  1172. srv_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1173. 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];
  1174. srv_desc.Shader4ComponentMapping = _compute_component_mapping(p_view);
  1175. switch (srv_desc.ViewDimension) {
  1176. case D3D12_SRV_DIMENSION_TEXTURE1D: {
  1177. srv_desc.Texture1D.MipLevels = p_format.mipmaps;
  1178. } break;
  1179. case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
  1180. srv_desc.Texture1DArray.MipLevels = p_format.mipmaps;
  1181. srv_desc.Texture1DArray.ArraySize = p_format.array_layers;
  1182. } break;
  1183. case D3D12_SRV_DIMENSION_TEXTURE2D: {
  1184. srv_desc.Texture2D.MipLevels = p_format.mipmaps;
  1185. } break;
  1186. case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
  1187. } break;
  1188. case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
  1189. srv_desc.Texture2DArray.MipLevels = p_format.mipmaps;
  1190. srv_desc.Texture2DArray.ArraySize = p_format.array_layers;
  1191. } break;
  1192. case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
  1193. srv_desc.Texture2DMSArray.ArraySize = p_format.array_layers;
  1194. } break;
  1195. case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY: {
  1196. srv_desc.TextureCubeArray.MipLevels = p_format.mipmaps;
  1197. srv_desc.TextureCubeArray.NumCubes = p_format.array_layers / 6;
  1198. } break;
  1199. case D3D12_SRV_DIMENSION_TEXTURE3D: {
  1200. srv_desc.Texture3D.MipLevels = p_format.mipmaps;
  1201. } break;
  1202. case D3D12_SRV_DIMENSION_TEXTURECUBE: {
  1203. srv_desc.TextureCube.MipLevels = p_format.mipmaps;
  1204. } break;
  1205. default: {
  1206. }
  1207. }
  1208. }
  1209. D3D12_UNORDERED_ACCESS_VIEW_DESC main_uav_desc = {};
  1210. {
  1211. main_uav_desc.Format = RD_TO_D3D12_FORMAT[p_format.format].general_format;
  1212. 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;
  1213. switch (main_uav_desc.ViewDimension) {
  1214. case D3D12_UAV_DIMENSION_TEXTURE1DARRAY: {
  1215. main_uav_desc.Texture1DArray.ArraySize = p_format.array_layers;
  1216. } break;
  1217. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY: {
  1218. // Either for an actual 2D texture array, cubemap or cubemap array.
  1219. main_uav_desc.Texture2DArray.ArraySize = p_format.array_layers;
  1220. } break;
  1221. case D3D12_UAV_DIMENSION_TEXTURE3D: {
  1222. main_uav_desc.Texture3D.WSize = p_format.depth;
  1223. } break;
  1224. default: {
  1225. }
  1226. }
  1227. }
  1228. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = main_uav_desc;
  1229. uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1230. // Bookkeep.
  1231. TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator);
  1232. tex_info->resource = texture;
  1233. tex_info->owner_info.resource = main_texture;
  1234. tex_info->owner_info.allocation = allocation;
  1235. tex_info->owner_info.states.subresource_states.resize(p_format.mipmaps * p_format.array_layers);
  1236. for (uint32_t i = 0; i < tex_info->owner_info.states.subresource_states.size(); i++) {
  1237. tex_info->owner_info.states.subresource_states[i] = initial_state;
  1238. }
  1239. tex_info->states_ptr = &tex_info->owner_info.states;
  1240. tex_info->format = p_format.format;
  1241. GODOT_GCC_WARNING_PUSH_AND_IGNORE("-Wstrict-aliasing")
  1242. tex_info->desc = *(CD3DX12_RESOURCE_DESC *)&resource_desc;
  1243. GODOT_GCC_WARNING_POP
  1244. tex_info->base_layer = 0;
  1245. tex_info->layers = resource_desc.ArraySize();
  1246. tex_info->base_mip = 0;
  1247. tex_info->mipmaps = resource_desc.MipLevels;
  1248. tex_info->view_descs.srv = srv_desc;
  1249. tex_info->view_descs.uav = uav_desc;
  1250. if (!barrier_capabilities.enhanced_barriers_supported && (p_format.usage_bits & (TEXTURE_USAGE_STORAGE_BIT | TEXTURE_USAGE_COLOR_ATTACHMENT_BIT))) {
  1251. // Fallback to clear resources when they're first used in a uniform set. Not necessary if enhanced barriers
  1252. // are supported, as the discard flag will be used instead when transitioning from an undefined layout.
  1253. textures_pending_clear.add(&tex_info->pending_clear);
  1254. }
  1255. return TextureID(tex_info);
  1256. }
  1257. 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, uint32_t p_mipmaps) {
  1258. ID3D12Resource *texture = (ID3D12Resource *)p_native_texture;
  1259. #if defined(_MSC_VER) || !defined(_WIN32)
  1260. const D3D12_RESOURCE_DESC base_resource_desc = texture->GetDesc();
  1261. #else
  1262. D3D12_RESOURCE_DESC base_resource_desc;
  1263. texture->GetDesc(&base_resource_desc);
  1264. #endif
  1265. CD3DX12_RESOURCE_DESC resource_desc(base_resource_desc);
  1266. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
  1267. {
  1268. srv_desc.Format = RD_TO_D3D12_FORMAT[p_format].general_format;
  1269. srv_desc.ViewDimension = resource_desc.SampleDesc.Count == 1 ? RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV[p_type] : RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV_MS[p_type];
  1270. srv_desc.Shader4ComponentMapping = _compute_component_mapping(TextureView{ p_format });
  1271. switch (srv_desc.ViewDimension) {
  1272. case D3D12_SRV_DIMENSION_TEXTURE1D: {
  1273. srv_desc.Texture1D.MipLevels = resource_desc.MipLevels;
  1274. } break;
  1275. case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
  1276. srv_desc.Texture1DArray.MipLevels = resource_desc.MipLevels;
  1277. srv_desc.Texture1DArray.ArraySize = p_array_layers;
  1278. } break;
  1279. case D3D12_SRV_DIMENSION_TEXTURE2D: {
  1280. srv_desc.Texture2D.MipLevels = resource_desc.MipLevels;
  1281. } break;
  1282. case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
  1283. } break;
  1284. case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
  1285. srv_desc.Texture2DArray.MipLevels = resource_desc.MipLevels;
  1286. srv_desc.Texture2DArray.ArraySize = p_array_layers;
  1287. } break;
  1288. case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
  1289. srv_desc.Texture2DMSArray.ArraySize = p_array_layers;
  1290. } break;
  1291. case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY: {
  1292. srv_desc.TextureCubeArray.MipLevels = resource_desc.MipLevels;
  1293. srv_desc.TextureCubeArray.NumCubes = p_array_layers / 6;
  1294. } break;
  1295. case D3D12_SRV_DIMENSION_TEXTURE3D: {
  1296. srv_desc.Texture3D.MipLevels = resource_desc.MipLevels;
  1297. } break;
  1298. case D3D12_SRV_DIMENSION_TEXTURECUBE: {
  1299. srv_desc.TextureCube.MipLevels = resource_desc.MipLevels;
  1300. } break;
  1301. default: {
  1302. }
  1303. }
  1304. }
  1305. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
  1306. {
  1307. uav_desc.Format = RD_TO_D3D12_FORMAT[p_format].general_format;
  1308. uav_desc.ViewDimension = resource_desc.SampleDesc.Count == 1 ? RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_UAV[p_type] : D3D12_UAV_DIMENSION_UNKNOWN;
  1309. switch (uav_desc.ViewDimension) {
  1310. case D3D12_UAV_DIMENSION_TEXTURE1DARRAY: {
  1311. uav_desc.Texture1DArray.ArraySize = p_array_layers;
  1312. } break;
  1313. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY: {
  1314. // Either for an actual 2D texture array, cubemap or cubemap array.
  1315. uav_desc.Texture2DArray.ArraySize = p_array_layers;
  1316. } break;
  1317. case D3D12_UAV_DIMENSION_TEXTURE3D: {
  1318. uav_desc.Texture3D.WSize = resource_desc.Depth();
  1319. } break;
  1320. default: {
  1321. }
  1322. }
  1323. }
  1324. TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator);
  1325. tex_info->resource = texture;
  1326. tex_info->owner_info.resource = nullptr; // Not allocated by us.
  1327. tex_info->owner_info.allocation = nullptr; // Not allocated by us.
  1328. tex_info->owner_info.states.subresource_states.resize(resource_desc.MipLevels * p_array_layers);
  1329. for (uint32_t i = 0; i < tex_info->owner_info.states.subresource_states.size(); i++) {
  1330. tex_info->owner_info.states.subresource_states[i] = !p_depth_stencil ? D3D12_RESOURCE_STATE_RENDER_TARGET : D3D12_RESOURCE_STATE_DEPTH_WRITE;
  1331. }
  1332. tex_info->states_ptr = &tex_info->owner_info.states;
  1333. tex_info->format = p_format;
  1334. #if defined(__GNUC__) && !defined(__clang__)
  1335. #pragma GCC diagnostic push
  1336. #pragma GCC diagnostic ignored "-Wstrict-aliasing"
  1337. #endif
  1338. tex_info->desc = *(CD3DX12_RESOURCE_DESC *)&resource_desc;
  1339. #if defined(__GNUC__) && !defined(__clang__)
  1340. #pragma GCC diagnostic pop
  1341. #endif
  1342. tex_info->base_layer = 0;
  1343. tex_info->layers = p_array_layers;
  1344. tex_info->base_mip = 0;
  1345. tex_info->mipmaps = resource_desc.MipLevels;
  1346. tex_info->view_descs.srv = srv_desc;
  1347. tex_info->view_descs.uav = uav_desc;
  1348. #ifdef DEBUG_ENABLED
  1349. tex_info->created_from_extension = true;
  1350. #endif
  1351. return TextureID(tex_info);
  1352. }
  1353. RDD::TextureID RenderingDeviceDriverD3D12::texture_create_shared(TextureID p_original_texture, const TextureView &p_view) {
  1354. return _texture_create_shared_from_slice(p_original_texture, p_view, (TextureSliceType)-1, 0, 0, 0, 0);
  1355. }
  1356. 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) {
  1357. return _texture_create_shared_from_slice(p_original_texture, p_view, p_slice_type, p_layer, p_layers, p_mipmap, p_mipmaps);
  1358. }
  1359. 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) {
  1360. TextureInfo *owner_tex_info = (TextureInfo *)p_original_texture.id;
  1361. #ifdef DEBUG_ENABLED
  1362. ERR_FAIL_COND_V(!owner_tex_info->owner_info.allocation, TextureID());
  1363. #endif
  1364. ComPtr<ID3D12Resource> new_texture;
  1365. ComPtr<D3D12MA::Allocation> new_allocation;
  1366. ID3D12Resource *resource = owner_tex_info->resource;
  1367. CD3DX12_RESOURCE_DESC new_tex_resource_desc = owner_tex_info->desc;
  1368. // Describe views.
  1369. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = owner_tex_info->view_descs.srv;
  1370. {
  1371. srv_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1372. srv_desc.Shader4ComponentMapping = _compute_component_mapping(p_view);
  1373. }
  1374. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = owner_tex_info->view_descs.uav;
  1375. {
  1376. uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1377. }
  1378. if (p_slice_type != (TextureSliceType)-1) {
  1379. // Complete description with slicing.
  1380. switch (p_slice_type) {
  1381. case TEXTURE_SLICE_2D: {
  1382. if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2D && p_layer == 0) {
  1383. srv_desc.Texture2D.MostDetailedMip = p_mipmap;
  1384. srv_desc.Texture2D.MipLevels = p_mipmaps;
  1385. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2D);
  1386. uav_desc.Texture1D.MipSlice = p_mipmap;
  1387. } else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer == 0) {
  1388. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_UNKNOWN);
  1389. } 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) {
  1390. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
  1391. srv_desc.Texture2DArray.MostDetailedMip = p_mipmap;
  1392. srv_desc.Texture2DArray.MipLevels = p_mipmaps;
  1393. srv_desc.Texture2DArray.FirstArraySlice = p_layer;
  1394. srv_desc.Texture2DArray.ArraySize = 1;
  1395. srv_desc.Texture2DArray.PlaneSlice = 0;
  1396. srv_desc.Texture2DArray.ResourceMinLODClamp = 0.0f;
  1397. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  1398. uav_desc.Texture2DArray.MipSlice = p_mipmap;
  1399. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1400. uav_desc.Texture2DArray.ArraySize = 1;
  1401. uav_desc.Texture2DArray.PlaneSlice = 0;
  1402. } else if ((srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY || (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer))) {
  1403. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
  1404. srv_desc.Texture2DMSArray.FirstArraySlice = p_layer;
  1405. srv_desc.Texture2DMSArray.ArraySize = 1;
  1406. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_UNKNOWN;
  1407. } else {
  1408. DEV_ASSERT(false);
  1409. }
  1410. } break;
  1411. case TEXTURE_SLICE_CUBEMAP: {
  1412. if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE || p_layer == 0) {
  1413. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  1414. srv_desc.TextureCube.MostDetailedMip = p_mipmap;
  1415. srv_desc.TextureCube.MipLevels = p_mipmaps;
  1416. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
  1417. uav_desc.Texture2DArray.MipSlice = p_mipmap;
  1418. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1419. uav_desc.Texture2DArray.ArraySize = 6;
  1420. uav_desc.Texture2DArray.PlaneSlice = 0;
  1421. } else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY || p_layer != 0) {
  1422. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  1423. srv_desc.TextureCubeArray.MostDetailedMip = p_mipmap;
  1424. srv_desc.TextureCubeArray.MipLevels = p_mipmaps;
  1425. srv_desc.TextureCubeArray.First2DArrayFace = p_layer;
  1426. srv_desc.TextureCubeArray.NumCubes = 1;
  1427. srv_desc.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  1428. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
  1429. uav_desc.Texture2DArray.MipSlice = p_mipmap;
  1430. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1431. uav_desc.Texture2DArray.ArraySize = 6;
  1432. uav_desc.Texture2DArray.PlaneSlice = 0;
  1433. } else {
  1434. DEV_ASSERT(false);
  1435. }
  1436. } break;
  1437. case TEXTURE_SLICE_3D: {
  1438. DEV_ASSERT(srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE3D);
  1439. srv_desc.Texture3D.MostDetailedMip = p_mipmap;
  1440. srv_desc.Texture3D.MipLevels = p_mipmaps;
  1441. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE3D);
  1442. uav_desc.Texture3D.MipSlice = p_mipmap;
  1443. uav_desc.Texture3D.WSize = -1;
  1444. } break;
  1445. case TEXTURE_SLICE_2D_ARRAY: {
  1446. DEV_ASSERT(srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DARRAY);
  1447. srv_desc.Texture2DArray.MostDetailedMip = p_mipmap;
  1448. srv_desc.Texture2DArray.MipLevels = p_mipmaps;
  1449. srv_desc.Texture2DArray.FirstArraySlice = p_layer;
  1450. srv_desc.Texture2DArray.ArraySize = p_layers;
  1451. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
  1452. uav_desc.Texture2DArray.MipSlice = p_mipmap;
  1453. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1454. uav_desc.Texture2DArray.ArraySize = p_layers;
  1455. } break;
  1456. default:
  1457. break;
  1458. }
  1459. }
  1460. // Bookkeep.
  1461. TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator);
  1462. tex_info->resource = resource;
  1463. tex_info->states_ptr = owner_tex_info->states_ptr;
  1464. tex_info->format = p_view.format;
  1465. tex_info->desc = new_tex_resource_desc;
  1466. if (p_slice_type == (TextureSliceType)-1) {
  1467. tex_info->base_layer = owner_tex_info->base_layer;
  1468. tex_info->layers = owner_tex_info->layers;
  1469. tex_info->base_mip = owner_tex_info->base_mip;
  1470. tex_info->mipmaps = owner_tex_info->mipmaps;
  1471. } else {
  1472. tex_info->base_layer = p_layer;
  1473. tex_info->layers = p_layers;
  1474. tex_info->base_mip = p_mipmap;
  1475. tex_info->mipmaps = p_mipmaps;
  1476. }
  1477. tex_info->view_descs.srv = srv_desc;
  1478. tex_info->view_descs.uav = uav_desc;
  1479. tex_info->main_texture = owner_tex_info;
  1480. return TextureID(tex_info);
  1481. }
  1482. void RenderingDeviceDriverD3D12::texture_free(TextureID p_texture) {
  1483. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1484. VersatileResource::free(resources_allocator, tex_info);
  1485. }
  1486. uint64_t RenderingDeviceDriverD3D12::texture_get_allocation_size(TextureID p_texture) {
  1487. const TextureInfo *tex_info = (const TextureInfo *)p_texture.id;
  1488. return tex_info->owner_info.allocation ? tex_info->owner_info.allocation->GetSize() : 0;
  1489. }
  1490. void RenderingDeviceDriverD3D12::texture_get_copyable_layout(TextureID p_texture, const TextureSubresource &p_subresource, TextureCopyableLayout *r_layout) {
  1491. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1492. UINT subresource = tex_info->desc.CalcSubresource(p_subresource.mipmap, p_subresource.layer, 0);
  1493. D3D12_PLACED_SUBRESOURCE_FOOTPRINT footprint = {};
  1494. UINT64 subresource_total_size = 0;
  1495. device->GetCopyableFootprints(
  1496. &tex_info->desc,
  1497. subresource,
  1498. 1,
  1499. 0,
  1500. &footprint,
  1501. nullptr,
  1502. nullptr,
  1503. &subresource_total_size);
  1504. *r_layout = {};
  1505. r_layout->offset = footprint.Offset;
  1506. r_layout->size = subresource_total_size;
  1507. r_layout->row_pitch = footprint.Footprint.RowPitch;
  1508. r_layout->depth_pitch = subresource_total_size / tex_info->desc.Depth();
  1509. r_layout->layer_pitch = subresource_total_size / tex_info->desc.ArraySize();
  1510. }
  1511. uint8_t *RenderingDeviceDriverD3D12::texture_map(TextureID p_texture, const TextureSubresource &p_subresource) {
  1512. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1513. #ifdef DEBUG_ENABLED
  1514. ERR_FAIL_COND_V(tex_info->mapped_subresource != UINT_MAX, nullptr);
  1515. #endif
  1516. UINT plane = _compute_plane_slice(tex_info->format, p_subresource.aspect);
  1517. UINT subresource = tex_info->desc.CalcSubresource(p_subresource.mipmap, p_subresource.layer, plane);
  1518. void *data_ptr = nullptr;
  1519. HRESULT res = tex_info->resource->Map(subresource, &VOID_RANGE, &data_ptr);
  1520. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), nullptr, "Map failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1521. tex_info->mapped_subresource = subresource;
  1522. return (uint8_t *)data_ptr;
  1523. }
  1524. void RenderingDeviceDriverD3D12::texture_unmap(TextureID p_texture) {
  1525. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1526. #ifdef DEBUG_ENABLED
  1527. ERR_FAIL_COND(tex_info->mapped_subresource == UINT_MAX);
  1528. #endif
  1529. tex_info->resource->Unmap(tex_info->mapped_subresource, &VOID_RANGE);
  1530. tex_info->mapped_subresource = UINT_MAX;
  1531. }
  1532. BitField<RDD::TextureUsageBits> RenderingDeviceDriverD3D12::texture_get_usages_supported_by_format(DataFormat p_format, bool p_cpu_readable) {
  1533. D3D12_FEATURE_DATA_FORMAT_SUPPORT srv_rtv_support = {};
  1534. srv_rtv_support.Format = RD_TO_D3D12_FORMAT[p_format].general_format;
  1535. if (srv_rtv_support.Format != DXGI_FORMAT_UNKNOWN) { // Some implementations (i.e., vkd3d-proton) error out instead of returning empty.
  1536. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &srv_rtv_support, sizeof(srv_rtv_support));
  1537. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1538. }
  1539. D3D12_FEATURE_DATA_FORMAT_SUPPORT &uav_support = srv_rtv_support; // Fine for now.
  1540. D3D12_FEATURE_DATA_FORMAT_SUPPORT dsv_support = {};
  1541. dsv_support.Format = RD_TO_D3D12_FORMAT[p_format].dsv_format;
  1542. if (dsv_support.Format != DXGI_FORMAT_UNKNOWN) { // See above.
  1543. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &dsv_support, sizeof(dsv_support));
  1544. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1545. }
  1546. // Everything supported by default makes an all-or-nothing check easier for the caller.
  1547. BitField<RDD::TextureUsageBits> supported = INT64_MAX;
  1548. // Per https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_format_support1,
  1549. // as long as the resource can be used as a texture, Sample() will work with point filter at least.
  1550. // However, we've empirically found that checking for at least D3D12_FORMAT_SUPPORT1_SHADER_LOAD is needed.
  1551. // That's almost good for integer formats. The problem is that theoretically there may be
  1552. // float formats that support LOAD but not SAMPLE fully, so this check will not detect
  1553. // such a flaw in the format. Linearly interpolated sampling would just not work on them.
  1554. if (!(srv_rtv_support.Support1 & (D3D12_FORMAT_SUPPORT1_SHADER_LOAD | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE)) ||
  1555. RD_TO_D3D12_FORMAT[p_format].general_format == DXGI_FORMAT_UNKNOWN) {
  1556. supported.clear_flag(TEXTURE_USAGE_SAMPLING_BIT);
  1557. }
  1558. if (!(srv_rtv_support.Support1 & D3D12_FORMAT_SUPPORT1_RENDER_TARGET)) {
  1559. supported.clear_flag(TEXTURE_USAGE_COLOR_ATTACHMENT_BIT);
  1560. }
  1561. if (!(dsv_support.Support1 & D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL)) {
  1562. supported.clear_flag(TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);
  1563. }
  1564. if (!(uav_support.Support1 & D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW)) { // Maybe check LOAD/STORE, too?
  1565. supported.clear_flag(TEXTURE_USAGE_STORAGE_BIT);
  1566. }
  1567. if (!(uav_support.Support2 & D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_ADD)) { // Check a basic atomic at least.
  1568. supported.clear_flag(TEXTURE_USAGE_STORAGE_ATOMIC_BIT);
  1569. }
  1570. if (RD_TO_D3D12_FORMAT[p_format].general_format != DXGI_FORMAT_R8_UINT) {
  1571. supported.clear_flag(TEXTURE_USAGE_VRS_ATTACHMENT_BIT);
  1572. }
  1573. return supported;
  1574. }
  1575. bool RenderingDeviceDriverD3D12::texture_can_make_shared_with_format(TextureID p_texture, DataFormat p_format, bool &r_raw_reinterpretation) {
  1576. r_raw_reinterpretation = false;
  1577. if (format_capabilities.relaxed_casting_supported) {
  1578. // Relaxed casting is supported, there should be no need to check for format family compatibility.
  1579. return true;
  1580. } else {
  1581. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1582. if (tex_info->format == DATA_FORMAT_R16_UINT && p_format == DATA_FORMAT_R4G4B4A4_UNORM_PACK16) {
  1583. // Specific cases that require buffer reinterpretation.
  1584. r_raw_reinterpretation = true;
  1585. return false;
  1586. } else if (RD_TO_D3D12_FORMAT[tex_info->format].family != RD_TO_D3D12_FORMAT[p_format].family) {
  1587. // Format family is different but copying resources directly is possible.
  1588. return false;
  1589. } else {
  1590. // Format family is the same and the view can just cast the format.
  1591. return true;
  1592. }
  1593. }
  1594. }
  1595. /*****************/
  1596. /**** SAMPLER ****/
  1597. /*****************/
  1598. static const D3D12_TEXTURE_ADDRESS_MODE RD_REPEAT_MODE_TO_D3D12_ADDRESS_MODE[RDD::SAMPLER_REPEAT_MODE_MAX] = {
  1599. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  1600. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  1601. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  1602. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  1603. D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE,
  1604. };
  1605. static const FLOAT RD_TO_D3D12_SAMPLER_BORDER_COLOR[RDD::SAMPLER_BORDER_COLOR_MAX][4] = {
  1606. { 0, 0, 0, 0 },
  1607. { 0, 0, 0, 0 },
  1608. { 0, 0, 0, 1 },
  1609. { 0, 0, 0, 1 },
  1610. { 1, 1, 1, 1 },
  1611. { 1, 1, 1, 1 },
  1612. };
  1613. RDD::SamplerID RenderingDeviceDriverD3D12::sampler_create(const SamplerState &p_state) {
  1614. uint32_t slot = UINT32_MAX;
  1615. if (samplers.is_empty()) {
  1616. // Adding a seemigly busy slot 0 makes things easier elsewhere.
  1617. samplers.push_back({});
  1618. samplers.push_back({});
  1619. slot = 1;
  1620. } else {
  1621. for (uint32_t i = 1; i < samplers.size(); i++) {
  1622. if ((int)samplers[i].Filter == INT_MAX) {
  1623. slot = i;
  1624. break;
  1625. }
  1626. }
  1627. if (slot == UINT32_MAX) {
  1628. slot = samplers.size();
  1629. samplers.push_back({});
  1630. }
  1631. }
  1632. D3D12_SAMPLER_DESC &sampler_desc = samplers[slot];
  1633. if (p_state.use_anisotropy) {
  1634. sampler_desc.Filter = D3D12_ENCODE_ANISOTROPIC_FILTER(D3D12_FILTER_REDUCTION_TYPE_STANDARD);
  1635. sampler_desc.MaxAnisotropy = p_state.anisotropy_max;
  1636. } else {
  1637. static const D3D12_FILTER_TYPE RD_FILTER_TYPE_TO_D3D12[] = {
  1638. D3D12_FILTER_TYPE_POINT, // SAMPLER_FILTER_NEAREST.
  1639. D3D12_FILTER_TYPE_LINEAR, // SAMPLER_FILTER_LINEAR.
  1640. };
  1641. sampler_desc.Filter = D3D12_ENCODE_BASIC_FILTER(
  1642. RD_FILTER_TYPE_TO_D3D12[p_state.min_filter],
  1643. RD_FILTER_TYPE_TO_D3D12[p_state.mag_filter],
  1644. RD_FILTER_TYPE_TO_D3D12[p_state.mip_filter],
  1645. p_state.enable_compare ? D3D12_FILTER_REDUCTION_TYPE_COMPARISON : D3D12_FILTER_REDUCTION_TYPE_STANDARD);
  1646. }
  1647. sampler_desc.AddressU = RD_REPEAT_MODE_TO_D3D12_ADDRESS_MODE[p_state.repeat_u];
  1648. sampler_desc.AddressV = RD_REPEAT_MODE_TO_D3D12_ADDRESS_MODE[p_state.repeat_v];
  1649. sampler_desc.AddressW = RD_REPEAT_MODE_TO_D3D12_ADDRESS_MODE[p_state.repeat_w];
  1650. for (int i = 0; i < 4; i++) {
  1651. sampler_desc.BorderColor[i] = RD_TO_D3D12_SAMPLER_BORDER_COLOR[p_state.border_color][i];
  1652. }
  1653. sampler_desc.MinLOD = p_state.min_lod;
  1654. sampler_desc.MaxLOD = p_state.max_lod;
  1655. sampler_desc.MipLODBias = p_state.lod_bias;
  1656. sampler_desc.ComparisonFunc = p_state.enable_compare ? RD_TO_D3D12_COMPARE_OP[p_state.compare_op] : D3D12_COMPARISON_FUNC_NEVER;
  1657. // TODO: Emulate somehow?
  1658. if (p_state.unnormalized_uvw) {
  1659. WARN_PRINT("Creating a sampler with unnormalized UVW, which is not supported.");
  1660. }
  1661. return SamplerID(slot);
  1662. }
  1663. void RenderingDeviceDriverD3D12::sampler_free(SamplerID p_sampler) {
  1664. samplers[p_sampler.id].Filter = (D3D12_FILTER)INT_MAX;
  1665. }
  1666. bool RenderingDeviceDriverD3D12::sampler_is_format_supported_for_filter(DataFormat p_format, SamplerFilter p_filter) {
  1667. D3D12_FEATURE_DATA_FORMAT_SUPPORT srv_rtv_support = {};
  1668. srv_rtv_support.Format = RD_TO_D3D12_FORMAT[p_format].general_format;
  1669. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &srv_rtv_support, sizeof(srv_rtv_support));
  1670. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1671. return (srv_rtv_support.Support1 & D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE);
  1672. }
  1673. /**********************/
  1674. /**** VERTEX ARRAY ****/
  1675. /**********************/
  1676. RDD::VertexFormatID RenderingDeviceDriverD3D12::vertex_format_create(VectorView<VertexAttribute> p_vertex_attribs) {
  1677. VertexFormatInfo *vf_info = VersatileResource::allocate<VertexFormatInfo>(resources_allocator);
  1678. vf_info->input_elem_descs.resize(p_vertex_attribs.size());
  1679. vf_info->vertex_buffer_strides.resize(p_vertex_attribs.size());
  1680. for (uint32_t i = 0; i < p_vertex_attribs.size(); i++) {
  1681. vf_info->input_elem_descs[i] = {};
  1682. vf_info->input_elem_descs[i].SemanticName = "TEXCOORD";
  1683. vf_info->input_elem_descs[i].SemanticIndex = p_vertex_attribs[i].location;
  1684. vf_info->input_elem_descs[i].Format = RD_TO_D3D12_FORMAT[p_vertex_attribs[i].format].general_format;
  1685. vf_info->input_elem_descs[i].InputSlot = i; // TODO: Can the same slot be used if data comes from the same buffer (regardless format)?
  1686. vf_info->input_elem_descs[i].AlignedByteOffset = p_vertex_attribs[i].offset;
  1687. if (p_vertex_attribs[i].frequency == VERTEX_FREQUENCY_INSTANCE) {
  1688. vf_info->input_elem_descs[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA;
  1689. vf_info->input_elem_descs[i].InstanceDataStepRate = 1;
  1690. } else {
  1691. vf_info->input_elem_descs[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
  1692. vf_info->input_elem_descs[i].InstanceDataStepRate = 0;
  1693. }
  1694. vf_info->vertex_buffer_strides[i] = p_vertex_attribs[i].stride;
  1695. }
  1696. return VertexFormatID(vf_info);
  1697. }
  1698. void RenderingDeviceDriverD3D12::vertex_format_free(VertexFormatID p_vertex_format) {
  1699. VertexFormatInfo *vf_info = (VertexFormatInfo *)p_vertex_format.id;
  1700. VersatileResource::free(resources_allocator, vf_info);
  1701. }
  1702. /******************/
  1703. /**** BARRIERS ****/
  1704. /******************/
  1705. static D3D12_BARRIER_ACCESS _rd_texture_layout_access_mask(RDD::TextureLayout p_texture_layout) {
  1706. switch (p_texture_layout) {
  1707. case RDD::TEXTURE_LAYOUT_STORAGE_OPTIMAL:
  1708. return D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
  1709. case RDD::TEXTURE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
  1710. return D3D12_BARRIER_ACCESS_RENDER_TARGET;
  1711. case RDD::TEXTURE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
  1712. return D3D12_BARRIER_ACCESS_DEPTH_STENCIL_READ | D3D12_BARRIER_ACCESS_DEPTH_STENCIL_WRITE;
  1713. case RDD::TEXTURE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL:
  1714. return D3D12_BARRIER_ACCESS_DEPTH_STENCIL_READ;
  1715. case RDD::TEXTURE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
  1716. return D3D12_BARRIER_ACCESS_SHADER_RESOURCE;
  1717. case RDD::TEXTURE_LAYOUT_COPY_SRC_OPTIMAL:
  1718. return D3D12_BARRIER_ACCESS_COPY_SOURCE;
  1719. case RDD::TEXTURE_LAYOUT_COPY_DST_OPTIMAL:
  1720. return D3D12_BARRIER_ACCESS_COPY_DEST;
  1721. case RDD::TEXTURE_LAYOUT_RESOLVE_SRC_OPTIMAL:
  1722. return D3D12_BARRIER_ACCESS_RESOLVE_SOURCE;
  1723. case RDD::TEXTURE_LAYOUT_RESOLVE_DST_OPTIMAL:
  1724. return D3D12_BARRIER_ACCESS_RESOLVE_DEST;
  1725. case RDD::TEXTURE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL:
  1726. return D3D12_BARRIER_ACCESS_SHADING_RATE_SOURCE;
  1727. case RDD::TEXTURE_LAYOUT_FRAGMENT_DENSITY_MAP_ATTACHMENT_OPTIMAL:
  1728. DEV_ASSERT(false && "Fragment density maps are not supported in D3D12.");
  1729. return D3D12_BARRIER_ACCESS_NO_ACCESS;
  1730. default:
  1731. return D3D12_BARRIER_ACCESS_NO_ACCESS;
  1732. }
  1733. }
  1734. static void _rd_access_to_d3d12_and_mask(BitField<RDD::BarrierAccessBits> p_access, RDD::TextureLayout p_texture_layout, D3D12_BARRIER_ACCESS &r_access, D3D12_BARRIER_SYNC &r_sync_mask) {
  1735. r_access = D3D12_BARRIER_ACCESS_COMMON;
  1736. r_sync_mask = D3D12_BARRIER_SYNC_NONE;
  1737. if (p_access.has_flag(RDD::BARRIER_ACCESS_INDIRECT_COMMAND_READ_BIT)) {
  1738. r_access |= D3D12_BARRIER_ACCESS_INDIRECT_ARGUMENT;
  1739. r_sync_mask |= D3D12_BARRIER_SYNC_EXECUTE_INDIRECT;
  1740. }
  1741. if (p_access.has_flag(RDD::BARRIER_ACCESS_INDEX_READ_BIT)) {
  1742. r_access |= D3D12_BARRIER_ACCESS_INDEX_BUFFER;
  1743. r_sync_mask |= D3D12_BARRIER_SYNC_INDEX_INPUT | D3D12_BARRIER_SYNC_DRAW;
  1744. }
  1745. if (p_access.has_flag(RDD::BARRIER_ACCESS_VERTEX_ATTRIBUTE_READ_BIT)) {
  1746. r_access |= D3D12_BARRIER_ACCESS_VERTEX_BUFFER;
  1747. r_sync_mask |= D3D12_BARRIER_SYNC_VERTEX_SHADING | D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_ALL_SHADING;
  1748. }
  1749. if (p_access.has_flag(RDD::BARRIER_ACCESS_UNIFORM_READ_BIT)) {
  1750. r_access |= D3D12_BARRIER_ACCESS_CONSTANT_BUFFER;
  1751. r_sync_mask |= D3D12_BARRIER_SYNC_VERTEX_SHADING | D3D12_BARRIER_SYNC_PIXEL_SHADING | D3D12_BARRIER_SYNC_COMPUTE_SHADING |
  1752. D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_ALL_SHADING;
  1753. }
  1754. if (p_access.has_flag(RDD::BARRIER_ACCESS_INPUT_ATTACHMENT_READ_BIT)) {
  1755. r_access |= D3D12_BARRIER_ACCESS_RENDER_TARGET;
  1756. r_sync_mask |= D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_RENDER_TARGET;
  1757. }
  1758. if (p_access.has_flag(RDD::BARRIER_ACCESS_COPY_READ_BIT)) {
  1759. r_access |= D3D12_BARRIER_ACCESS_COPY_SOURCE;
  1760. r_sync_mask |= D3D12_BARRIER_SYNC_COPY;
  1761. }
  1762. if (p_access.has_flag(RDD::BARRIER_ACCESS_COPY_WRITE_BIT)) {
  1763. r_access |= D3D12_BARRIER_ACCESS_COPY_DEST;
  1764. r_sync_mask |= D3D12_BARRIER_SYNC_COPY;
  1765. }
  1766. if (p_access.has_flag(RDD::BARRIER_ACCESS_RESOLVE_READ_BIT)) {
  1767. r_access |= D3D12_BARRIER_ACCESS_RESOLVE_SOURCE;
  1768. r_sync_mask |= D3D12_BARRIER_SYNC_RESOLVE;
  1769. }
  1770. if (p_access.has_flag(RDD::BARRIER_ACCESS_RESOLVE_WRITE_BIT)) {
  1771. r_access |= D3D12_BARRIER_ACCESS_RESOLVE_DEST;
  1772. r_sync_mask |= D3D12_BARRIER_SYNC_RESOLVE;
  1773. }
  1774. if (p_access.has_flag(RDD::BARRIER_ACCESS_FRAGMENT_SHADING_RATE_ATTACHMENT_READ_BIT)) {
  1775. r_access |= D3D12_BARRIER_ACCESS_SHADING_RATE_SOURCE;
  1776. r_sync_mask |= D3D12_BARRIER_SYNC_PIXEL_SHADING | D3D12_BARRIER_SYNC_ALL_SHADING;
  1777. }
  1778. const D3D12_BARRIER_SYNC unordered_access_mask = D3D12_BARRIER_SYNC_VERTEX_SHADING | D3D12_BARRIER_SYNC_PIXEL_SHADING | D3D12_BARRIER_SYNC_COMPUTE_SHADING |
  1779. D3D12_BARRIER_SYNC_VERTEX_SHADING | D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_ALL_SHADING | D3D12_BARRIER_SYNC_CLEAR_UNORDERED_ACCESS_VIEW;
  1780. if (p_access.has_flag(RDD::BARRIER_ACCESS_STORAGE_CLEAR_BIT)) {
  1781. r_access |= D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
  1782. r_sync_mask |= unordered_access_mask;
  1783. }
  1784. // These access bits only have compatibility with certain layouts unlike in Vulkan where they imply specific operations in the same layout.
  1785. if (p_access.has_flag(RDD::BARRIER_ACCESS_SHADER_WRITE_BIT)) {
  1786. r_access |= D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
  1787. r_sync_mask |= unordered_access_mask;
  1788. } else if (p_access.has_flag(RDD::BARRIER_ACCESS_SHADER_READ_BIT)) {
  1789. if (p_texture_layout == RDD::TEXTURE_LAYOUT_STORAGE_OPTIMAL) {
  1790. // Unordered access must be enforced if the texture is using the storage layout.
  1791. r_access |= D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
  1792. r_sync_mask |= unordered_access_mask;
  1793. } else {
  1794. r_access |= D3D12_BARRIER_ACCESS_SHADER_RESOURCE;
  1795. r_sync_mask |= D3D12_BARRIER_SYNC_VERTEX_SHADING | D3D12_BARRIER_SYNC_PIXEL_SHADING | D3D12_BARRIER_SYNC_COMPUTE_SHADING | D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_ALL_SHADING;
  1796. }
  1797. }
  1798. if (p_access.has_flag(RDD::BARRIER_ACCESS_COLOR_ATTACHMENT_WRITE_BIT) || p_access.has_flag(RDD::BARRIER_ACCESS_COLOR_ATTACHMENT_READ_BIT)) {
  1799. r_access |= D3D12_BARRIER_ACCESS_RENDER_TARGET;
  1800. r_sync_mask |= D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_RENDER_TARGET;
  1801. }
  1802. if (p_access.has_flag(RDD::BARRIER_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT)) {
  1803. r_access |= D3D12_BARRIER_ACCESS_DEPTH_STENCIL_WRITE;
  1804. r_sync_mask |= D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_DEPTH_STENCIL;
  1805. } else if (p_access.has_flag(RDD::BARRIER_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT)) {
  1806. r_access |= D3D12_BARRIER_ACCESS_DEPTH_STENCIL_READ;
  1807. r_sync_mask |= D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_DEPTH_STENCIL;
  1808. }
  1809. }
  1810. static void _rd_stages_to_d3d12(BitField<RDD::PipelineStageBits> p_stages, D3D12_BARRIER_SYNC &r_sync) {
  1811. if (p_stages.has_flag(RDD::PIPELINE_STAGE_ALL_COMMANDS_BIT)) {
  1812. r_sync = D3D12_BARRIER_SYNC_ALL;
  1813. } else {
  1814. if (p_stages.has_flag(RDD::PIPELINE_STAGE_DRAW_INDIRECT_BIT)) {
  1815. r_sync |= D3D12_BARRIER_SYNC_EXECUTE_INDIRECT;
  1816. }
  1817. if (p_stages.has_flag(RDD::PIPELINE_STAGE_VERTEX_INPUT_BIT)) {
  1818. r_sync |= D3D12_BARRIER_SYNC_INDEX_INPUT;
  1819. }
  1820. if (p_stages.has_flag(RDD::PIPELINE_STAGE_VERTEX_SHADER_BIT)) {
  1821. r_sync |= D3D12_BARRIER_SYNC_VERTEX_SHADING;
  1822. }
  1823. if (p_stages.has_flag(RDD::PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT) || p_stages.has_flag(RDD::PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT) || p_stages.has_flag(RDD::PIPELINE_STAGE_GEOMETRY_SHADER_BIT)) {
  1824. // There's no granularity for tessellation or geometry stages. The specification defines it as part of vertex shading.
  1825. r_sync |= D3D12_BARRIER_SYNC_VERTEX_SHADING;
  1826. }
  1827. if (p_stages.has_flag(RDD::PIPELINE_STAGE_FRAGMENT_SHADER_BIT) || p_stages.has_flag(RDD::PIPELINE_STAGE_FRAGMENT_SHADING_RATE_ATTACHMENT_BIT)) {
  1828. r_sync |= D3D12_BARRIER_SYNC_PIXEL_SHADING;
  1829. }
  1830. if (p_stages.has_flag(RDD::PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT) || p_stages.has_flag(RDD::PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT)) {
  1831. // Covers both read and write operations for depth stencil.
  1832. r_sync |= D3D12_BARRIER_SYNC_DEPTH_STENCIL;
  1833. }
  1834. if (p_stages.has_flag(RDD::PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT)) {
  1835. r_sync |= D3D12_BARRIER_SYNC_RENDER_TARGET;
  1836. }
  1837. if (p_stages.has_flag(RDD::PIPELINE_STAGE_COMPUTE_SHADER_BIT)) {
  1838. r_sync |= D3D12_BARRIER_SYNC_COMPUTE_SHADING;
  1839. }
  1840. if (p_stages.has_flag(RDD::PIPELINE_STAGE_COPY_BIT)) {
  1841. r_sync |= D3D12_BARRIER_SYNC_COPY;
  1842. }
  1843. if (p_stages.has_flag(RDD::PIPELINE_STAGE_RESOLVE_BIT)) {
  1844. r_sync |= D3D12_BARRIER_SYNC_RESOLVE;
  1845. }
  1846. if (p_stages.has_flag(RDD::PIPELINE_STAGE_CLEAR_STORAGE_BIT)) {
  1847. r_sync |= D3D12_BARRIER_SYNC_CLEAR_UNORDERED_ACCESS_VIEW;
  1848. }
  1849. if (p_stages.has_flag(RDD::PIPELINE_STAGE_ALL_GRAPHICS_BIT)) {
  1850. r_sync |= D3D12_BARRIER_SYNC_DRAW;
  1851. }
  1852. }
  1853. }
  1854. static void _rd_stages_and_access_to_d3d12(BitField<RDD::PipelineStageBits> p_stages, RDD::TextureLayout p_texture_layout, BitField<RDD::BarrierAccessBits> p_access, D3D12_BARRIER_SYNC &r_sync, D3D12_BARRIER_ACCESS &r_access) {
  1855. D3D12_BARRIER_SYNC sync_mask;
  1856. r_sync = D3D12_BARRIER_SYNC_NONE;
  1857. if (p_texture_layout == RDD::TEXTURE_LAYOUT_UNDEFINED) {
  1858. // Undefined texture layouts are a special case where no access bits or synchronization scopes are allowed.
  1859. r_access = D3D12_BARRIER_ACCESS_NO_ACCESS;
  1860. return;
  1861. }
  1862. // Convert access bits to the D3D12 barrier access bits.
  1863. _rd_access_to_d3d12_and_mask(p_access, p_texture_layout, r_access, sync_mask);
  1864. if (p_texture_layout != RDD::TEXTURE_LAYOUT_MAX) {
  1865. // Only allow the access bits compatible with the texture layout.
  1866. r_access &= _rd_texture_layout_access_mask(p_texture_layout);
  1867. }
  1868. // Convert stage bits to the D3D12 synchronization scope bits.
  1869. _rd_stages_to_d3d12(p_stages, r_sync);
  1870. // Only enable synchronization stages compatible with the access bits that were used.
  1871. r_sync &= sync_mask;
  1872. if (r_sync == D3D12_BARRIER_SYNC_NONE) {
  1873. if (p_access.is_empty()) {
  1874. // No valid synchronization scope was defined and no access in particular is required.
  1875. r_access = D3D12_BARRIER_ACCESS_NO_ACCESS;
  1876. } else {
  1877. // Access is required but the synchronization scope wasn't compatible. We fall back to the global synchronization scope and access.
  1878. r_sync = D3D12_BARRIER_SYNC_ALL;
  1879. r_access = D3D12_BARRIER_ACCESS_COMMON;
  1880. }
  1881. }
  1882. }
  1883. static D3D12_BARRIER_LAYOUT _rd_texture_layout_to_d3d12_barrier_layout(RDD::TextureLayout p_texture_layout) {
  1884. switch (p_texture_layout) {
  1885. case RDD::TEXTURE_LAYOUT_UNDEFINED:
  1886. return D3D12_BARRIER_LAYOUT_UNDEFINED;
  1887. case RDD::TEXTURE_LAYOUT_GENERAL:
  1888. return D3D12_BARRIER_LAYOUT_COMMON;
  1889. case RDD::TEXTURE_LAYOUT_STORAGE_OPTIMAL:
  1890. return D3D12_BARRIER_LAYOUT_UNORDERED_ACCESS;
  1891. case RDD::TEXTURE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
  1892. return D3D12_BARRIER_LAYOUT_RENDER_TARGET;
  1893. case RDD::TEXTURE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
  1894. return D3D12_BARRIER_LAYOUT_DEPTH_STENCIL_WRITE;
  1895. case RDD::TEXTURE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL:
  1896. return D3D12_BARRIER_LAYOUT_DEPTH_STENCIL_READ;
  1897. case RDD::TEXTURE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
  1898. return D3D12_BARRIER_LAYOUT_SHADER_RESOURCE;
  1899. case RDD::TEXTURE_LAYOUT_COPY_SRC_OPTIMAL:
  1900. return D3D12_BARRIER_LAYOUT_COPY_SOURCE;
  1901. case RDD::TEXTURE_LAYOUT_COPY_DST_OPTIMAL:
  1902. return D3D12_BARRIER_LAYOUT_COPY_DEST;
  1903. case RDD::TEXTURE_LAYOUT_RESOLVE_SRC_OPTIMAL:
  1904. return D3D12_BARRIER_LAYOUT_RESOLVE_SOURCE;
  1905. case RDD::TEXTURE_LAYOUT_RESOLVE_DST_OPTIMAL:
  1906. return D3D12_BARRIER_LAYOUT_RESOLVE_DEST;
  1907. case RDD::TEXTURE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL:
  1908. return D3D12_BARRIER_LAYOUT_SHADING_RATE_SOURCE;
  1909. case RDD::TEXTURE_LAYOUT_FRAGMENT_DENSITY_MAP_ATTACHMENT_OPTIMAL:
  1910. DEV_ASSERT(false && "Fragment density maps are not supported in D3D12.");
  1911. return D3D12_BARRIER_LAYOUT_UNDEFINED;
  1912. default:
  1913. DEV_ASSERT(false && "Unknown texture layout.");
  1914. return D3D12_BARRIER_LAYOUT_UNDEFINED;
  1915. }
  1916. }
  1917. void RenderingDeviceDriverD3D12::command_pipeline_barrier(CommandBufferID p_cmd_buffer,
  1918. BitField<PipelineStageBits> p_src_stages,
  1919. BitField<PipelineStageBits> p_dst_stages,
  1920. VectorView<RDD::MemoryBarrier> p_memory_barriers,
  1921. VectorView<RDD::BufferBarrier> p_buffer_barriers,
  1922. VectorView<RDD::TextureBarrier> p_texture_barriers) {
  1923. if (!barrier_capabilities.enhanced_barriers_supported) {
  1924. // Enhanced barriers are a requirement for this function.
  1925. return;
  1926. }
  1927. if (p_memory_barriers.size() == 0 && p_buffer_barriers.size() == 0 && p_texture_barriers.size() == 0) {
  1928. // At least one barrier must be present in the arguments.
  1929. return;
  1930. }
  1931. // The command list must support the required interface.
  1932. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)(p_cmd_buffer.id);
  1933. ID3D12GraphicsCommandList7 *cmd_list_7 = nullptr;
  1934. HRESULT res = cmd_buf_info->cmd_list->QueryInterface(IID_PPV_ARGS(&cmd_list_7));
  1935. ERR_FAIL_COND(FAILED(res));
  1936. // Convert the RDD barriers to D3D12 enhanced barriers.
  1937. thread_local LocalVector<D3D12_GLOBAL_BARRIER> global_barriers;
  1938. thread_local LocalVector<D3D12_BUFFER_BARRIER> buffer_barriers;
  1939. thread_local LocalVector<D3D12_TEXTURE_BARRIER> texture_barriers;
  1940. global_barriers.clear();
  1941. buffer_barriers.clear();
  1942. texture_barriers.clear();
  1943. D3D12_GLOBAL_BARRIER global_barrier = {};
  1944. for (uint32_t i = 0; i < p_memory_barriers.size(); i++) {
  1945. const MemoryBarrier &memory_barrier = p_memory_barriers[i];
  1946. _rd_stages_and_access_to_d3d12(p_src_stages, RDD::TEXTURE_LAYOUT_MAX, memory_barrier.src_access, global_barrier.SyncBefore, global_barrier.AccessBefore);
  1947. _rd_stages_and_access_to_d3d12(p_dst_stages, RDD::TEXTURE_LAYOUT_MAX, memory_barrier.dst_access, global_barrier.SyncAfter, global_barrier.AccessAfter);
  1948. global_barriers.push_back(global_barrier);
  1949. }
  1950. D3D12_BUFFER_BARRIER buffer_barrier_d3d12 = {};
  1951. buffer_barrier_d3d12.Offset = 0;
  1952. buffer_barrier_d3d12.Size = UINT64_MAX; // The specification says this must be the size of the buffer barrier.
  1953. for (uint32_t i = 0; i < p_buffer_barriers.size(); i++) {
  1954. const BufferBarrier &buffer_barrier_rd = p_buffer_barriers[i];
  1955. const BufferInfo *buffer_info = (const BufferInfo *)(buffer_barrier_rd.buffer.id);
  1956. _rd_stages_and_access_to_d3d12(p_src_stages, RDD::TEXTURE_LAYOUT_MAX, buffer_barrier_rd.src_access, buffer_barrier_d3d12.SyncBefore, buffer_barrier_d3d12.AccessBefore);
  1957. _rd_stages_and_access_to_d3d12(p_dst_stages, RDD::TEXTURE_LAYOUT_MAX, buffer_barrier_rd.dst_access, buffer_barrier_d3d12.SyncAfter, buffer_barrier_d3d12.AccessAfter);
  1958. buffer_barrier_d3d12.pResource = buffer_info->resource;
  1959. buffer_barriers.push_back(buffer_barrier_d3d12);
  1960. }
  1961. D3D12_TEXTURE_BARRIER texture_barrier_d3d12 = {};
  1962. for (uint32_t i = 0; i < p_texture_barriers.size(); i++) {
  1963. const TextureBarrier &texture_barrier_rd = p_texture_barriers[i];
  1964. const TextureInfo *texture_info = (const TextureInfo *)(texture_barrier_rd.texture.id);
  1965. if (texture_info->main_texture) {
  1966. texture_info = texture_info->main_texture;
  1967. }
  1968. // Textures created for simultaneous access do not need explicit transitions.
  1969. if (texture_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS) {
  1970. continue;
  1971. }
  1972. _rd_stages_and_access_to_d3d12(p_src_stages, texture_barrier_rd.prev_layout, texture_barrier_rd.src_access, texture_barrier_d3d12.SyncBefore, texture_barrier_d3d12.AccessBefore);
  1973. _rd_stages_and_access_to_d3d12(p_dst_stages, texture_barrier_rd.next_layout, texture_barrier_rd.dst_access, texture_barrier_d3d12.SyncAfter, texture_barrier_d3d12.AccessAfter);
  1974. texture_barrier_d3d12.LayoutBefore = _rd_texture_layout_to_d3d12_barrier_layout(texture_barrier_rd.prev_layout);
  1975. texture_barrier_d3d12.LayoutAfter = _rd_texture_layout_to_d3d12_barrier_layout(texture_barrier_rd.next_layout);
  1976. texture_barrier_d3d12.pResource = texture_info->resource;
  1977. if (texture_barrier_rd.subresources.mipmap_count == texture_info->mipmaps && texture_barrier_rd.subresources.layer_count == texture_info->layers) {
  1978. // So, all resources. Then, let's be explicit about it so D3D12 doesn't think
  1979. // we are dealing with a subset of subresources.
  1980. texture_barrier_d3d12.Subresources.IndexOrFirstMipLevel = 0xffffffff;
  1981. texture_barrier_d3d12.Subresources.NumMipLevels = 0;
  1982. // Because NumMipLevels == 0, all the other fields are ignored by D3D12.
  1983. } else {
  1984. texture_barrier_d3d12.Subresources.IndexOrFirstMipLevel = texture_barrier_rd.subresources.base_mipmap;
  1985. texture_barrier_d3d12.Subresources.NumMipLevels = texture_barrier_rd.subresources.mipmap_count;
  1986. texture_barrier_d3d12.Subresources.FirstArraySlice = texture_barrier_rd.subresources.base_layer;
  1987. texture_barrier_d3d12.Subresources.NumArraySlices = texture_barrier_rd.subresources.layer_count;
  1988. texture_barrier_d3d12.Subresources.FirstPlane = _compute_plane_slice(texture_info->format, texture_barrier_rd.subresources.aspect);
  1989. texture_barrier_d3d12.Subresources.NumPlanes = format_get_plane_count(texture_info->format);
  1990. }
  1991. texture_barrier_d3d12.Flags = (texture_barrier_rd.prev_layout == RDD::TEXTURE_LAYOUT_UNDEFINED) ? D3D12_TEXTURE_BARRIER_FLAG_DISCARD : D3D12_TEXTURE_BARRIER_FLAG_NONE;
  1992. texture_barriers.push_back(texture_barrier_d3d12);
  1993. }
  1994. // Define the barrier groups and execute.
  1995. D3D12_BARRIER_GROUP barrier_groups[3] = {};
  1996. uint32_t barrier_groups_count = 0;
  1997. if (!global_barriers.is_empty()) {
  1998. D3D12_BARRIER_GROUP &barrier_group = barrier_groups[barrier_groups_count++];
  1999. barrier_group.Type = D3D12_BARRIER_TYPE_GLOBAL;
  2000. barrier_group.NumBarriers = global_barriers.size();
  2001. barrier_group.pGlobalBarriers = global_barriers.ptr();
  2002. }
  2003. if (!buffer_barriers.is_empty()) {
  2004. D3D12_BARRIER_GROUP &barrier_group = barrier_groups[barrier_groups_count++];
  2005. barrier_group.Type = D3D12_BARRIER_TYPE_BUFFER;
  2006. barrier_group.NumBarriers = buffer_barriers.size();
  2007. barrier_group.pBufferBarriers = buffer_barriers.ptr();
  2008. }
  2009. if (!texture_barriers.is_empty()) {
  2010. D3D12_BARRIER_GROUP &barrier_group = barrier_groups[barrier_groups_count++];
  2011. barrier_group.Type = D3D12_BARRIER_TYPE_TEXTURE;
  2012. barrier_group.NumBarriers = texture_barriers.size();
  2013. barrier_group.pTextureBarriers = texture_barriers.ptr();
  2014. }
  2015. if (barrier_groups_count) {
  2016. cmd_list_7->Barrier(barrier_groups_count, barrier_groups);
  2017. }
  2018. }
  2019. /****************/
  2020. /**** FENCES ****/
  2021. /****************/
  2022. RDD::FenceID RenderingDeviceDriverD3D12::fence_create() {
  2023. ComPtr<ID3D12Fence> d3d_fence;
  2024. HRESULT res = device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(d3d_fence.GetAddressOf()));
  2025. ERR_FAIL_COND_V(!SUCCEEDED(res), FenceID());
  2026. HANDLE event_handle = CreateEvent(nullptr, FALSE, FALSE, nullptr);
  2027. ERR_FAIL_NULL_V(event_handle, FenceID());
  2028. FenceInfo *fence = memnew(FenceInfo);
  2029. fence->d3d_fence = d3d_fence;
  2030. fence->event_handle = event_handle;
  2031. return FenceID(fence);
  2032. }
  2033. Error RenderingDeviceDriverD3D12::fence_wait(FenceID p_fence) {
  2034. FenceInfo *fence = (FenceInfo *)(p_fence.id);
  2035. fence->d3d_fence->SetEventOnCompletion(fence->fence_value, fence->event_handle);
  2036. DWORD res = WaitForSingleObjectEx(fence->event_handle, INFINITE, FALSE);
  2037. #ifdef PIX_ENABLED
  2038. PIXNotifyWakeFromFenceSignal(fence->event_handle);
  2039. #endif
  2040. return (res == WAIT_FAILED) ? FAILED : OK;
  2041. }
  2042. void RenderingDeviceDriverD3D12::fence_free(FenceID p_fence) {
  2043. FenceInfo *fence = (FenceInfo *)(p_fence.id);
  2044. CloseHandle(fence->event_handle);
  2045. memdelete(fence);
  2046. }
  2047. /********************/
  2048. /**** SEMAPHORES ****/
  2049. /********************/
  2050. RDD::SemaphoreID RenderingDeviceDriverD3D12::semaphore_create() {
  2051. ComPtr<ID3D12Fence> d3d_fence;
  2052. HRESULT res = device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(d3d_fence.GetAddressOf()));
  2053. ERR_FAIL_COND_V(!SUCCEEDED(res), SemaphoreID());
  2054. SemaphoreInfo *semaphore = memnew(SemaphoreInfo);
  2055. semaphore->d3d_fence = d3d_fence;
  2056. return SemaphoreID(semaphore);
  2057. }
  2058. void RenderingDeviceDriverD3D12::semaphore_free(SemaphoreID p_semaphore) {
  2059. SemaphoreInfo *semaphore = (SemaphoreInfo *)(p_semaphore.id);
  2060. memdelete(semaphore);
  2061. }
  2062. /******************/
  2063. /**** COMMANDS ****/
  2064. /******************/
  2065. // ----- QUEUE FAMILY -----
  2066. RDD::CommandQueueFamilyID RenderingDeviceDriverD3D12::command_queue_family_get(BitField<CommandQueueFamilyBits> p_cmd_queue_family_bits, RenderingContextDriver::SurfaceID p_surface) {
  2067. // Return the command list type encoded plus one so zero is an invalid value.
  2068. // The only ones that support presenting to a surface are direct queues.
  2069. if (p_cmd_queue_family_bits.has_flag(COMMAND_QUEUE_FAMILY_GRAPHICS_BIT) || (p_surface != 0)) {
  2070. return CommandQueueFamilyID(D3D12_COMMAND_LIST_TYPE_DIRECT + 1);
  2071. } else if (p_cmd_queue_family_bits.has_flag(COMMAND_QUEUE_FAMILY_COMPUTE_BIT)) {
  2072. return CommandQueueFamilyID(D3D12_COMMAND_LIST_TYPE_COMPUTE + 1);
  2073. } else if (p_cmd_queue_family_bits.has_flag(COMMAND_QUEUE_FAMILY_TRANSFER_BIT)) {
  2074. return CommandQueueFamilyID(D3D12_COMMAND_LIST_TYPE_COPY + 1);
  2075. } else {
  2076. return CommandQueueFamilyID();
  2077. }
  2078. }
  2079. // ----- QUEUE -----
  2080. RDD::CommandQueueID RenderingDeviceDriverD3D12::command_queue_create(CommandQueueFamilyID p_cmd_queue_family, bool p_identify_as_main_queue) {
  2081. ComPtr<ID3D12CommandQueue> d3d_queue;
  2082. D3D12_COMMAND_QUEUE_DESC queue_desc = {};
  2083. queue_desc.Type = (D3D12_COMMAND_LIST_TYPE)(p_cmd_queue_family.id - 1);
  2084. HRESULT res = device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(d3d_queue.GetAddressOf()));
  2085. ERR_FAIL_COND_V(!SUCCEEDED(res), CommandQueueID());
  2086. if (p_identify_as_main_queue && D3D12Hooks::get_singleton() != nullptr) {
  2087. D3D12Hooks::get_singleton()->set_command_queue(d3d_queue.Get());
  2088. }
  2089. CommandQueueInfo *command_queue = memnew(CommandQueueInfo);
  2090. command_queue->d3d_queue = d3d_queue;
  2091. return CommandQueueID(command_queue);
  2092. }
  2093. Error RenderingDeviceDriverD3D12::command_queue_execute_and_present(CommandQueueID p_cmd_queue, VectorView<SemaphoreID> p_wait_semaphores, VectorView<CommandBufferID> p_cmd_buffers, VectorView<SemaphoreID> p_cmd_semaphores, FenceID p_cmd_fence, VectorView<SwapChainID> p_swap_chains) {
  2094. CommandQueueInfo *command_queue = (CommandQueueInfo *)(p_cmd_queue.id);
  2095. for (uint32_t i = 0; i < p_wait_semaphores.size(); i++) {
  2096. const SemaphoreInfo *semaphore = (const SemaphoreInfo *)(p_wait_semaphores[i].id);
  2097. command_queue->d3d_queue->Wait(semaphore->d3d_fence.Get(), semaphore->fence_value);
  2098. }
  2099. if (p_cmd_buffers.size() > 0) {
  2100. thread_local LocalVector<ID3D12CommandList *> command_lists;
  2101. command_lists.resize(p_cmd_buffers.size());
  2102. for (uint32_t i = 0; i < p_cmd_buffers.size(); i++) {
  2103. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)(p_cmd_buffers[i].id);
  2104. command_lists[i] = cmd_buf_info->cmd_list.Get();
  2105. }
  2106. command_queue->d3d_queue->ExecuteCommandLists(command_lists.size(), command_lists.ptr());
  2107. for (uint32_t i = 0; i < p_cmd_semaphores.size(); i++) {
  2108. SemaphoreInfo *semaphore = (SemaphoreInfo *)(p_cmd_semaphores[i].id);
  2109. semaphore->fence_value++;
  2110. command_queue->d3d_queue->Signal(semaphore->d3d_fence.Get(), semaphore->fence_value);
  2111. }
  2112. if (p_cmd_fence) {
  2113. FenceInfo *fence = (FenceInfo *)(p_cmd_fence.id);
  2114. fence->fence_value++;
  2115. command_queue->d3d_queue->Signal(fence->d3d_fence.Get(), fence->fence_value);
  2116. }
  2117. }
  2118. HRESULT res;
  2119. bool any_present_failed = false;
  2120. for (uint32_t i = 0; i < p_swap_chains.size(); i++) {
  2121. SwapChain *swap_chain = (SwapChain *)(p_swap_chains[i].id);
  2122. res = swap_chain->d3d_swap_chain->Present(swap_chain->sync_interval, swap_chain->present_flags);
  2123. if (!SUCCEEDED(res)) {
  2124. print_verbose(vformat("D3D12: Presenting swapchain failed with error 0x%08ux.", (uint64_t)res));
  2125. any_present_failed = true;
  2126. }
  2127. }
  2128. return any_present_failed ? FAILED : OK;
  2129. }
  2130. void RenderingDeviceDriverD3D12::command_queue_free(CommandQueueID p_cmd_queue) {
  2131. CommandQueueInfo *command_queue = (CommandQueueInfo *)(p_cmd_queue.id);
  2132. memdelete(command_queue);
  2133. }
  2134. // ----- POOL -----
  2135. RDD::CommandPoolID RenderingDeviceDriverD3D12::command_pool_create(CommandQueueFamilyID p_cmd_queue_family, CommandBufferType p_cmd_buffer_type) {
  2136. CommandPoolInfo *command_pool = memnew(CommandPoolInfo);
  2137. command_pool->queue_family = p_cmd_queue_family;
  2138. command_pool->buffer_type = p_cmd_buffer_type;
  2139. return CommandPoolID(command_pool);
  2140. }
  2141. bool RenderingDeviceDriverD3D12::command_pool_reset(CommandPoolID p_cmd_pool) {
  2142. return true;
  2143. }
  2144. void RenderingDeviceDriverD3D12::command_pool_free(CommandPoolID p_cmd_pool) {
  2145. CommandPoolInfo *command_pool = (CommandPoolInfo *)(p_cmd_pool.id);
  2146. // Destroy all command buffers associated with this command pool, mirroring Vulkan's behavior.
  2147. SelfList<CommandBufferInfo> *cmd_buf_elem = command_pool->command_buffers.first();
  2148. while (cmd_buf_elem != nullptr) {
  2149. CommandBufferInfo *cmd_buf_info = cmd_buf_elem->self();
  2150. cmd_buf_elem = cmd_buf_elem->next();
  2151. cmd_buf_info->cmd_list.Reset();
  2152. cmd_buf_info->cmd_allocator.Reset();
  2153. VersatileResource::free(resources_allocator, cmd_buf_info);
  2154. }
  2155. memdelete(command_pool);
  2156. }
  2157. // ----- BUFFER -----
  2158. RDD::CommandBufferID RenderingDeviceDriverD3D12::command_buffer_create(CommandPoolID p_cmd_pool) {
  2159. DEV_ASSERT(p_cmd_pool);
  2160. CommandPoolInfo *command_pool = (CommandPoolInfo *)(p_cmd_pool.id);
  2161. D3D12_COMMAND_LIST_TYPE list_type;
  2162. if (command_pool->buffer_type == COMMAND_BUFFER_TYPE_SECONDARY) {
  2163. list_type = D3D12_COMMAND_LIST_TYPE_BUNDLE;
  2164. } else {
  2165. list_type = D3D12_COMMAND_LIST_TYPE(command_pool->queue_family.id - 1);
  2166. }
  2167. ID3D12CommandAllocator *cmd_allocator = nullptr;
  2168. {
  2169. HRESULT res = device->CreateCommandAllocator(list_type, IID_PPV_ARGS(&cmd_allocator));
  2170. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), CommandBufferID(), "CreateCommandAllocator failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2171. }
  2172. ID3D12GraphicsCommandList *cmd_list = nullptr;
  2173. {
  2174. ComPtr<ID3D12Device4> device_4;
  2175. device->QueryInterface(device_4.GetAddressOf());
  2176. HRESULT res = E_FAIL;
  2177. if (device_4) {
  2178. res = device_4->CreateCommandList1(0, list_type, D3D12_COMMAND_LIST_FLAG_NONE, IID_PPV_ARGS(&cmd_list));
  2179. } else {
  2180. res = device->CreateCommandList(0, list_type, cmd_allocator, nullptr, IID_PPV_ARGS(&cmd_list));
  2181. }
  2182. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), CommandBufferID(), "CreateCommandList failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2183. if (!device_4) {
  2184. cmd_list->Close();
  2185. }
  2186. }
  2187. // Bookkeep
  2188. CommandBufferInfo *cmd_buf_info = VersatileResource::allocate<CommandBufferInfo>(resources_allocator);
  2189. cmd_buf_info->cmd_allocator = cmd_allocator;
  2190. cmd_buf_info->cmd_list = cmd_list;
  2191. // Add this command buffer to the command pool's list of command buffers.
  2192. command_pool->command_buffers.add(&cmd_buf_info->command_buffer_info_elem);
  2193. return CommandBufferID(cmd_buf_info);
  2194. }
  2195. bool RenderingDeviceDriverD3D12::command_buffer_begin(CommandBufferID p_cmd_buffer) {
  2196. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  2197. HRESULT res = cmd_buf_info->cmd_allocator->Reset();
  2198. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2199. res = cmd_buf_info->cmd_list->Reset(cmd_buf_info->cmd_allocator.Get(), nullptr);
  2200. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2201. return true;
  2202. }
  2203. bool RenderingDeviceDriverD3D12::command_buffer_begin_secondary(CommandBufferID p_cmd_buffer, RenderPassID p_render_pass, uint32_t p_subpass, FramebufferID p_framebuffer) {
  2204. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  2205. HRESULT res = cmd_buf_info->cmd_allocator->Reset();
  2206. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2207. res = cmd_buf_info->cmd_list->Reset(cmd_buf_info->cmd_allocator.Get(), nullptr);
  2208. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2209. return true;
  2210. }
  2211. void RenderingDeviceDriverD3D12::command_buffer_end(CommandBufferID p_cmd_buffer) {
  2212. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  2213. HRESULT res = cmd_buf_info->cmd_list->Close();
  2214. ERR_FAIL_COND_MSG(!SUCCEEDED(res), "Close failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2215. cmd_buf_info->graphics_pso = nullptr;
  2216. cmd_buf_info->graphics_root_signature_crc = 0;
  2217. cmd_buf_info->compute_pso = nullptr;
  2218. cmd_buf_info->compute_root_signature_crc = 0;
  2219. cmd_buf_info->descriptor_heaps_set = false;
  2220. }
  2221. void RenderingDeviceDriverD3D12::command_buffer_execute_secondary(CommandBufferID p_cmd_buffer, VectorView<CommandBufferID> p_secondary_cmd_buffers) {
  2222. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  2223. for (uint32_t i = 0; i < p_secondary_cmd_buffers.size(); i++) {
  2224. const CommandBufferInfo *secondary_cb_info = (const CommandBufferInfo *)p_secondary_cmd_buffers[i].id;
  2225. cmd_buf_info->cmd_list->ExecuteBundle(secondary_cb_info->cmd_list.Get());
  2226. }
  2227. }
  2228. /********************/
  2229. /**** SWAP CHAIN ****/
  2230. /********************/
  2231. void RenderingDeviceDriverD3D12::_swap_chain_release(SwapChain *p_swap_chain) {
  2232. _swap_chain_release_buffers(p_swap_chain);
  2233. p_swap_chain->d3d_swap_chain.Reset();
  2234. }
  2235. void RenderingDeviceDriverD3D12::_swap_chain_release_buffers(SwapChain *p_swap_chain) {
  2236. for (ID3D12Resource *render_target : p_swap_chain->render_targets) {
  2237. render_target->Release();
  2238. }
  2239. p_swap_chain->render_targets.clear();
  2240. p_swap_chain->render_targets_info.clear();
  2241. for (RDD::FramebufferID framebuffer : p_swap_chain->framebuffers) {
  2242. framebuffer_free(framebuffer);
  2243. }
  2244. p_swap_chain->framebuffers.clear();
  2245. }
  2246. RDD::SwapChainID RenderingDeviceDriverD3D12::swap_chain_create(RenderingContextDriver::SurfaceID p_surface) {
  2247. // Create the render pass that will be used to draw to the swap chain's framebuffers.
  2248. RDD::Attachment attachment;
  2249. attachment.format = DATA_FORMAT_R8G8B8A8_UNORM;
  2250. attachment.samples = RDD::TEXTURE_SAMPLES_1;
  2251. attachment.load_op = RDD::ATTACHMENT_LOAD_OP_CLEAR;
  2252. attachment.store_op = RDD::ATTACHMENT_STORE_OP_STORE;
  2253. RDD::Subpass subpass;
  2254. RDD::AttachmentReference color_ref;
  2255. color_ref.attachment = 0;
  2256. color_ref.aspect.set_flag(RDD::TEXTURE_ASPECT_COLOR_BIT);
  2257. subpass.color_references.push_back(color_ref);
  2258. RenderPassID render_pass = render_pass_create(attachment, subpass, {}, 1, AttachmentReference());
  2259. ERR_FAIL_COND_V(!render_pass, SwapChainID());
  2260. // Create the empty swap chain until it is resized.
  2261. SwapChain *swap_chain = memnew(SwapChain);
  2262. swap_chain->surface = p_surface;
  2263. swap_chain->data_format = attachment.format;
  2264. swap_chain->render_pass = render_pass;
  2265. return SwapChainID(swap_chain);
  2266. }
  2267. Error RenderingDeviceDriverD3D12::swap_chain_resize(CommandQueueID p_cmd_queue, SwapChainID p_swap_chain, uint32_t p_desired_framebuffer_count) {
  2268. DEV_ASSERT(p_cmd_queue.id != 0);
  2269. DEV_ASSERT(p_swap_chain.id != 0);
  2270. CommandQueueInfo *command_queue = (CommandQueueInfo *)(p_cmd_queue.id);
  2271. SwapChain *swap_chain = (SwapChain *)(p_swap_chain.id);
  2272. RenderingContextDriverD3D12::Surface *surface = (RenderingContextDriverD3D12::Surface *)(swap_chain->surface);
  2273. if (surface->width == 0 || surface->height == 0) {
  2274. // Very likely the window is minimized, don't create a swap chain.
  2275. return ERR_SKIP;
  2276. }
  2277. HRESULT res;
  2278. const bool is_tearing_supported = context_driver->get_tearing_supported();
  2279. UINT sync_interval = 0;
  2280. UINT present_flags = 0;
  2281. UINT creation_flags = 0;
  2282. switch (surface->vsync_mode) {
  2283. case DisplayServer::VSYNC_MAILBOX: {
  2284. sync_interval = 1;
  2285. present_flags = DXGI_PRESENT_RESTART;
  2286. } break;
  2287. case DisplayServer::VSYNC_ENABLED: {
  2288. sync_interval = 1;
  2289. present_flags = 0;
  2290. } break;
  2291. case DisplayServer::VSYNC_DISABLED: {
  2292. sync_interval = 0;
  2293. present_flags = is_tearing_supported ? DXGI_PRESENT_ALLOW_TEARING : 0;
  2294. creation_flags = is_tearing_supported ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
  2295. } break;
  2296. case DisplayServer::VSYNC_ADAPTIVE: // Unsupported.
  2297. default:
  2298. sync_interval = 1;
  2299. present_flags = 0;
  2300. break;
  2301. }
  2302. if (swap_chain->d3d_swap_chain != nullptr && creation_flags != swap_chain->creation_flags) {
  2303. // The swap chain must be recreated if the creation flags are different.
  2304. _swap_chain_release(swap_chain);
  2305. }
  2306. DXGI_SWAP_CHAIN_DESC1 swap_chain_desc = {};
  2307. if (swap_chain->d3d_swap_chain != nullptr) {
  2308. _swap_chain_release_buffers(swap_chain);
  2309. res = swap_chain->d3d_swap_chain->ResizeBuffers(p_desired_framebuffer_count, surface->width, surface->height, DXGI_FORMAT_UNKNOWN, creation_flags);
  2310. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_UNAVAILABLE);
  2311. } else {
  2312. swap_chain_desc.BufferCount = p_desired_framebuffer_count;
  2313. swap_chain_desc.Format = RD_TO_D3D12_FORMAT[swap_chain->data_format].general_format;
  2314. swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  2315. swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  2316. swap_chain_desc.SampleDesc.Count = 1;
  2317. swap_chain_desc.Flags = creation_flags;
  2318. swap_chain_desc.Scaling = DXGI_SCALING_STRETCH;
  2319. if (OS::get_singleton()->is_layered_allowed()) {
  2320. swap_chain_desc.AlphaMode = DXGI_ALPHA_MODE_PREMULTIPLIED;
  2321. has_comp_alpha[(uint64_t)p_cmd_queue.id] = true;
  2322. } else {
  2323. swap_chain_desc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  2324. has_comp_alpha[(uint64_t)p_cmd_queue.id] = false;
  2325. }
  2326. swap_chain_desc.Width = surface->width;
  2327. swap_chain_desc.Height = surface->height;
  2328. ComPtr<IDXGISwapChain1> swap_chain_1;
  2329. #ifdef DCOMP_ENABLED
  2330. res = context_driver->dxgi_factory_get()->CreateSwapChainForComposition(command_queue->d3d_queue.Get(), &swap_chain_desc, nullptr, swap_chain_1.GetAddressOf());
  2331. #else
  2332. res = context_driver->dxgi_factory_get()->CreateSwapChainForHwnd(command_queue->d3d_queue.Get(), surface->hwnd, &swap_chain_desc, nullptr, nullptr, swap_chain_1.GetAddressOf());
  2333. if (!SUCCEEDED(res) && swap_chain_desc.AlphaMode != DXGI_ALPHA_MODE_IGNORE) {
  2334. swap_chain_desc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  2335. has_comp_alpha[(uint64_t)p_cmd_queue.id] = false;
  2336. res = context_driver->dxgi_factory_get()->CreateSwapChainForHwnd(command_queue->d3d_queue.Get(), surface->hwnd, &swap_chain_desc, nullptr, nullptr, swap_chain_1.GetAddressOf());
  2337. }
  2338. #endif
  2339. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2340. swap_chain_1.As(&swap_chain->d3d_swap_chain);
  2341. ERR_FAIL_NULL_V(swap_chain->d3d_swap_chain, ERR_CANT_CREATE);
  2342. res = context_driver->dxgi_factory_get()->MakeWindowAssociation(surface->hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES);
  2343. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2344. }
  2345. #ifdef DCOMP_ENABLED
  2346. if (surface->composition_device.Get() == nullptr) {
  2347. using PFN_DCompositionCreateDevice = HRESULT(WINAPI *)(IDXGIDevice *, REFIID, void **);
  2348. PFN_DCompositionCreateDevice pfn_DCompositionCreateDevice = (PFN_DCompositionCreateDevice)(void *)GetProcAddress(context_driver->lib_dcomp, "DCompositionCreateDevice");
  2349. ERR_FAIL_NULL_V(pfn_DCompositionCreateDevice, ERR_CANT_CREATE);
  2350. res = pfn_DCompositionCreateDevice(nullptr, IID_PPV_ARGS(surface->composition_device.GetAddressOf()));
  2351. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2352. res = surface->composition_device->CreateTargetForHwnd(surface->hwnd, TRUE, surface->composition_target.GetAddressOf());
  2353. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2354. res = surface->composition_device->CreateVisual(surface->composition_visual.GetAddressOf());
  2355. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2356. res = surface->composition_visual->SetContent(swap_chain->d3d_swap_chain.Get());
  2357. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2358. res = surface->composition_target->SetRoot(surface->composition_visual.Get());
  2359. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2360. res = surface->composition_device->Commit();
  2361. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2362. } else {
  2363. res = surface->composition_visual->SetContent(swap_chain->d3d_swap_chain.Get());
  2364. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2365. res = surface->composition_device->Commit();
  2366. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2367. }
  2368. #endif
  2369. res = swap_chain->d3d_swap_chain->GetDesc1(&swap_chain_desc);
  2370. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2371. ERR_FAIL_COND_V(swap_chain_desc.BufferCount == 0, ERR_CANT_CREATE);
  2372. surface->width = swap_chain_desc.Width;
  2373. surface->height = swap_chain_desc.Height;
  2374. swap_chain->creation_flags = creation_flags;
  2375. swap_chain->sync_interval = sync_interval;
  2376. swap_chain->present_flags = present_flags;
  2377. // Retrieve the render targets associated to the swap chain and recreate the framebuffers. The following code
  2378. // relies on the address of the elements remaining static when new elements are inserted, so the container must
  2379. // follow this restriction when reserving the right amount of elements beforehand.
  2380. swap_chain->render_targets.reserve(swap_chain_desc.BufferCount);
  2381. swap_chain->render_targets_info.reserve(swap_chain_desc.BufferCount);
  2382. swap_chain->framebuffers.reserve(swap_chain_desc.BufferCount);
  2383. for (uint32_t i = 0; i < swap_chain_desc.BufferCount; i++) {
  2384. // Retrieve the resource corresponding to the swap chain's buffer.
  2385. ID3D12Resource *render_target = nullptr;
  2386. res = swap_chain->d3d_swap_chain->GetBuffer(i, IID_PPV_ARGS(&render_target));
  2387. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2388. swap_chain->render_targets.push_back(render_target);
  2389. // Create texture information for the framebuffer to reference the resource. Since the states pointer must
  2390. // reference an address of the element itself, we must insert it first and then modify it.
  2391. swap_chain->render_targets_info.push_back(TextureInfo());
  2392. TextureInfo &texture_info = swap_chain->render_targets_info[i];
  2393. texture_info.owner_info.states.subresource_states.push_back(D3D12_RESOURCE_STATE_PRESENT);
  2394. texture_info.states_ptr = &texture_info.owner_info.states;
  2395. texture_info.format = swap_chain->data_format;
  2396. #if defined(_MSC_VER) || !defined(_WIN32)
  2397. texture_info.desc = CD3DX12_RESOURCE_DESC(render_target->GetDesc());
  2398. #else
  2399. render_target->GetDesc(&texture_info.desc);
  2400. #endif
  2401. texture_info.layers = 1;
  2402. texture_info.mipmaps = 1;
  2403. texture_info.resource = render_target;
  2404. texture_info.view_descs.srv.Format = texture_info.desc.Format;
  2405. texture_info.view_descs.srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
  2406. // Create the framebuffer for this buffer.
  2407. FramebufferID framebuffer = _framebuffer_create(swap_chain->render_pass, TextureID(&swap_chain->render_targets_info[i]), swap_chain_desc.Width, swap_chain_desc.Height, true);
  2408. ERR_FAIL_COND_V(!framebuffer, ERR_CANT_CREATE);
  2409. swap_chain->framebuffers.push_back(framebuffer);
  2410. }
  2411. // Once everything's been created correctly, indicate the surface no longer needs to be resized.
  2412. context_driver->surface_set_needs_resize(swap_chain->surface, false);
  2413. return OK;
  2414. }
  2415. RDD::FramebufferID RenderingDeviceDriverD3D12::swap_chain_acquire_framebuffer(CommandQueueID p_cmd_queue, SwapChainID p_swap_chain, bool &r_resize_required) {
  2416. DEV_ASSERT(p_swap_chain.id != 0);
  2417. const SwapChain *swap_chain = (const SwapChain *)(p_swap_chain.id);
  2418. if (context_driver->surface_get_needs_resize(swap_chain->surface)) {
  2419. r_resize_required = true;
  2420. return FramebufferID();
  2421. }
  2422. const uint32_t buffer_index = swap_chain->d3d_swap_chain->GetCurrentBackBufferIndex();
  2423. DEV_ASSERT(buffer_index < swap_chain->framebuffers.size());
  2424. return swap_chain->framebuffers[buffer_index];
  2425. }
  2426. RDD::RenderPassID RenderingDeviceDriverD3D12::swap_chain_get_render_pass(SwapChainID p_swap_chain) {
  2427. const SwapChain *swap_chain = (const SwapChain *)(p_swap_chain.id);
  2428. return swap_chain->render_pass;
  2429. }
  2430. RDD::DataFormat RenderingDeviceDriverD3D12::swap_chain_get_format(SwapChainID p_swap_chain) {
  2431. const SwapChain *swap_chain = (const SwapChain *)(p_swap_chain.id);
  2432. return swap_chain->data_format;
  2433. }
  2434. void RenderingDeviceDriverD3D12::swap_chain_free(SwapChainID p_swap_chain) {
  2435. SwapChain *swap_chain = (SwapChain *)(p_swap_chain.id);
  2436. _swap_chain_release(swap_chain);
  2437. render_pass_free(swap_chain->render_pass);
  2438. memdelete(swap_chain);
  2439. }
  2440. /*********************/
  2441. /**** FRAMEBUFFER ****/
  2442. /*********************/
  2443. 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) {
  2444. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = {};
  2445. rtv_desc.Format = p_texture_info->view_descs.srv.Format;
  2446. switch (p_texture_info->view_descs.srv.ViewDimension) {
  2447. case D3D12_SRV_DIMENSION_TEXTURE1D: {
  2448. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE1D;
  2449. rtv_desc.Texture1D.MipSlice = p_texture_info->base_mip + p_mipmap_offset;
  2450. } break;
  2451. case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
  2452. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE1DARRAY;
  2453. rtv_desc.Texture1DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2454. rtv_desc.Texture1DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2455. rtv_desc.Texture1DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture1DArray.ArraySize : p_layers;
  2456. } break;
  2457. case D3D12_SRV_DIMENSION_TEXTURE2D: {
  2458. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  2459. rtv_desc.Texture2D.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2460. rtv_desc.Texture2D.PlaneSlice = p_texture_info->view_descs.srv.Texture2D.PlaneSlice;
  2461. } break;
  2462. case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
  2463. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  2464. rtv_desc.Texture2DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2465. rtv_desc.Texture2DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2466. rtv_desc.Texture2DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture2DArray.ArraySize : p_layers;
  2467. rtv_desc.Texture2DArray.PlaneSlice = p_texture_info->view_descs.srv.Texture2DArray.PlaneSlice;
  2468. } break;
  2469. case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
  2470. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
  2471. } break;
  2472. case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
  2473. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  2474. rtv_desc.Texture2DMSArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2475. rtv_desc.Texture2DMSArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture2DMSArray.ArraySize : p_layers;
  2476. } break;
  2477. case D3D12_SRV_DIMENSION_TEXTURE3D: {
  2478. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
  2479. rtv_desc.Texture3D.MipSlice = p_texture_info->view_descs.srv.Texture3D.MostDetailedMip + p_mipmap_offset;
  2480. rtv_desc.Texture3D.FirstWSlice = 0;
  2481. rtv_desc.Texture3D.WSize = -1;
  2482. } break;
  2483. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2484. case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY: {
  2485. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  2486. rtv_desc.Texture2DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2487. rtv_desc.Texture2DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2488. rtv_desc.Texture2DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->layers : p_layers;
  2489. rtv_desc.Texture2DArray.PlaneSlice = 0;
  2490. } break;
  2491. default: {
  2492. DEV_ASSERT(false);
  2493. }
  2494. }
  2495. return rtv_desc;
  2496. }
  2497. D3D12_UNORDERED_ACCESS_VIEW_DESC RenderingDeviceDriverD3D12::_make_ranged_uav_for_texture(const TextureInfo *p_texture_info, uint32_t p_mipmap_offset, uint32_t p_layer_offset, uint32_t p_layers, bool p_add_bases) {
  2498. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = p_texture_info->view_descs.uav;
  2499. uint32_t mip = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2500. switch (p_texture_info->view_descs.uav.ViewDimension) {
  2501. case D3D12_UAV_DIMENSION_TEXTURE1D: {
  2502. uav_desc.Texture1DArray.MipSlice = mip;
  2503. } break;
  2504. case D3D12_UAV_DIMENSION_TEXTURE1DARRAY: {
  2505. uav_desc.Texture1DArray.MipSlice = mip;
  2506. uav_desc.Texture1DArray.FirstArraySlice = mip;
  2507. uav_desc.Texture1DArray.ArraySize = p_layers;
  2508. } break;
  2509. case D3D12_UAV_DIMENSION_TEXTURE2D: {
  2510. uav_desc.Texture2D.MipSlice = mip;
  2511. } break;
  2512. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY: {
  2513. uav_desc.Texture2DArray.MipSlice = mip;
  2514. uav_desc.Texture2DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2515. uav_desc.Texture2DArray.ArraySize = p_layers;
  2516. } break;
  2517. case D3D12_UAV_DIMENSION_TEXTURE3D: {
  2518. uav_desc.Texture3D.MipSlice = mip;
  2519. uav_desc.Texture3D.WSize >>= p_mipmap_offset;
  2520. } break;
  2521. default:
  2522. break;
  2523. }
  2524. return uav_desc;
  2525. }
  2526. D3D12_DEPTH_STENCIL_VIEW_DESC RenderingDeviceDriverD3D12::_make_dsv_for_texture(const TextureInfo *p_texture_info) {
  2527. D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = {};
  2528. dsv_desc.Format = RD_TO_D3D12_FORMAT[p_texture_info->format].dsv_format;
  2529. dsv_desc.Flags = D3D12_DSV_FLAG_NONE;
  2530. switch (p_texture_info->view_descs.srv.ViewDimension) {
  2531. case D3D12_SRV_DIMENSION_TEXTURE1D: {
  2532. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE1D;
  2533. dsv_desc.Texture1D.MipSlice = p_texture_info->base_mip;
  2534. } break;
  2535. case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
  2536. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE1DARRAY;
  2537. dsv_desc.Texture1DArray.MipSlice = p_texture_info->base_mip;
  2538. dsv_desc.Texture1DArray.FirstArraySlice = p_texture_info->base_layer;
  2539. dsv_desc.Texture1DArray.ArraySize = p_texture_info->view_descs.srv.Texture1DArray.ArraySize;
  2540. } break;
  2541. case D3D12_SRV_DIMENSION_TEXTURE2D: {
  2542. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  2543. dsv_desc.Texture2D.MipSlice = p_texture_info->view_descs.srv.Texture2D.MostDetailedMip;
  2544. } break;
  2545. case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
  2546. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
  2547. dsv_desc.Texture2DArray.MipSlice = p_texture_info->base_mip;
  2548. dsv_desc.Texture2DArray.FirstArraySlice = p_texture_info->base_layer;
  2549. dsv_desc.Texture2DArray.ArraySize = p_texture_info->view_descs.srv.Texture2DArray.ArraySize;
  2550. } break;
  2551. case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
  2552. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS;
  2553. dsv_desc.Texture2DMS.UnusedField_NothingToDefine = p_texture_info->view_descs.srv.Texture2DMS.UnusedField_NothingToDefine;
  2554. } break;
  2555. case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
  2556. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY;
  2557. dsv_desc.Texture2DMSArray.FirstArraySlice = p_texture_info->base_layer;
  2558. dsv_desc.Texture2DMSArray.ArraySize = p_texture_info->view_descs.srv.Texture2DMSArray.ArraySize;
  2559. } break;
  2560. default: {
  2561. DEV_ASSERT(false);
  2562. }
  2563. }
  2564. return dsv_desc;
  2565. }
  2566. RDD::FramebufferID RenderingDeviceDriverD3D12::_framebuffer_create(RenderPassID p_render_pass, VectorView<TextureID> p_attachments, uint32_t p_width, uint32_t p_height, bool p_is_screen) {
  2567. // Pre-bookkeep.
  2568. FramebufferInfo *fb_info = VersatileResource::allocate<FramebufferInfo>(resources_allocator);
  2569. fb_info->is_screen = p_is_screen;
  2570. const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id;
  2571. uint32_t num_color = 0;
  2572. uint32_t num_depth_stencil = 0;
  2573. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  2574. const TextureInfo *tex_info = (const TextureInfo *)p_attachments[i].id;
  2575. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  2576. num_color++;
  2577. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  2578. num_depth_stencil++;
  2579. }
  2580. }
  2581. uint32_t vrs_index = UINT32_MAX;
  2582. for (const Subpass &E : pass_info->subpasses) {
  2583. if (E.fragment_shading_rate_reference.attachment != AttachmentReference::UNUSED) {
  2584. vrs_index = E.fragment_shading_rate_reference.attachment;
  2585. }
  2586. }
  2587. if (num_color) {
  2588. Error err = fb_info->rtv_heap.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_RTV, num_color, false);
  2589. if (err) {
  2590. VersatileResource::free(resources_allocator, fb_info);
  2591. ERR_FAIL_V(FramebufferID());
  2592. }
  2593. }
  2594. DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker();
  2595. if (num_depth_stencil) {
  2596. Error err = fb_info->dsv_heap.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_DSV, num_depth_stencil, false);
  2597. if (err) {
  2598. VersatileResource::free(resources_allocator, fb_info);
  2599. ERR_FAIL_V(FramebufferID());
  2600. }
  2601. }
  2602. DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker();
  2603. fb_info->attachments_handle_inds.resize(p_attachments.size());
  2604. fb_info->attachments.reserve(num_color + num_depth_stencil);
  2605. uint32_t color_idx = 0;
  2606. uint32_t depth_stencil_idx = 0;
  2607. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  2608. const TextureInfo *tex_info = (const TextureInfo *)p_attachments[i].id;
  2609. if (fb_info->size.x == 0) {
  2610. fb_info->size = Size2i(tex_info->desc.Width, tex_info->desc.Height);
  2611. }
  2612. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  2613. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = _make_rtv_for_texture(tex_info, 0, 0, UINT32_MAX);
  2614. device->CreateRenderTargetView(tex_info->resource, &rtv_desc, rtv_heap_walker.get_curr_cpu_handle());
  2615. rtv_heap_walker.advance();
  2616. fb_info->attachments_handle_inds[i] = color_idx;
  2617. fb_info->attachments.push_back(p_attachments[i]);
  2618. color_idx++;
  2619. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  2620. D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = _make_dsv_for_texture(tex_info);
  2621. device->CreateDepthStencilView(tex_info->resource, &dsv_desc, dsv_heap_walker.get_curr_cpu_handle());
  2622. dsv_heap_walker.advance();
  2623. fb_info->attachments_handle_inds[i] = depth_stencil_idx;
  2624. fb_info->attachments.push_back(p_attachments[i]);
  2625. depth_stencil_idx++;
  2626. } else if (i == vrs_index) {
  2627. fb_info->vrs_attachment = p_attachments[i];
  2628. } else {
  2629. DEV_ASSERT(false);
  2630. }
  2631. }
  2632. DEV_ASSERT(fb_info->attachments.size() == color_idx + depth_stencil_idx);
  2633. DEV_ASSERT((fb_info->vrs_attachment.id != 0) == (vrs_index != UINT32_MAX));
  2634. DEV_ASSERT(rtv_heap_walker.is_at_eof());
  2635. DEV_ASSERT(dsv_heap_walker.is_at_eof());
  2636. return FramebufferID(fb_info);
  2637. }
  2638. RDD::FramebufferID RenderingDeviceDriverD3D12::framebuffer_create(RenderPassID p_render_pass, VectorView<TextureID> p_attachments, uint32_t p_width, uint32_t p_height) {
  2639. return _framebuffer_create(p_render_pass, p_attachments, p_width, p_height, false);
  2640. }
  2641. void RenderingDeviceDriverD3D12::framebuffer_free(FramebufferID p_framebuffer) {
  2642. FramebufferInfo *fb_info = (FramebufferInfo *)p_framebuffer.id;
  2643. VersatileResource::free(resources_allocator, fb_info);
  2644. }
  2645. /****************/
  2646. /**** SHADER ****/
  2647. /****************/
  2648. bool RenderingDeviceDriverD3D12::_shader_apply_specialization_constants(
  2649. const ShaderInfo *p_shader_info,
  2650. VectorView<PipelineSpecializationConstant> p_specialization_constants,
  2651. HashMap<ShaderStage, Vector<uint8_t>> &r_final_stages_bytecode) {
  2652. // If something needs to be patched, COW will do the trick.
  2653. r_final_stages_bytecode = p_shader_info->stages_bytecode;
  2654. uint32_t stages_re_sign_mask = 0;
  2655. for (uint32_t i = 0; i < p_specialization_constants.size(); i++) {
  2656. const PipelineSpecializationConstant &psc = p_specialization_constants[i];
  2657. if (!(p_shader_info->spirv_specialization_constants_ids_mask & (1 << psc.constant_id))) {
  2658. // This SC wasn't even in the original SPIR-V shader.
  2659. continue;
  2660. }
  2661. for (const ShaderInfo::SpecializationConstant &sc : p_shader_info->specialization_constants) {
  2662. if (psc.constant_id == sc.constant_id) {
  2663. if (psc.int_value != sc.int_value) {
  2664. stages_re_sign_mask |= RenderingDXIL::patch_specialization_constant(psc.type, &psc.int_value, sc.stages_bit_offsets, r_final_stages_bytecode, false);
  2665. }
  2666. break;
  2667. }
  2668. }
  2669. }
  2670. // Re-sign patched stages.
  2671. for (KeyValue<ShaderStage, Vector<uint8_t>> &E : r_final_stages_bytecode) {
  2672. ShaderStage stage = E.key;
  2673. if ((stages_re_sign_mask & (1 << stage))) {
  2674. Vector<uint8_t> &bytecode = E.value;
  2675. RenderingDXIL::sign_bytecode(stage, bytecode);
  2676. }
  2677. }
  2678. return true;
  2679. }
  2680. RDD::ShaderID RenderingDeviceDriverD3D12::shader_create_from_container(const Ref<RenderingShaderContainer> &p_shader_container, const Vector<ImmutableSampler> &p_immutable_samplers) {
  2681. ShaderReflection shader_refl = p_shader_container->get_shader_reflection();
  2682. ShaderInfo shader_info_in;
  2683. const RenderingShaderContainerD3D12 *shader_container_d3d12 = Object::cast_to<RenderingShaderContainerD3D12>(p_shader_container.ptr());
  2684. ERR_FAIL_NULL_V_MSG(shader_container_d3d12, ShaderID(), "Shader container is not a recognized format.");
  2685. RenderingShaderContainerD3D12::ShaderReflectionD3D12 shader_refl_d3d12 = shader_container_d3d12->get_shader_reflection_d3d12();
  2686. if (shader_refl_d3d12.dxil_push_constant_stages != 0) {
  2687. shader_info_in.dxil_push_constant_size = shader_refl.push_constant_size;
  2688. }
  2689. shader_info_in.spirv_specialization_constants_ids_mask = shader_refl_d3d12.spirv_specialization_constants_ids_mask;
  2690. shader_info_in.nir_runtime_data_root_param_idx = shader_refl_d3d12.nir_runtime_data_root_param_idx;
  2691. shader_info_in.is_compute = shader_refl.is_compute;
  2692. shader_info_in.sets.resize(shader_refl.uniform_sets.size());
  2693. for (uint32_t i = 0; i < shader_info_in.sets.size(); i++) {
  2694. shader_info_in.sets[i].bindings.resize(shader_refl.uniform_sets[i].size());
  2695. for (uint32_t j = 0; j < shader_info_in.sets[i].bindings.size(); j++) {
  2696. const ShaderUniform &uniform = shader_refl.uniform_sets[i][j];
  2697. const RenderingShaderContainerD3D12::ReflectionBindingDataD3D12 &uniform_d3d12 = shader_refl_d3d12.reflection_binding_set_uniforms_d3d12[i][j];
  2698. ShaderInfo::UniformBindingInfo &binding = shader_info_in.sets[i].bindings[j];
  2699. binding.stages = uniform_d3d12.dxil_stages;
  2700. binding.res_class = (ResourceClass)(uniform_d3d12.resource_class);
  2701. binding.type = UniformType(uniform.type);
  2702. binding.length = uniform.length;
  2703. #ifdef DEV_ENABLED
  2704. binding.writable = uniform.writable;
  2705. #endif
  2706. static_assert(sizeof(ShaderInfo::UniformBindingInfo::root_sig_locations) == sizeof(RenderingShaderContainerD3D12::ReflectionBindingDataD3D12::root_signature_locations));
  2707. memcpy((void *)&binding.root_sig_locations, (void *)&uniform_d3d12.root_signature_locations, sizeof(ShaderInfo::UniformBindingInfo::root_sig_locations));
  2708. if (binding.root_sig_locations.resource.root_param_idx != UINT32_MAX) {
  2709. shader_info_in.sets[i].num_root_params.resources++;
  2710. }
  2711. if (binding.root_sig_locations.sampler.root_param_idx != UINT32_MAX) {
  2712. shader_info_in.sets[i].num_root_params.samplers++;
  2713. }
  2714. }
  2715. }
  2716. shader_info_in.specialization_constants.resize(shader_refl.specialization_constants.size());
  2717. for (uint32_t i = 0; i < shader_info_in.specialization_constants.size(); i++) {
  2718. ShaderInfo::SpecializationConstant &sc = shader_info_in.specialization_constants[i];
  2719. const ShaderSpecializationConstant &src_sc = shader_refl.specialization_constants[i];
  2720. const RenderingShaderContainerD3D12::ReflectionSpecializationDataD3D12 &src_sc_d3d12 = shader_refl_d3d12.reflection_specialization_data_d3d12[i];
  2721. sc.constant_id = src_sc.constant_id;
  2722. sc.int_value = src_sc.int_value;
  2723. memcpy(sc.stages_bit_offsets, src_sc_d3d12.stages_bit_offsets, sizeof(sc.stages_bit_offsets));
  2724. }
  2725. Vector<uint8_t> decompressed_code;
  2726. for (uint32_t i = 0; i < shader_refl.stages_vector.size(); i++) {
  2727. const RenderingShaderContainer::Shader &shader = p_shader_container->shaders[i];
  2728. bool requires_decompression = (shader.code_decompressed_size > 0);
  2729. if (requires_decompression) {
  2730. decompressed_code.resize(shader.code_decompressed_size);
  2731. bool decompressed = p_shader_container->decompress_code(shader.code_compressed_bytes.ptr(), shader.code_compressed_bytes.size(), shader.code_compression_flags, decompressed_code.ptrw(), decompressed_code.size());
  2732. ERR_FAIL_COND_V_MSG(!decompressed, ShaderID(), vformat("Failed to decompress code on shader stage %s.", String(SHADER_STAGE_NAMES[shader_refl.stages_vector[i]])));
  2733. }
  2734. if (requires_decompression) {
  2735. shader_info_in.stages_bytecode[shader.shader_stage] = decompressed_code;
  2736. } else {
  2737. shader_info_in.stages_bytecode[shader.shader_stage] = shader.code_compressed_bytes;
  2738. }
  2739. }
  2740. PFN_D3D12_CREATE_ROOT_SIGNATURE_DESERIALIZER d3d_D3D12CreateRootSignatureDeserializer = (PFN_D3D12_CREATE_ROOT_SIGNATURE_DESERIALIZER)(void *)GetProcAddress(context_driver->lib_d3d12, "D3D12CreateRootSignatureDeserializer");
  2741. ERR_FAIL_NULL_V(d3d_D3D12CreateRootSignatureDeserializer, ShaderID());
  2742. HRESULT res = d3d_D3D12CreateRootSignatureDeserializer(shader_refl_d3d12.root_signature_bytes.ptr(), shader_refl_d3d12.root_signature_bytes.size(), IID_PPV_ARGS(shader_info_in.root_signature_deserializer.GetAddressOf()));
  2743. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ShaderID(), "D3D12CreateRootSignatureDeserializer failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2744. ComPtr<ID3D12RootSignature> root_signature;
  2745. res = device->CreateRootSignature(0, shader_refl_d3d12.root_signature_bytes.ptr(), shader_refl_d3d12.root_signature_bytes.size(), IID_PPV_ARGS(shader_info_in.root_signature.GetAddressOf()));
  2746. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ShaderID(), "CreateRootSignature failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2747. shader_info_in.root_signature_desc = shader_info_in.root_signature_deserializer->GetRootSignatureDesc();
  2748. shader_info_in.root_signature_crc = shader_refl_d3d12.root_signature_crc;
  2749. // Bookkeep.
  2750. ShaderInfo *shader_info_ptr = VersatileResource::allocate<ShaderInfo>(resources_allocator);
  2751. *shader_info_ptr = shader_info_in;
  2752. return ShaderID(shader_info_ptr);
  2753. }
  2754. uint32_t RenderingDeviceDriverD3D12::shader_get_layout_hash(ShaderID p_shader) {
  2755. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  2756. return shader_info_in->root_signature_crc;
  2757. }
  2758. void RenderingDeviceDriverD3D12::shader_free(ShaderID p_shader) {
  2759. ShaderInfo *shader_info_in = (ShaderInfo *)p_shader.id;
  2760. VersatileResource::free(resources_allocator, shader_info_in);
  2761. }
  2762. void RenderingDeviceDriverD3D12::shader_destroy_modules(ShaderID p_shader) {
  2763. ShaderInfo *shader_info_in = (ShaderInfo *)p_shader.id;
  2764. shader_info_in->stages_bytecode.clear();
  2765. }
  2766. /*********************/
  2767. /**** UNIFORM SET ****/
  2768. /*********************/
  2769. static void _add_descriptor_count_for_uniform(RenderingDevice::UniformType p_type, uint32_t p_binding_length, bool p_double_srv_uav_ambiguous, uint32_t &r_num_resources, uint32_t &r_num_samplers, bool &r_srv_uav_ambiguity) {
  2770. r_srv_uav_ambiguity = false;
  2771. // Some resource types can be SRV or UAV, depending on what NIR-DXIL decided for a specific shader variant.
  2772. // The goal is to generate both SRV and UAV for the descriptor sets' heaps and copy only the relevant one
  2773. // to the frame descriptor heap at binding time.
  2774. // [[SRV_UAV_AMBIGUITY]]
  2775. switch (p_type) {
  2776. case RenderingDevice::UNIFORM_TYPE_SAMPLER: {
  2777. r_num_samplers += p_binding_length;
  2778. } break;
  2779. case RenderingDevice::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE:
  2780. case RenderingDevice::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER: {
  2781. r_num_resources += p_binding_length;
  2782. r_num_samplers += p_binding_length;
  2783. } break;
  2784. case RenderingDevice::UNIFORM_TYPE_UNIFORM_BUFFER: {
  2785. r_num_resources += 1;
  2786. } break;
  2787. case RenderingDevice::UNIFORM_TYPE_STORAGE_BUFFER: {
  2788. r_num_resources += p_double_srv_uav_ambiguous ? 2 : 1;
  2789. r_srv_uav_ambiguity = true;
  2790. } break;
  2791. case RenderingDevice::UNIFORM_TYPE_IMAGE: {
  2792. r_num_resources += p_binding_length * (p_double_srv_uav_ambiguous ? 2 : 1);
  2793. r_srv_uav_ambiguity = true;
  2794. } break;
  2795. default: {
  2796. r_num_resources += p_binding_length;
  2797. }
  2798. }
  2799. }
  2800. RDD::UniformSetID RenderingDeviceDriverD3D12::uniform_set_create(VectorView<BoundUniform> p_uniforms, ShaderID p_shader, uint32_t p_set_index, int p_linear_pool_index) {
  2801. //p_linear_pool_index = -1; // TODO:? Linear pools not implemented or not supported by API backend.
  2802. // Pre-bookkeep.
  2803. UniformSetInfo *uniform_set_info = VersatileResource::allocate<UniformSetInfo>(resources_allocator);
  2804. // Do a first pass to count resources and samplers.
  2805. uint32_t num_resource_descs = 0;
  2806. uint32_t num_sampler_descs = 0;
  2807. for (uint32_t i = 0; i < p_uniforms.size(); i++) {
  2808. const BoundUniform &uniform = p_uniforms[i];
  2809. // Since the uniform set may be created for a shader different than the one that will be actually bound,
  2810. // which may have a different set of uniforms optimized out, the stages mask we can check now is not reliable.
  2811. // Therefore, we can't make any assumptions here about descriptors that we may not need to create,
  2812. // pixel or vertex-only shader resource states, etc.
  2813. bool srv_uav_ambiguity = false;
  2814. uint32_t binding_length = uniform.ids.size();
  2815. if (uniform.type == UNIFORM_TYPE_SAMPLER_WITH_TEXTURE || uniform.type == UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER) {
  2816. binding_length /= 2;
  2817. }
  2818. _add_descriptor_count_for_uniform(uniform.type, binding_length, true, num_resource_descs, num_sampler_descs, srv_uav_ambiguity);
  2819. }
  2820. #ifdef DEV_ENABLED
  2821. uniform_set_info->resources_desc_info.reserve(num_resource_descs);
  2822. #endif
  2823. if (num_resource_descs) {
  2824. Error err = uniform_set_info->desc_heaps.resources.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, num_resource_descs, false);
  2825. if (err) {
  2826. VersatileResource::free(resources_allocator, uniform_set_info);
  2827. ERR_FAIL_V(UniformSetID());
  2828. }
  2829. }
  2830. if (num_sampler_descs) {
  2831. Error err = uniform_set_info->desc_heaps.samplers.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, num_sampler_descs, false);
  2832. if (err) {
  2833. VersatileResource::free(resources_allocator, uniform_set_info);
  2834. ERR_FAIL_V(UniformSetID());
  2835. }
  2836. }
  2837. struct {
  2838. DescriptorsHeap::Walker resources;
  2839. DescriptorsHeap::Walker samplers;
  2840. } desc_heap_walkers;
  2841. desc_heap_walkers.resources = uniform_set_info->desc_heaps.resources.make_walker();
  2842. desc_heap_walkers.samplers = uniform_set_info->desc_heaps.samplers.make_walker();
  2843. struct NeededState {
  2844. bool is_buffer = false;
  2845. uint64_t shader_uniform_idx_mask = 0;
  2846. D3D12_RESOURCE_STATES states = {};
  2847. };
  2848. HashMap<ResourceInfo *, NeededState> resource_states;
  2849. for (uint32_t i = 0; i < p_uniforms.size(); i++) {
  2850. const BoundUniform &uniform = p_uniforms[i];
  2851. #ifdef DEV_ENABLED
  2852. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  2853. const ShaderInfo::UniformBindingInfo &shader_uniform = shader_info_in->sets[p_set_index].bindings[i];
  2854. bool is_compute = shader_info_in->stages_bytecode.has(SHADER_STAGE_COMPUTE);
  2855. DEV_ASSERT(!(is_compute && (shader_uniform.stages & (SHADER_STAGE_VERTEX_BIT | SHADER_STAGE_FRAGMENT_BIT))));
  2856. DEV_ASSERT(!(!is_compute && (shader_uniform.stages & SHADER_STAGE_COMPUTE_BIT)));
  2857. #endif
  2858. switch (uniform.type) {
  2859. case UNIFORM_TYPE_SAMPLER: {
  2860. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  2861. const D3D12_SAMPLER_DESC &sampler_desc = samplers[uniform.ids[j].id];
  2862. device->CreateSampler(&sampler_desc, desc_heap_walkers.samplers.get_curr_cpu_handle());
  2863. desc_heap_walkers.samplers.advance();
  2864. }
  2865. } break;
  2866. case UNIFORM_TYPE_SAMPLER_WITH_TEXTURE: {
  2867. for (uint32_t j = 0; j < uniform.ids.size(); j += 2) {
  2868. const D3D12_SAMPLER_DESC &sampler_desc = samplers[uniform.ids[j].id];
  2869. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j + 1].id;
  2870. device->CreateSampler(&sampler_desc, desc_heap_walkers.samplers.get_curr_cpu_handle());
  2871. desc_heap_walkers.samplers.advance();
  2872. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  2873. #ifdef DEV_ENABLED
  2874. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  2875. #endif
  2876. desc_heap_walkers.resources.advance();
  2877. NeededState &ns = resource_states[texture_info];
  2878. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  2879. ns.states |= D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
  2880. }
  2881. } break;
  2882. case UNIFORM_TYPE_TEXTURE: {
  2883. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  2884. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  2885. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  2886. #ifdef DEV_ENABLED
  2887. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  2888. #endif
  2889. desc_heap_walkers.resources.advance();
  2890. NeededState &ns = resource_states[texture_info];
  2891. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  2892. ns.states |= D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
  2893. }
  2894. } break;
  2895. case UNIFORM_TYPE_IMAGE: {
  2896. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  2897. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  2898. NeededState &ns = resource_states[texture_info];
  2899. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  2900. ns.states |= (D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  2901. }
  2902. // SRVs first. [[SRV_UAV_AMBIGUITY]]
  2903. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  2904. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  2905. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  2906. #ifdef DEV_ENABLED
  2907. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  2908. #endif
  2909. desc_heap_walkers.resources.advance();
  2910. }
  2911. // UAVs then. [[SRV_UAV_AMBIGUITY]]
  2912. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  2913. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  2914. device->CreateUnorderedAccessView(texture_info->resource, nullptr, &texture_info->view_descs.uav, desc_heap_walkers.resources.get_curr_cpu_handle());
  2915. #ifdef DEV_ENABLED
  2916. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, {} });
  2917. #endif
  2918. desc_heap_walkers.resources.advance();
  2919. }
  2920. } break;
  2921. case UNIFORM_TYPE_TEXTURE_BUFFER:
  2922. case UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER: {
  2923. CRASH_NOW_MSG("Unimplemented!");
  2924. } break;
  2925. case UNIFORM_TYPE_IMAGE_BUFFER: {
  2926. CRASH_NOW_MSG("Unimplemented!");
  2927. } break;
  2928. case UNIFORM_TYPE_UNIFORM_BUFFER: {
  2929. BufferInfo *buf_info = (BufferInfo *)uniform.ids[0].id;
  2930. D3D12_CONSTANT_BUFFER_VIEW_DESC cbv_desc = {};
  2931. cbv_desc.BufferLocation = buf_info->resource->GetGPUVirtualAddress();
  2932. cbv_desc.SizeInBytes = STEPIFY(buf_info->size, 256);
  2933. device->CreateConstantBufferView(&cbv_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
  2934. desc_heap_walkers.resources.advance();
  2935. #ifdef DEV_ENABLED
  2936. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_CBV, {} });
  2937. #endif
  2938. NeededState &ns = resource_states[buf_info];
  2939. ns.is_buffer = true;
  2940. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  2941. ns.states |= D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
  2942. } break;
  2943. case UNIFORM_TYPE_STORAGE_BUFFER: {
  2944. BufferInfo *buf_info = (BufferInfo *)uniform.ids[0].id;
  2945. // SRV first. [[SRV_UAV_AMBIGUITY]]
  2946. {
  2947. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
  2948. srv_desc.Format = DXGI_FORMAT_R32_TYPELESS;
  2949. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  2950. srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  2951. srv_desc.Buffer.FirstElement = 0;
  2952. srv_desc.Buffer.NumElements = (buf_info->size + 3) / 4;
  2953. srv_desc.Buffer.StructureByteStride = 0;
  2954. srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
  2955. device->CreateShaderResourceView(buf_info->resource, &srv_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
  2956. #ifdef DEV_ENABLED
  2957. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, srv_desc.ViewDimension });
  2958. #endif
  2959. desc_heap_walkers.resources.advance();
  2960. }
  2961. // UAV then. [[SRV_UAV_AMBIGUITY]]
  2962. {
  2963. if (buf_info->flags.usable_as_uav) {
  2964. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
  2965. uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
  2966. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  2967. uav_desc.Buffer.FirstElement = 0;
  2968. uav_desc.Buffer.NumElements = (buf_info->size + 3) / 4;
  2969. uav_desc.Buffer.StructureByteStride = 0;
  2970. uav_desc.Buffer.CounterOffsetInBytes = 0;
  2971. uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
  2972. device->CreateUnorderedAccessView(buf_info->resource, nullptr, &uav_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
  2973. #ifdef DEV_ENABLED
  2974. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, {} });
  2975. #endif
  2976. } else {
  2977. // If can't transition to UAV, leave this one empty since it won't be
  2978. // used, and trying to create an UAV view would trigger a validation error.
  2979. }
  2980. desc_heap_walkers.resources.advance();
  2981. }
  2982. NeededState &ns = resource_states[buf_info];
  2983. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  2984. ns.is_buffer = true;
  2985. ns.states |= (D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  2986. } break;
  2987. case UNIFORM_TYPE_INPUT_ATTACHMENT: {
  2988. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  2989. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  2990. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  2991. #ifdef DEV_ENABLED
  2992. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  2993. #endif
  2994. desc_heap_walkers.resources.advance();
  2995. NeededState &ns = resource_states[texture_info];
  2996. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  2997. ns.states |= D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  2998. }
  2999. } break;
  3000. default: {
  3001. DEV_ASSERT(false);
  3002. }
  3003. }
  3004. }
  3005. DEV_ASSERT(desc_heap_walkers.resources.is_at_eof());
  3006. DEV_ASSERT(desc_heap_walkers.samplers.is_at_eof());
  3007. {
  3008. uniform_set_info->resource_states.reserve(resource_states.size());
  3009. for (const KeyValue<ResourceInfo *, NeededState> &E : resource_states) {
  3010. UniformSetInfo::StateRequirement sr;
  3011. sr.resource = E.key;
  3012. sr.is_buffer = E.value.is_buffer;
  3013. sr.states = E.value.states;
  3014. sr.shader_uniform_idx_mask = E.value.shader_uniform_idx_mask;
  3015. uniform_set_info->resource_states.push_back(sr);
  3016. }
  3017. }
  3018. return UniformSetID(uniform_set_info);
  3019. }
  3020. void RenderingDeviceDriverD3D12::uniform_set_free(UniformSetID p_uniform_set) {
  3021. UniformSetInfo *uniform_set_info = (UniformSetInfo *)p_uniform_set.id;
  3022. VersatileResource::free(resources_allocator, uniform_set_info);
  3023. }
  3024. // ----- COMMANDS -----
  3025. void RenderingDeviceDriverD3D12::command_uniform_set_prepare_for_use(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) {
  3026. if (barrier_capabilities.enhanced_barriers_supported) {
  3027. return;
  3028. }
  3029. // Perform pending blackouts.
  3030. {
  3031. SelfList<TextureInfo> *E = textures_pending_clear.first();
  3032. while (E) {
  3033. TextureSubresourceRange subresources;
  3034. subresources.layer_count = E->self()->layers;
  3035. subresources.mipmap_count = E->self()->mipmaps;
  3036. command_clear_color_texture(p_cmd_buffer, TextureID(E->self()), TEXTURE_LAYOUT_UNDEFINED, Color(), subresources);
  3037. SelfList<TextureInfo> *next = E->next();
  3038. E->remove_from_list();
  3039. E = next;
  3040. }
  3041. }
  3042. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3043. const UniformSetInfo *uniform_set_info = (const UniformSetInfo *)p_uniform_set.id;
  3044. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  3045. const ShaderInfo::UniformSet &shader_set = shader_info_in->sets[p_set_index];
  3046. for (const UniformSetInfo::StateRequirement &sr : uniform_set_info->resource_states) {
  3047. #ifdef DEV_ENABLED
  3048. {
  3049. uint32_t stages = 0;
  3050. D3D12_RESOURCE_STATES wanted_state = {};
  3051. bool writable = false;
  3052. // Doing the full loop for debugging since the real one below may break early,
  3053. // but we want an exhaustive check
  3054. uint64_t inv_uniforms_mask = ~sr.shader_uniform_idx_mask; // Inverting the mask saves operations.
  3055. for (uint8_t bit = 0; inv_uniforms_mask != UINT64_MAX; bit++) {
  3056. uint64_t bit_mask = ((uint64_t)1 << bit);
  3057. if (likely((inv_uniforms_mask & bit_mask))) {
  3058. continue;
  3059. }
  3060. inv_uniforms_mask |= bit_mask;
  3061. const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[bit];
  3062. if (unlikely(!binding.stages)) {
  3063. continue;
  3064. }
  3065. D3D12_RESOURCE_STATES required_states = sr.states;
  3066. // Resolve a case of SRV/UAV ambiguity now. [[SRV_UAV_AMBIGUITY]]
  3067. if ((required_states & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE) && (required_states & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)) {
  3068. if (binding.res_class == RES_CLASS_SRV) {
  3069. required_states &= ~D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  3070. } else {
  3071. required_states = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  3072. }
  3073. }
  3074. if (stages) { // Second occurrence at least?
  3075. 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.");
  3076. 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.");
  3077. } else {
  3078. wanted_state = required_states;
  3079. stages |= binding.stages;
  3080. writable = binding.writable;
  3081. }
  3082. DEV_ASSERT((wanted_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS) == (bool)(wanted_state & D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
  3083. }
  3084. }
  3085. #endif
  3086. // We may have assumed D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE for a resource,
  3087. // because at uniform set creation time we couldn't know for sure which stages
  3088. // it would be used in (due to the fact that a set can be created against a different,
  3089. // albeit compatible, shader, which may make a different usage in the end).
  3090. // However, now we know and can exclude up to one unneeded states.
  3091. // TODO: If subresources involved already in the needed states, or scheduled for it,
  3092. // maybe it's more optimal not to do anything here
  3093. uint32_t stages = 0;
  3094. D3D12_RESOURCE_STATES wanted_state = {};
  3095. uint64_t inv_uniforms_mask = ~sr.shader_uniform_idx_mask; // Inverting the mask saves operations.
  3096. for (uint8_t bit = 0; inv_uniforms_mask != UINT64_MAX; bit++) {
  3097. uint64_t bit_mask = ((uint64_t)1 << bit);
  3098. if (likely((inv_uniforms_mask & bit_mask))) {
  3099. continue;
  3100. }
  3101. inv_uniforms_mask |= bit_mask;
  3102. const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[bit];
  3103. if (unlikely(!binding.stages)) {
  3104. continue;
  3105. }
  3106. if (!stages) {
  3107. D3D12_RESOURCE_STATES required_states = sr.states;
  3108. // Resolve a case of SRV/UAV ambiguity now. [[SRV_UAV_AMBIGUITY]]
  3109. if ((required_states & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE) && (required_states & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)) {
  3110. if (binding.res_class == RES_CLASS_SRV) {
  3111. required_states &= ~D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  3112. } else {
  3113. required_states = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  3114. }
  3115. }
  3116. wanted_state = required_states;
  3117. if (!(wanted_state & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE)) {
  3118. // By now, we already know the resource is used, and with no PS/NON_PS disjuntive; no need to check further.
  3119. break;
  3120. }
  3121. }
  3122. stages |= binding.stages;
  3123. if (stages == (SHADER_STAGE_VERTEX_BIT | SHADER_STAGE_FRAGMENT_BIT) || stages == SHADER_STAGE_COMPUTE_BIT) {
  3124. // By now, we already know the resource is used, and as both PS/NON_PS; no need to check further.
  3125. break;
  3126. }
  3127. }
  3128. if (likely(wanted_state)) {
  3129. if ((wanted_state & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE)) {
  3130. if (stages == SHADER_STAGE_VERTEX_BIT || stages == SHADER_STAGE_COMPUTE_BIT) {
  3131. D3D12_RESOURCE_STATES unneeded_states = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3132. wanted_state &= ~unneeded_states;
  3133. } else if (stages == SHADER_STAGE_FRAGMENT_BIT) {
  3134. D3D12_RESOURCE_STATES unneeded_states = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
  3135. wanted_state &= ~unneeded_states;
  3136. }
  3137. }
  3138. if (likely(wanted_state)) {
  3139. if (sr.is_buffer) {
  3140. _resource_transition_batch(cmd_buf_info, sr.resource, 0, 1, wanted_state);
  3141. } else {
  3142. TextureInfo *tex_info = (TextureInfo *)sr.resource;
  3143. uint32_t planes = 1;
  3144. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  3145. planes = format_get_plane_count(tex_info->format);
  3146. }
  3147. for (uint32_t i = 0; i < tex_info->layers; i++) {
  3148. for (uint32_t j = 0; j < tex_info->mipmaps; j++) {
  3149. uint32_t subresource = D3D12CalcSubresource(tex_info->base_mip + j, tex_info->base_layer + i, 0, tex_info->desc.MipLevels, tex_info->desc.ArraySize());
  3150. _resource_transition_batch(cmd_buf_info, tex_info, subresource, planes, wanted_state);
  3151. }
  3152. }
  3153. }
  3154. }
  3155. }
  3156. }
  3157. if (p_set_index == shader_info_in->sets.size() - 1) {
  3158. _resource_transitions_flush(cmd_buf_info);
  3159. }
  3160. }
  3161. void RenderingDeviceDriverD3D12::_command_check_descriptor_sets(CommandBufferID p_cmd_buffer) {
  3162. DEV_ASSERT(segment_begun && "Unable to use commands that rely on descriptors because a segment was never begun.");
  3163. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3164. if (!cmd_buf_info->descriptor_heaps_set) {
  3165. // Set descriptor heaps for the command buffer if they haven't been set yet.
  3166. ID3D12DescriptorHeap *heaps[] = {
  3167. frames[frame_idx].desc_heaps.resources.get_heap(),
  3168. frames[frame_idx].desc_heaps.samplers.get_heap(),
  3169. };
  3170. cmd_buf_info->cmd_list->SetDescriptorHeaps(2, heaps);
  3171. cmd_buf_info->descriptor_heaps_set = true;
  3172. }
  3173. }
  3174. 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) {
  3175. _command_check_descriptor_sets(p_cmd_buffer);
  3176. UniformSetInfo *uniform_set_info = (UniformSetInfo *)p_uniform_set.id;
  3177. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  3178. const ShaderInfo::UniformSet &shader_set = shader_info_in->sets[p_set_index];
  3179. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3180. using SetRootDescriptorTableFn = void (STDMETHODCALLTYPE ID3D12GraphicsCommandList::*)(UINT, D3D12_GPU_DESCRIPTOR_HANDLE);
  3181. SetRootDescriptorTableFn set_root_desc_table_fn = p_for_compute ? &ID3D12GraphicsCommandList::SetComputeRootDescriptorTable : &ID3D12GraphicsCommandList1::SetGraphicsRootDescriptorTable;
  3182. // If this set's descriptors have already been set for the current execution and a compatible root signature, reuse!
  3183. uint32_t root_sig_crc = p_for_compute ? cmd_buf_info->compute_root_signature_crc : cmd_buf_info->graphics_root_signature_crc;
  3184. UniformSetInfo::RecentBind *last_bind = nullptr;
  3185. for (int i = 0; i < (int)ARRAY_SIZE(uniform_set_info->recent_binds); i++) {
  3186. if (uniform_set_info->recent_binds[i].segment_serial == frames[frame_idx].segment_serial) {
  3187. if (uniform_set_info->recent_binds[i].root_signature_crc == root_sig_crc) {
  3188. for (const RootDescriptorTable &table : uniform_set_info->recent_binds[i].root_tables.resources) {
  3189. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(table.root_param_idx, table.start_gpu_handle);
  3190. }
  3191. for (const RootDescriptorTable &table : uniform_set_info->recent_binds[i].root_tables.samplers) {
  3192. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(table.root_param_idx, table.start_gpu_handle);
  3193. }
  3194. #ifdef DEV_ENABLED
  3195. uniform_set_info->recent_binds[i].uses++;
  3196. frames[frame_idx].uniform_set_reused++;
  3197. #endif
  3198. return;
  3199. } else {
  3200. if (!last_bind || uniform_set_info->recent_binds[i].uses < last_bind->uses) {
  3201. // Prefer this one since it's been used less or we still haven't a better option.
  3202. last_bind = &uniform_set_info->recent_binds[i];
  3203. }
  3204. }
  3205. } else {
  3206. // Prefer this one since it's unused.
  3207. last_bind = &uniform_set_info->recent_binds[i];
  3208. last_bind->uses = 0;
  3209. }
  3210. }
  3211. struct {
  3212. DescriptorsHeap::Walker *resources = nullptr;
  3213. DescriptorsHeap::Walker *samplers = nullptr;
  3214. } frame_heap_walkers;
  3215. frame_heap_walkers.resources = &frames[frame_idx].desc_heap_walkers.resources;
  3216. frame_heap_walkers.samplers = &frames[frame_idx].desc_heap_walkers.samplers;
  3217. struct {
  3218. DescriptorsHeap::Walker resources;
  3219. DescriptorsHeap::Walker samplers;
  3220. } set_heap_walkers;
  3221. set_heap_walkers.resources = uniform_set_info->desc_heaps.resources.make_walker();
  3222. set_heap_walkers.samplers = uniform_set_info->desc_heaps.samplers.make_walker();
  3223. #ifdef DEV_ENABLED
  3224. // Whether we have stages where the uniform is actually used should match
  3225. // whether we have any root signature locations for it.
  3226. for (uint32_t i = 0; i < shader_set.bindings.size(); i++) {
  3227. bool has_rs_locations = false;
  3228. if (shader_set.bindings[i].root_sig_locations.resource.root_param_idx != UINT32_MAX ||
  3229. shader_set.bindings[i].root_sig_locations.sampler.root_param_idx != UINT32_MAX) {
  3230. has_rs_locations = true;
  3231. break;
  3232. }
  3233. bool has_stages = shader_set.bindings[i].stages;
  3234. DEV_ASSERT(has_rs_locations == has_stages);
  3235. }
  3236. #endif
  3237. last_bind->root_tables.resources.clear();
  3238. last_bind->root_tables.samplers.clear();
  3239. last_bind->root_tables.resources.reserve(shader_set.num_root_params.resources);
  3240. last_bind->root_tables.samplers.reserve(shader_set.num_root_params.samplers);
  3241. last_bind->uses++;
  3242. struct {
  3243. RootDescriptorTable *resources = nullptr;
  3244. RootDescriptorTable *samplers = nullptr;
  3245. } tables;
  3246. for (uint32_t i = 0; i < shader_set.bindings.size(); i++) {
  3247. const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[i];
  3248. uint32_t num_resource_descs = 0;
  3249. uint32_t num_sampler_descs = 0;
  3250. bool srv_uav_ambiguity = false;
  3251. _add_descriptor_count_for_uniform(binding.type, binding.length, false, num_resource_descs, num_sampler_descs, srv_uav_ambiguity);
  3252. bool resource_used = false;
  3253. if (shader_set.bindings[i].stages) {
  3254. {
  3255. const ShaderInfo::UniformBindingInfo::RootSignatureLocation &rs_loc_resource = shader_set.bindings[i].root_sig_locations.resource;
  3256. if (rs_loc_resource.root_param_idx != UINT32_MAX) { // Location used?
  3257. DEV_ASSERT(num_resource_descs);
  3258. 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]]
  3259. bool must_flush_table = tables.resources && rs_loc_resource.root_param_idx != tables.resources->root_param_idx;
  3260. if (must_flush_table) {
  3261. // Check the root signature data has been filled ordered.
  3262. DEV_ASSERT(rs_loc_resource.root_param_idx > tables.resources->root_param_idx);
  3263. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.resources->root_param_idx, tables.resources->start_gpu_handle);
  3264. tables.resources = nullptr;
  3265. }
  3266. if (unlikely(frame_heap_walkers.resources->get_free_handles() < num_resource_descs)) {
  3267. if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) {
  3268. frames[frame_idx].desc_heaps_exhausted_reported.resources = true;
  3269. ERR_FAIL_MSG("Cannot bind uniform set because there's not enough room in the current frame's RESOURCES descriptor heap.\n"
  3270. "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
  3271. } else {
  3272. return;
  3273. }
  3274. }
  3275. if (!tables.resources) {
  3276. DEV_ASSERT(last_bind->root_tables.resources.size() < last_bind->root_tables.resources.get_capacity());
  3277. last_bind->root_tables.resources.resize(last_bind->root_tables.resources.size() + 1);
  3278. tables.resources = &last_bind->root_tables.resources[last_bind->root_tables.resources.size() - 1];
  3279. tables.resources->root_param_idx = rs_loc_resource.root_param_idx;
  3280. tables.resources->start_gpu_handle = frame_heap_walkers.resources->get_curr_gpu_handle();
  3281. }
  3282. // If there is ambiguity and it didn't clarify as SRVs, skip them, which come first. [[SRV_UAV_AMBIGUITY]]
  3283. if (srv_uav_ambiguity && shader_set.bindings[i].res_class != RES_CLASS_SRV) {
  3284. set_heap_walkers.resources.advance(num_resource_descs);
  3285. }
  3286. // TODO: Batch to avoid multiple calls where possible (in any case, flush before setting root descriptor tables, or even batch that as well).
  3287. device->CopyDescriptorsSimple(
  3288. num_resource_descs,
  3289. frame_heap_walkers.resources->get_curr_cpu_handle(),
  3290. set_heap_walkers.resources.get_curr_cpu_handle(),
  3291. D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  3292. frame_heap_walkers.resources->advance(num_resource_descs);
  3293. // If there is ambiguity and it didn't clarify as UAVs, skip them, which come later. [[SRV_UAV_AMBIGUITY]]
  3294. if (srv_uav_ambiguity && shader_set.bindings[i].res_class != RES_CLASS_UAV) {
  3295. set_heap_walkers.resources.advance(num_resource_descs);
  3296. }
  3297. resource_used = true;
  3298. }
  3299. }
  3300. {
  3301. const ShaderInfo::UniformBindingInfo::RootSignatureLocation &rs_loc_sampler = shader_set.bindings[i].root_sig_locations.sampler;
  3302. if (rs_loc_sampler.root_param_idx != UINT32_MAX) { // Location used?
  3303. DEV_ASSERT(num_sampler_descs);
  3304. DEV_ASSERT(!srv_uav_ambiguity); // [[SRV_UAV_AMBIGUITY]]
  3305. bool must_flush_table = tables.samplers && rs_loc_sampler.root_param_idx != tables.samplers->root_param_idx;
  3306. if (must_flush_table) {
  3307. // Check the root signature data has been filled ordered.
  3308. DEV_ASSERT(rs_loc_sampler.root_param_idx > tables.samplers->root_param_idx);
  3309. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.samplers->root_param_idx, tables.samplers->start_gpu_handle);
  3310. tables.samplers = nullptr;
  3311. }
  3312. if (unlikely(frame_heap_walkers.samplers->get_free_handles() < num_sampler_descs)) {
  3313. if (!frames[frame_idx].desc_heaps_exhausted_reported.samplers) {
  3314. frames[frame_idx].desc_heaps_exhausted_reported.samplers = true;
  3315. ERR_FAIL_MSG("Cannot bind uniform set because there's not enough room in the current frame's SAMPLERS descriptors heap.\n"
  3316. "Please increase the value of the rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame project setting.");
  3317. } else {
  3318. return;
  3319. }
  3320. }
  3321. if (!tables.samplers) {
  3322. DEV_ASSERT(last_bind->root_tables.samplers.size() < last_bind->root_tables.samplers.get_capacity());
  3323. last_bind->root_tables.samplers.resize(last_bind->root_tables.samplers.size() + 1);
  3324. tables.samplers = &last_bind->root_tables.samplers[last_bind->root_tables.samplers.size() - 1];
  3325. tables.samplers->root_param_idx = rs_loc_sampler.root_param_idx;
  3326. tables.samplers->start_gpu_handle = frame_heap_walkers.samplers->get_curr_gpu_handle();
  3327. }
  3328. // TODO: Batch to avoid multiple calls where possible (in any case, flush before setting root descriptor tables, or even batch that as well).
  3329. device->CopyDescriptorsSimple(
  3330. num_sampler_descs,
  3331. frame_heap_walkers.samplers->get_curr_cpu_handle(),
  3332. set_heap_walkers.samplers.get_curr_cpu_handle(),
  3333. D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
  3334. frame_heap_walkers.samplers->advance(num_sampler_descs);
  3335. }
  3336. }
  3337. }
  3338. // Uniform set descriptor heaps are always full (descriptors are created for every uniform in them) despite
  3339. // the shader variant a given set is created upon may not need all of them due to DXC optimizations.
  3340. // Therefore, at this point we have to advance through the descriptor set descriptor's heap unconditionally.
  3341. set_heap_walkers.resources.advance(num_resource_descs);
  3342. if (srv_uav_ambiguity) {
  3343. DEV_ASSERT(num_resource_descs);
  3344. if (!resource_used) {
  3345. set_heap_walkers.resources.advance(num_resource_descs); // Additional skip, since both SRVs and UAVs have to be bypassed.
  3346. }
  3347. }
  3348. set_heap_walkers.samplers.advance(num_sampler_descs);
  3349. }
  3350. DEV_ASSERT(set_heap_walkers.resources.is_at_eof());
  3351. DEV_ASSERT(set_heap_walkers.samplers.is_at_eof());
  3352. {
  3353. bool must_flush_table = tables.resources;
  3354. if (must_flush_table) {
  3355. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.resources->root_param_idx, tables.resources->start_gpu_handle);
  3356. }
  3357. }
  3358. {
  3359. bool must_flush_table = tables.samplers;
  3360. if (must_flush_table) {
  3361. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.samplers->root_param_idx, tables.samplers->start_gpu_handle);
  3362. }
  3363. }
  3364. last_bind->root_signature_crc = root_sig_crc;
  3365. last_bind->segment_serial = frames[frame_idx].segment_serial;
  3366. }
  3367. /******************/
  3368. /**** TRANSFER ****/
  3369. /******************/
  3370. void RenderingDeviceDriverD3D12::command_clear_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, uint64_t p_offset, uint64_t p_size) {
  3371. _command_check_descriptor_sets(p_cmd_buffer);
  3372. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3373. BufferInfo *buf_info = (BufferInfo *)p_buffer.id;
  3374. if (frames[frame_idx].desc_heap_walkers.resources.is_at_eof()) {
  3375. if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) {
  3376. frames[frame_idx].desc_heaps_exhausted_reported.resources = true;
  3377. ERR_FAIL_MSG(
  3378. "Cannot clear buffer because there's not enough room in the current frame's RESOURCE descriptors heap.\n"
  3379. "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
  3380. } else {
  3381. return;
  3382. }
  3383. }
  3384. if (frames[frame_idx].desc_heap_walkers.aux.is_at_eof()) {
  3385. if (!frames[frame_idx].desc_heaps_exhausted_reported.aux) {
  3386. frames[frame_idx].desc_heaps_exhausted_reported.aux = true;
  3387. ERR_FAIL_MSG(
  3388. "Cannot clear buffer because there's not enough room in the current frame's AUX descriptors heap.\n"
  3389. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  3390. } else {
  3391. return;
  3392. }
  3393. }
  3394. if (!barrier_capabilities.enhanced_barriers_supported) {
  3395. _resource_transition_batch(cmd_buf_info, buf_info, 0, 1, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  3396. _resource_transitions_flush(cmd_buf_info);
  3397. }
  3398. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
  3399. uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
  3400. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3401. uav_desc.Buffer.FirstElement = 0;
  3402. uav_desc.Buffer.NumElements = (buf_info->size + 3) / 4;
  3403. uav_desc.Buffer.StructureByteStride = 0;
  3404. uav_desc.Buffer.CounterOffsetInBytes = 0;
  3405. uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
  3406. device->CreateUnorderedAccessView(
  3407. buf_info->resource,
  3408. nullptr,
  3409. &uav_desc,
  3410. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle());
  3411. device->CopyDescriptorsSimple(
  3412. 1,
  3413. frames[frame_idx].desc_heap_walkers.resources.get_curr_cpu_handle(),
  3414. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3415. D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  3416. static const UINT values[4] = {};
  3417. cmd_buf_info->cmd_list->ClearUnorderedAccessViewUint(
  3418. frames[frame_idx].desc_heap_walkers.resources.get_curr_gpu_handle(),
  3419. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3420. buf_info->resource,
  3421. values,
  3422. 0,
  3423. nullptr);
  3424. frames[frame_idx].desc_heap_walkers.resources.advance();
  3425. frames[frame_idx].desc_heap_walkers.aux.advance();
  3426. }
  3427. void RenderingDeviceDriverD3D12::command_copy_buffer(CommandBufferID p_cmd_buffer, BufferID p_src_buffer, BufferID p_buf_locfer, VectorView<BufferCopyRegion> p_regions) {
  3428. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3429. BufferInfo *src_buf_info = (BufferInfo *)p_src_buffer.id;
  3430. BufferInfo *buf_loc_info = (BufferInfo *)p_buf_locfer.id;
  3431. if (!barrier_capabilities.enhanced_barriers_supported) {
  3432. _resource_transition_batch(cmd_buf_info, src_buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
  3433. _resource_transition_batch(cmd_buf_info, buf_loc_info, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST);
  3434. _resource_transitions_flush(cmd_buf_info);
  3435. }
  3436. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3437. cmd_buf_info->cmd_list->CopyBufferRegion(buf_loc_info->resource, p_regions[i].dst_offset, src_buf_info->resource, p_regions[i].src_offset, p_regions[i].size);
  3438. }
  3439. }
  3440. 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) {
  3441. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3442. TextureInfo *src_tex_info = (TextureInfo *)p_src_texture.id;
  3443. TextureInfo *dst_tex_info = (TextureInfo *)p_dst_texture.id;
  3444. if (!barrier_capabilities.enhanced_barriers_supported) {
  3445. // Batch all barrier transitions for the textures before performing the copies.
  3446. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3447. uint32_t layer_count = MIN(p_regions[i].src_subresources.layer_count, p_regions[i].dst_subresources.layer_count);
  3448. for (uint32_t j = 0; j < layer_count; j++) {
  3449. UINT src_subresource = _compute_subresource_from_layers(src_tex_info, p_regions[i].src_subresources, j);
  3450. UINT dst_subresource = _compute_subresource_from_layers(dst_tex_info, p_regions[i].dst_subresources, j);
  3451. _resource_transition_batch(cmd_buf_info, src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
  3452. _resource_transition_batch(cmd_buf_info, dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_COPY_DEST);
  3453. }
  3454. }
  3455. _resource_transitions_flush(cmd_buf_info);
  3456. }
  3457. CD3DX12_BOX src_box;
  3458. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3459. uint32_t layer_count = MIN(p_regions[i].src_subresources.layer_count, p_regions[i].dst_subresources.layer_count);
  3460. for (uint32_t j = 0; j < layer_count; j++) {
  3461. UINT src_subresource = _compute_subresource_from_layers(src_tex_info, p_regions[i].src_subresources, j);
  3462. UINT dst_subresource = _compute_subresource_from_layers(dst_tex_info, p_regions[i].dst_subresources, j);
  3463. CD3DX12_TEXTURE_COPY_LOCATION src_location(src_tex_info->resource, src_subresource);
  3464. CD3DX12_TEXTURE_COPY_LOCATION dst_location(dst_tex_info->resource, dst_subresource);
  3465. src_box.left = p_regions[i].src_offset.x;
  3466. src_box.top = p_regions[i].src_offset.y;
  3467. src_box.front = p_regions[i].src_offset.z;
  3468. src_box.right = p_regions[i].src_offset.x + p_regions[i].size.x;
  3469. src_box.bottom = p_regions[i].src_offset.y + p_regions[i].size.y;
  3470. src_box.back = p_regions[i].src_offset.z + p_regions[i].size.z;
  3471. cmd_buf_info->cmd_list->CopyTextureRegion(&dst_location, p_regions[i].dst_offset.x, p_regions[i].dst_offset.y, p_regions[i].dst_offset.z, &src_location, &src_box);
  3472. }
  3473. }
  3474. }
  3475. 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) {
  3476. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3477. TextureInfo *src_tex_info = (TextureInfo *)p_src_texture.id;
  3478. TextureInfo *dst_tex_info = (TextureInfo *)p_dst_texture.id;
  3479. UINT src_subresource = D3D12CalcSubresource(p_src_mipmap, p_src_layer, 0, src_tex_info->desc.MipLevels, src_tex_info->desc.ArraySize());
  3480. UINT dst_subresource = D3D12CalcSubresource(p_dst_mipmap, p_dst_layer, 0, dst_tex_info->desc.MipLevels, dst_tex_info->desc.ArraySize());
  3481. if (!barrier_capabilities.enhanced_barriers_supported) {
  3482. _resource_transition_batch(cmd_buf_info, src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
  3483. _resource_transition_batch(cmd_buf_info, dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_DEST);
  3484. _resource_transitions_flush(cmd_buf_info);
  3485. }
  3486. 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);
  3487. }
  3488. 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) {
  3489. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3490. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  3491. if (tex_info->main_texture) {
  3492. tex_info = tex_info->main_texture;
  3493. }
  3494. auto _transition_subresources = [&](D3D12_RESOURCE_STATES p_new_state) {
  3495. for (uint32_t i = 0; i < p_subresources.layer_count; i++) {
  3496. for (uint32_t j = 0; j < p_subresources.mipmap_count; j++) {
  3497. UINT subresource = D3D12CalcSubresource(
  3498. p_subresources.base_mipmap + j,
  3499. p_subresources.base_layer + i,
  3500. 0,
  3501. tex_info->desc.MipLevels,
  3502. tex_info->desc.ArraySize());
  3503. _resource_transition_batch(cmd_buf_info, tex_info, subresource, 1, p_new_state);
  3504. }
  3505. }
  3506. _resource_transitions_flush(cmd_buf_info);
  3507. };
  3508. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  3509. // Clear via RTV.
  3510. if (frames[frame_idx].desc_heap_walkers.rtv.get_free_handles() < p_subresources.mipmap_count) {
  3511. if (!frames[frame_idx].desc_heaps_exhausted_reported.rtv) {
  3512. frames[frame_idx].desc_heaps_exhausted_reported.rtv = true;
  3513. ERR_FAIL_MSG(
  3514. "Cannot clear texture because there's not enough room in the current frame's RENDER TARGET descriptors heap.\n"
  3515. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  3516. } else {
  3517. return;
  3518. }
  3519. }
  3520. if (!barrier_capabilities.enhanced_barriers_supported) {
  3521. _transition_subresources(D3D12_RESOURCE_STATE_RENDER_TARGET);
  3522. }
  3523. for (uint32_t i = 0; i < p_subresources.mipmap_count; i++) {
  3524. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = _make_rtv_for_texture(tex_info, p_subresources.base_mipmap + i, p_subresources.base_layer, p_subresources.layer_count, false);
  3525. rtv_desc.Format = tex_info->view_descs.uav.Format;
  3526. device->CreateRenderTargetView(
  3527. tex_info->resource,
  3528. &rtv_desc,
  3529. frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle());
  3530. cmd_buf_info->cmd_list->ClearRenderTargetView(
  3531. frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle(),
  3532. p_color.components,
  3533. 0,
  3534. nullptr);
  3535. frames[frame_idx].desc_heap_walkers.rtv.advance();
  3536. }
  3537. } else if (tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS) {
  3538. // Clear via UAV.
  3539. _command_check_descriptor_sets(p_cmd_buffer);
  3540. if (frames[frame_idx].desc_heap_walkers.resources.get_free_handles() < p_subresources.mipmap_count) {
  3541. if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) {
  3542. frames[frame_idx].desc_heaps_exhausted_reported.resources = true;
  3543. ERR_FAIL_MSG(
  3544. "Cannot clear texture because there's not enough room in the current frame's RESOURCE descriptors heap.\n"
  3545. "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
  3546. } else {
  3547. return;
  3548. }
  3549. }
  3550. if (frames[frame_idx].desc_heap_walkers.aux.get_free_handles() < p_subresources.mipmap_count) {
  3551. if (!frames[frame_idx].desc_heaps_exhausted_reported.aux) {
  3552. frames[frame_idx].desc_heaps_exhausted_reported.aux = true;
  3553. ERR_FAIL_MSG(
  3554. "Cannot clear texture because there's not enough room in the current frame's AUX descriptors heap.\n"
  3555. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  3556. } else {
  3557. return;
  3558. }
  3559. }
  3560. if (!barrier_capabilities.enhanced_barriers_supported) {
  3561. _transition_subresources(D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  3562. }
  3563. for (uint32_t i = 0; i < p_subresources.mipmap_count; i++) {
  3564. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = _make_ranged_uav_for_texture(tex_info, p_subresources.base_mipmap + i, p_subresources.base_layer, p_subresources.layer_count, false);
  3565. device->CreateUnorderedAccessView(
  3566. tex_info->resource,
  3567. nullptr,
  3568. &uav_desc,
  3569. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle());
  3570. device->CopyDescriptorsSimple(
  3571. 1,
  3572. frames[frame_idx].desc_heap_walkers.resources.get_curr_cpu_handle(),
  3573. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3574. D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  3575. UINT values[4] = {
  3576. (UINT)p_color.get_r8(),
  3577. (UINT)p_color.get_g8(),
  3578. (UINT)p_color.get_b8(),
  3579. (UINT)p_color.get_a8(),
  3580. };
  3581. cmd_buf_info->cmd_list->ClearUnorderedAccessViewUint(
  3582. frames[frame_idx].desc_heap_walkers.resources.get_curr_gpu_handle(),
  3583. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3584. tex_info->resource,
  3585. values,
  3586. 0,
  3587. nullptr);
  3588. frames[frame_idx].desc_heap_walkers.resources.advance();
  3589. frames[frame_idx].desc_heap_walkers.aux.advance();
  3590. }
  3591. } else {
  3592. ERR_FAIL_MSG("Cannot clear texture because its format does not support UAV writes. You'll need to update its contents through another method.");
  3593. }
  3594. }
  3595. 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) {
  3596. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3597. BufferInfo *buf_info = (BufferInfo *)p_src_buffer.id;
  3598. TextureInfo *tex_info = (TextureInfo *)p_dst_texture.id;
  3599. if (!barrier_capabilities.enhanced_barriers_supported) {
  3600. _resource_transition_batch(cmd_buf_info, buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
  3601. }
  3602. uint32_t pixel_size = get_image_format_pixel_size(tex_info->format);
  3603. uint32_t block_w = 0, block_h = 0;
  3604. get_compressed_image_format_block_dimensions(tex_info->format, block_w, block_h);
  3605. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3606. uint32_t region_pitch = (p_regions[i].texture_region_size.x * pixel_size * block_w) >> get_compressed_image_format_pixel_rshift(tex_info->format);
  3607. region_pitch = STEPIFY(region_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3608. D3D12_PLACED_SUBRESOURCE_FOOTPRINT src_footprint = {};
  3609. src_footprint.Offset = p_regions[i].buffer_offset;
  3610. src_footprint.Footprint = CD3DX12_SUBRESOURCE_FOOTPRINT(
  3611. RD_TO_D3D12_FORMAT[tex_info->format].family,
  3612. STEPIFY(p_regions[i].texture_region_size.x, block_w),
  3613. STEPIFY(p_regions[i].texture_region_size.y, block_h),
  3614. p_regions[i].texture_region_size.z,
  3615. region_pitch);
  3616. CD3DX12_TEXTURE_COPY_LOCATION copy_src(buf_info->resource, src_footprint);
  3617. CD3DX12_BOX src_box(
  3618. 0, 0, 0,
  3619. STEPIFY(p_regions[i].texture_region_size.x, block_w),
  3620. STEPIFY(p_regions[i].texture_region_size.y, block_h),
  3621. p_regions[i].texture_region_size.z);
  3622. if (!barrier_capabilities.enhanced_barriers_supported) {
  3623. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  3624. UINT dst_subresource = D3D12CalcSubresource(
  3625. p_regions[i].texture_subresources.mipmap,
  3626. p_regions[i].texture_subresources.base_layer + j,
  3627. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  3628. tex_info->desc.MipLevels,
  3629. tex_info->desc.ArraySize());
  3630. CD3DX12_TEXTURE_COPY_LOCATION copy_dst(tex_info->resource, dst_subresource);
  3631. _resource_transition_batch(cmd_buf_info, tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_COPY_DEST);
  3632. }
  3633. _resource_transitions_flush(cmd_buf_info);
  3634. }
  3635. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  3636. UINT dst_subresource = D3D12CalcSubresource(
  3637. p_regions[i].texture_subresources.mipmap,
  3638. p_regions[i].texture_subresources.base_layer + j,
  3639. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  3640. tex_info->desc.MipLevels,
  3641. tex_info->desc.ArraySize());
  3642. CD3DX12_TEXTURE_COPY_LOCATION copy_dst(tex_info->resource, dst_subresource);
  3643. cmd_buf_info->cmd_list->CopyTextureRegion(
  3644. &copy_dst,
  3645. p_regions[i].texture_offset.x,
  3646. p_regions[i].texture_offset.y,
  3647. p_regions[i].texture_offset.z,
  3648. &copy_src,
  3649. &src_box);
  3650. }
  3651. }
  3652. }
  3653. void RenderingDeviceDriverD3D12::command_copy_texture_to_buffer(CommandBufferID p_cmd_buffer, TextureID p_src_texture, TextureLayout p_src_texture_layout, BufferID p_buf_locfer, VectorView<BufferTextureCopyRegion> p_regions) {
  3654. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3655. TextureInfo *tex_info = (TextureInfo *)p_src_texture.id;
  3656. BufferInfo *buf_info = (BufferInfo *)p_buf_locfer.id;
  3657. if (!barrier_capabilities.enhanced_barriers_supported) {
  3658. _resource_transition_batch(cmd_buf_info, buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST);
  3659. }
  3660. uint32_t block_w = 0, block_h = 0;
  3661. get_compressed_image_format_block_dimensions(tex_info->format, block_w, block_h);
  3662. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3663. if (!barrier_capabilities.enhanced_barriers_supported) {
  3664. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  3665. UINT src_subresource = D3D12CalcSubresource(
  3666. p_regions[i].texture_subresources.mipmap,
  3667. p_regions[i].texture_subresources.base_layer + j,
  3668. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  3669. tex_info->desc.MipLevels,
  3670. tex_info->desc.ArraySize());
  3671. _resource_transition_batch(cmd_buf_info, tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
  3672. }
  3673. _resource_transitions_flush(cmd_buf_info);
  3674. }
  3675. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  3676. UINT src_subresource = D3D12CalcSubresource(
  3677. p_regions[i].texture_subresources.mipmap,
  3678. p_regions[i].texture_subresources.base_layer + j,
  3679. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  3680. tex_info->desc.MipLevels,
  3681. tex_info->desc.ArraySize());
  3682. CD3DX12_TEXTURE_COPY_LOCATION copy_src(tex_info->resource, src_subresource);
  3683. uint32_t computed_d = MAX(1, tex_info->desc.DepthOrArraySize >> p_regions[i].texture_subresources.mipmap);
  3684. uint32_t image_size = get_image_format_required_size(
  3685. tex_info->format,
  3686. MAX(1u, tex_info->desc.Width >> p_regions[i].texture_subresources.mipmap),
  3687. MAX(1u, tex_info->desc.Height >> p_regions[i].texture_subresources.mipmap),
  3688. computed_d,
  3689. 1);
  3690. uint32_t row_pitch = image_size / (p_regions[i].texture_region_size.y * computed_d) * block_h;
  3691. row_pitch = STEPIFY(row_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3692. D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = {};
  3693. dst_footprint.Offset = p_regions[i].buffer_offset;
  3694. dst_footprint.Footprint.Width = STEPIFY(p_regions[i].texture_region_size.x, block_w);
  3695. dst_footprint.Footprint.Height = STEPIFY(p_regions[i].texture_region_size.y, block_h);
  3696. dst_footprint.Footprint.Depth = p_regions[i].texture_region_size.z;
  3697. dst_footprint.Footprint.RowPitch = row_pitch;
  3698. dst_footprint.Footprint.Format = RD_TO_D3D12_FORMAT[tex_info->format].family;
  3699. CD3DX12_TEXTURE_COPY_LOCATION copy_dst(buf_info->resource, dst_footprint);
  3700. cmd_buf_info->cmd_list->CopyTextureRegion(&copy_dst, 0, 0, 0, &copy_src, nullptr);
  3701. }
  3702. }
  3703. }
  3704. /******************/
  3705. /**** PIPELINE ****/
  3706. /******************/
  3707. void RenderingDeviceDriverD3D12::pipeline_free(PipelineID p_pipeline) {
  3708. PipelineInfo *pipeline_info = (PipelineInfo *)(p_pipeline.id);
  3709. pipeline_info->pso->Release();
  3710. memdelete(pipeline_info);
  3711. }
  3712. // ----- BINDING -----
  3713. void RenderingDeviceDriverD3D12::command_bind_push_constants(CommandBufferID p_cmd_buffer, ShaderID p_shader, uint32_t p_dst_first_index, VectorView<uint32_t> p_data) {
  3714. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3715. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  3716. if (!shader_info_in->dxil_push_constant_size) {
  3717. return;
  3718. }
  3719. if (shader_info_in->is_compute) {
  3720. cmd_buf_info->cmd_list->SetComputeRoot32BitConstants(0, p_data.size(), p_data.ptr(), p_dst_first_index);
  3721. } else {
  3722. cmd_buf_info->cmd_list->SetGraphicsRoot32BitConstants(0, p_data.size(), p_data.ptr(), p_dst_first_index);
  3723. }
  3724. }
  3725. // ----- CACHE -----
  3726. bool RenderingDeviceDriverD3D12::pipeline_cache_create(const Vector<uint8_t> &p_data) {
  3727. WARN_PRINT("PSO caching is not implemented yet in the Direct3D 12 driver.");
  3728. return false;
  3729. }
  3730. void RenderingDeviceDriverD3D12::pipeline_cache_free() {
  3731. ERR_FAIL_MSG("Not implemented.");
  3732. }
  3733. size_t RenderingDeviceDriverD3D12::pipeline_cache_query_size() {
  3734. ERR_FAIL_V_MSG(0, "Not implemented.");
  3735. }
  3736. Vector<uint8_t> RenderingDeviceDriverD3D12::pipeline_cache_serialize() {
  3737. ERR_FAIL_V_MSG(Vector<uint8_t>(), "Not implemented.");
  3738. }
  3739. /*******************/
  3740. /**** RENDERING ****/
  3741. /*******************/
  3742. // ----- SUBPASS -----
  3743. RDD::RenderPassID RenderingDeviceDriverD3D12::render_pass_create(VectorView<Attachment> p_attachments, VectorView<Subpass> p_subpasses, VectorView<SubpassDependency> p_subpass_dependencies, uint32_t p_view_count, AttachmentReference p_fragment_density_map_attachment) {
  3744. ERR_FAIL_COND_V_MSG(p_fragment_density_map_attachment.attachment != AttachmentReference::UNUSED, RenderPassID(), "Fragment density maps are not supported in D3D12.");
  3745. // Pre-bookkeep.
  3746. RenderPassInfo *pass_info = VersatileResource::allocate<RenderPassInfo>(resources_allocator);
  3747. pass_info->attachments.resize(p_attachments.size());
  3748. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  3749. pass_info->attachments[i] = p_attachments[i];
  3750. }
  3751. pass_info->subpasses.resize(p_subpasses.size());
  3752. for (uint32_t i = 0; i < p_subpasses.size(); i++) {
  3753. pass_info->subpasses[i] = p_subpasses[i];
  3754. }
  3755. pass_info->view_count = p_view_count;
  3756. DXGI_FORMAT *formats = ALLOCA_ARRAY(DXGI_FORMAT, p_attachments.size());
  3757. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  3758. const D3D12Format &format = RD_TO_D3D12_FORMAT[p_attachments[i].format];
  3759. if (format.dsv_format != DXGI_FORMAT_UNKNOWN) {
  3760. formats[i] = format.dsv_format;
  3761. } else {
  3762. formats[i] = format.general_format;
  3763. }
  3764. }
  3765. pass_info->max_supported_sample_count = _find_max_common_supported_sample_count(VectorView(formats, p_attachments.size()));
  3766. return RenderPassID(pass_info);
  3767. }
  3768. void RenderingDeviceDriverD3D12::render_pass_free(RenderPassID p_render_pass) {
  3769. RenderPassInfo *pass_info = (RenderPassInfo *)p_render_pass.id;
  3770. VersatileResource::free(resources_allocator, pass_info);
  3771. }
  3772. // ----- COMMANDS -----
  3773. 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) {
  3774. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3775. const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id;
  3776. const FramebufferInfo *fb_info = (const FramebufferInfo *)p_framebuffer.id;
  3777. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass == UINT32_MAX);
  3778. auto _transition_subresources = [&](TextureInfo *p_texture_info, D3D12_RESOURCE_STATES p_states) {
  3779. uint32_t planes = 1;
  3780. if ((p_texture_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  3781. planes = format_get_plane_count(p_texture_info->format);
  3782. }
  3783. for (uint32_t i = 0; i < p_texture_info->layers; i++) {
  3784. for (uint32_t j = 0; j < p_texture_info->mipmaps; j++) {
  3785. uint32_t subresource = D3D12CalcSubresource(
  3786. p_texture_info->base_mip + j,
  3787. p_texture_info->base_layer + i,
  3788. 0,
  3789. p_texture_info->desc.MipLevels,
  3790. p_texture_info->desc.ArraySize());
  3791. _resource_transition_batch(cmd_buf_info, p_texture_info, subresource, planes, p_states);
  3792. }
  3793. }
  3794. };
  3795. if (fb_info->is_screen || !barrier_capabilities.enhanced_barriers_supported) {
  3796. // Screen framebuffers must perform this transition even if enhanced barriers are supported.
  3797. for (uint32_t i = 0; i < fb_info->attachments.size(); i++) {
  3798. TextureInfo *tex_info = (TextureInfo *)fb_info->attachments[i].id;
  3799. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  3800. _transition_subresources(tex_info, D3D12_RESOURCE_STATE_RENDER_TARGET);
  3801. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  3802. _transition_subresources(tex_info, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  3803. } else {
  3804. DEV_ASSERT(false);
  3805. }
  3806. }
  3807. if (fb_info->vrs_attachment) {
  3808. TextureInfo *tex_info = (TextureInfo *)fb_info->vrs_attachment.id;
  3809. _transition_subresources(tex_info, D3D12_RESOURCE_STATE_SHADING_RATE_SOURCE);
  3810. }
  3811. _resource_transitions_flush(cmd_buf_info);
  3812. }
  3813. cmd_buf_info->render_pass_state.region_rect = CD3DX12_RECT(
  3814. p_rect.position.x,
  3815. p_rect.position.y,
  3816. p_rect.position.x + p_rect.size.x,
  3817. p_rect.position.y + p_rect.size.y);
  3818. cmd_buf_info->render_pass_state.region_is_all = !(
  3819. cmd_buf_info->render_pass_state.region_rect.left == 0 &&
  3820. cmd_buf_info->render_pass_state.region_rect.top == 0 &&
  3821. cmd_buf_info->render_pass_state.region_rect.right == fb_info->size.x &&
  3822. cmd_buf_info->render_pass_state.region_rect.bottom == fb_info->size.y);
  3823. for (uint32_t i = 0; i < pass_info->attachments.size(); i++) {
  3824. if (pass_info->attachments[i].load_op == ATTACHMENT_LOAD_OP_DONT_CARE) {
  3825. const TextureInfo *tex_info = (const TextureInfo *)fb_info->attachments[i].id;
  3826. _discard_texture_subresources(tex_info, cmd_buf_info);
  3827. }
  3828. }
  3829. if (fb_info->vrs_attachment && fsr_capabilities.attachment_supported) {
  3830. ComPtr<ID3D12GraphicsCommandList5> cmd_list_5;
  3831. cmd_buf_info->cmd_list->QueryInterface(cmd_list_5.GetAddressOf());
  3832. if (cmd_list_5) {
  3833. static const D3D12_SHADING_RATE_COMBINER COMBINERS[D3D12_RS_SET_SHADING_RATE_COMBINER_COUNT] = {
  3834. D3D12_SHADING_RATE_COMBINER_PASSTHROUGH,
  3835. D3D12_SHADING_RATE_COMBINER_OVERRIDE,
  3836. };
  3837. cmd_list_5->RSSetShadingRate(D3D12_SHADING_RATE_1X1, COMBINERS);
  3838. }
  3839. }
  3840. cmd_buf_info->render_pass_state.current_subpass = UINT32_MAX;
  3841. cmd_buf_info->render_pass_state.fb_info = fb_info;
  3842. cmd_buf_info->render_pass_state.pass_info = pass_info;
  3843. command_next_render_subpass(p_cmd_buffer, p_cmd_buffer_type);
  3844. AttachmentClear *clears = ALLOCA_ARRAY(AttachmentClear, pass_info->attachments.size());
  3845. Rect2i *clear_rects = ALLOCA_ARRAY(Rect2i, pass_info->attachments.size());
  3846. uint32_t num_clears = 0;
  3847. for (uint32_t i = 0; i < pass_info->attachments.size(); i++) {
  3848. TextureInfo *tex_info = (TextureInfo *)fb_info->attachments[i].id;
  3849. if (!tex_info) {
  3850. continue;
  3851. }
  3852. AttachmentClear clear;
  3853. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  3854. if (pass_info->attachments[i].load_op == ATTACHMENT_LOAD_OP_CLEAR) {
  3855. clear.aspect.set_flag(TEXTURE_ASPECT_COLOR_BIT);
  3856. clear.color_attachment = i;
  3857. tex_info->pending_clear.remove_from_list();
  3858. }
  3859. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  3860. if (pass_info->attachments[i].stencil_load_op == ATTACHMENT_LOAD_OP_CLEAR) {
  3861. clear.aspect.set_flag(TEXTURE_ASPECT_DEPTH_BIT);
  3862. }
  3863. }
  3864. if (!clear.aspect.is_empty()) {
  3865. clear.value = p_attachment_clears[i];
  3866. clears[num_clears] = clear;
  3867. clear_rects[num_clears] = p_rect;
  3868. num_clears++;
  3869. }
  3870. }
  3871. if (num_clears) {
  3872. command_render_clear_attachments(p_cmd_buffer, VectorView(clears, num_clears), VectorView(clear_rects, num_clears));
  3873. }
  3874. }
  3875. void RenderingDeviceDriverD3D12::_end_render_pass(CommandBufferID p_cmd_buffer) {
  3876. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3877. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  3878. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  3879. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  3880. const Subpass &subpass = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass];
  3881. if (fb_info->is_screen) {
  3882. // Screen framebuffers must transition back to present state when the render pass is finished.
  3883. for (uint32_t i = 0; i < fb_info->attachments.size(); i++) {
  3884. TextureInfo *src_tex_info = (TextureInfo *)(fb_info->attachments[i].id);
  3885. 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());
  3886. _resource_transition_batch(cmd_buf_info, src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_PRESENT);
  3887. }
  3888. }
  3889. struct Resolve {
  3890. ID3D12Resource *src_res = nullptr;
  3891. uint32_t src_subres = 0;
  3892. ID3D12Resource *dst_res = nullptr;
  3893. uint32_t dst_subres = 0;
  3894. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  3895. };
  3896. Resolve *resolves = ALLOCA_ARRAY(Resolve, subpass.resolve_references.size());
  3897. uint32_t num_resolves = 0;
  3898. for (uint32_t i = 0; i < subpass.resolve_references.size(); i++) {
  3899. uint32_t color_index = subpass.color_references[i].attachment;
  3900. uint32_t resolve_index = subpass.resolve_references[i].attachment;
  3901. DEV_ASSERT((color_index == AttachmentReference::UNUSED) == (resolve_index == AttachmentReference::UNUSED));
  3902. if (color_index == AttachmentReference::UNUSED || !fb_info->attachments[color_index]) {
  3903. continue;
  3904. }
  3905. TextureInfo *src_tex_info = (TextureInfo *)fb_info->attachments[color_index].id;
  3906. 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());
  3907. _resource_transition_batch(cmd_buf_info, src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
  3908. TextureInfo *dst_tex_info = (TextureInfo *)fb_info->attachments[resolve_index].id;
  3909. 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());
  3910. _resource_transition_batch(cmd_buf_info, dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_DEST);
  3911. resolves[num_resolves].src_res = src_tex_info->resource;
  3912. resolves[num_resolves].src_subres = src_subresource;
  3913. resolves[num_resolves].dst_res = dst_tex_info->resource;
  3914. resolves[num_resolves].dst_subres = dst_subresource;
  3915. resolves[num_resolves].format = RD_TO_D3D12_FORMAT[src_tex_info->format].general_format;
  3916. num_resolves++;
  3917. }
  3918. _resource_transitions_flush(cmd_buf_info);
  3919. for (uint32_t i = 0; i < num_resolves; i++) {
  3920. 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);
  3921. }
  3922. }
  3923. void RenderingDeviceDriverD3D12::command_end_render_pass(CommandBufferID p_cmd_buffer) {
  3924. _end_render_pass(p_cmd_buffer);
  3925. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3926. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  3927. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  3928. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  3929. if (fsr_capabilities.attachment_supported) {
  3930. ComPtr<ID3D12GraphicsCommandList5> cmd_list_5;
  3931. cmd_buf_info->cmd_list->QueryInterface(cmd_list_5.GetAddressOf());
  3932. if (cmd_list_5) {
  3933. cmd_list_5->RSSetShadingRateImage(nullptr);
  3934. }
  3935. }
  3936. for (uint32_t i = 0; i < pass_info->attachments.size(); i++) {
  3937. if (pass_info->attachments[i].store_op == ATTACHMENT_STORE_OP_DONT_CARE) {
  3938. const TextureInfo *tex_info = (const TextureInfo *)fb_info->attachments[i].id;
  3939. _discard_texture_subresources(tex_info, cmd_buf_info);
  3940. }
  3941. }
  3942. cmd_buf_info->render_pass_state.current_subpass = UINT32_MAX;
  3943. }
  3944. void RenderingDeviceDriverD3D12::command_next_render_subpass(CommandBufferID p_cmd_buffer, CommandBufferType p_cmd_buffer_type) {
  3945. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3946. if (cmd_buf_info->render_pass_state.current_subpass == UINT32_MAX) {
  3947. cmd_buf_info->render_pass_state.current_subpass = 0;
  3948. } else {
  3949. _end_render_pass(p_cmd_buffer);
  3950. cmd_buf_info->render_pass_state.current_subpass++;
  3951. }
  3952. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  3953. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  3954. const Subpass &subpass = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass];
  3955. D3D12_CPU_DESCRIPTOR_HANDLE *rtv_handles = ALLOCA_ARRAY(D3D12_CPU_DESCRIPTOR_HANDLE, subpass.color_references.size());
  3956. DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker();
  3957. for (uint32_t i = 0; i < subpass.color_references.size(); i++) {
  3958. uint32_t attachment = subpass.color_references[i].attachment;
  3959. if (attachment == AttachmentReference::UNUSED) {
  3960. if (!frames[frame_idx].null_rtv_handle.ptr) {
  3961. // No null descriptor-handle created for this frame yet.
  3962. if (frames[frame_idx].desc_heap_walkers.rtv.is_at_eof()) {
  3963. if (!frames[frame_idx].desc_heaps_exhausted_reported.rtv) {
  3964. frames[frame_idx].desc_heaps_exhausted_reported.rtv = true;
  3965. ERR_FAIL_MSG("Cannot begin subpass because there's not enough room in the current frame's RENDER TARGET descriptors heap.\n"
  3966. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  3967. } else {
  3968. return;
  3969. }
  3970. }
  3971. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc_null = {};
  3972. rtv_desc_null.Format = DXGI_FORMAT_R8_UINT;
  3973. rtv_desc_null.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  3974. frames[frame_idx].null_rtv_handle = frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle();
  3975. device->CreateRenderTargetView(nullptr, &rtv_desc_null, frames[frame_idx].null_rtv_handle);
  3976. frames[frame_idx].desc_heap_walkers.rtv.advance();
  3977. }
  3978. rtv_handles[i] = frames[frame_idx].null_rtv_handle;
  3979. } else {
  3980. uint32_t rt_index = fb_info->attachments_handle_inds[attachment];
  3981. rtv_heap_walker.rewind();
  3982. rtv_heap_walker.advance(rt_index);
  3983. rtv_handles[i] = rtv_heap_walker.get_curr_cpu_handle();
  3984. }
  3985. }
  3986. D3D12_CPU_DESCRIPTOR_HANDLE dsv_handle = {};
  3987. {
  3988. DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker();
  3989. if (subpass.depth_stencil_reference.attachment != AttachmentReference::UNUSED) {
  3990. uint32_t ds_index = fb_info->attachments_handle_inds[subpass.depth_stencil_reference.attachment];
  3991. dsv_heap_walker.rewind();
  3992. dsv_heap_walker.advance(ds_index);
  3993. dsv_handle = dsv_heap_walker.get_curr_cpu_handle();
  3994. }
  3995. }
  3996. cmd_buf_info->cmd_list->OMSetRenderTargets(subpass.color_references.size(), rtv_handles, false, dsv_handle.ptr ? &dsv_handle : nullptr);
  3997. }
  3998. void RenderingDeviceDriverD3D12::command_render_set_viewport(CommandBufferID p_cmd_buffer, VectorView<Rect2i> p_viewports) {
  3999. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4000. D3D12_VIEWPORT *d3d12_viewports = ALLOCA_ARRAY(D3D12_VIEWPORT, p_viewports.size());
  4001. for (uint32_t i = 0; i < p_viewports.size(); i++) {
  4002. d3d12_viewports[i] = CD3DX12_VIEWPORT(
  4003. p_viewports[i].position.x,
  4004. p_viewports[i].position.y,
  4005. p_viewports[i].size.x,
  4006. p_viewports[i].size.y);
  4007. }
  4008. cmd_buf_info->cmd_list->RSSetViewports(p_viewports.size(), d3d12_viewports);
  4009. }
  4010. void RenderingDeviceDriverD3D12::command_render_set_scissor(CommandBufferID p_cmd_buffer, VectorView<Rect2i> p_scissors) {
  4011. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4012. D3D12_RECT *d3d12_scissors = ALLOCA_ARRAY(D3D12_RECT, p_scissors.size());
  4013. for (uint32_t i = 0; i < p_scissors.size(); i++) {
  4014. d3d12_scissors[i] = CD3DX12_RECT(
  4015. p_scissors[i].position.x,
  4016. p_scissors[i].position.y,
  4017. p_scissors[i].position.x + p_scissors[i].size.x,
  4018. p_scissors[i].position.y + p_scissors[i].size.y);
  4019. }
  4020. cmd_buf_info->cmd_list->RSSetScissorRects(p_scissors.size(), d3d12_scissors);
  4021. }
  4022. void RenderingDeviceDriverD3D12::command_render_clear_attachments(CommandBufferID p_cmd_buffer, VectorView<AttachmentClear> p_attachment_clears, VectorView<Rect2i> p_rects) {
  4023. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4024. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  4025. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  4026. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  4027. DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker();
  4028. DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker();
  4029. for (uint32_t i = 0; i < p_attachment_clears.size(); i++) {
  4030. uint32_t attachment = UINT32_MAX;
  4031. bool is_render_target = false;
  4032. if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_COLOR_BIT)) {
  4033. attachment = p_attachment_clears[i].color_attachment;
  4034. is_render_target = true;
  4035. } else {
  4036. attachment = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass].depth_stencil_reference.attachment;
  4037. }
  4038. for (uint32_t j = 0; j < p_rects.size(); j++) {
  4039. D3D12_RECT rect = CD3DX12_RECT(
  4040. p_rects[j].position.x,
  4041. p_rects[j].position.y,
  4042. p_rects[j].position.x + p_rects[j].size.x,
  4043. p_rects[j].position.y + p_rects[j].size.y);
  4044. const D3D12_RECT *rect_ptr = cmd_buf_info->render_pass_state.region_is_all ? nullptr : &rect;
  4045. if (is_render_target) {
  4046. uint32_t color_idx = fb_info->attachments_handle_inds[attachment];
  4047. rtv_heap_walker.rewind();
  4048. rtv_heap_walker.advance(color_idx);
  4049. cmd_buf_info->cmd_list->ClearRenderTargetView(
  4050. rtv_heap_walker.get_curr_cpu_handle(),
  4051. p_attachment_clears[i].value.color.components,
  4052. rect_ptr ? 1 : 0,
  4053. rect_ptr);
  4054. } else {
  4055. uint32_t depth_stencil_idx = fb_info->attachments_handle_inds[attachment];
  4056. dsv_heap_walker.rewind();
  4057. dsv_heap_walker.advance(depth_stencil_idx);
  4058. D3D12_CLEAR_FLAGS flags = {};
  4059. if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_DEPTH_BIT)) {
  4060. flags |= D3D12_CLEAR_FLAG_DEPTH;
  4061. }
  4062. if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_STENCIL_BIT)) {
  4063. flags |= D3D12_CLEAR_FLAG_STENCIL;
  4064. }
  4065. cmd_buf_info->cmd_list->ClearDepthStencilView(
  4066. dsv_heap_walker.get_curr_cpu_handle(),
  4067. flags,
  4068. p_attachment_clears[i].value.depth,
  4069. p_attachment_clears[i].value.stencil,
  4070. rect_ptr ? 1 : 0,
  4071. rect_ptr);
  4072. }
  4073. }
  4074. }
  4075. }
  4076. void RenderingDeviceDriverD3D12::command_bind_render_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) {
  4077. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4078. const PipelineInfo *pipeline_info = (const PipelineInfo *)p_pipeline.id;
  4079. if (cmd_buf_info->graphics_pso == pipeline_info->pso) {
  4080. return;
  4081. }
  4082. const ShaderInfo *shader_info_in = pipeline_info->shader_info;
  4083. const RenderPipelineInfo &render_info = pipeline_info->render_info;
  4084. cmd_buf_info->cmd_list->SetPipelineState(pipeline_info->pso);
  4085. if (cmd_buf_info->graphics_root_signature_crc != shader_info_in->root_signature_crc) {
  4086. cmd_buf_info->cmd_list->SetGraphicsRootSignature(shader_info_in->root_signature.Get());
  4087. cmd_buf_info->graphics_root_signature_crc = shader_info_in->root_signature_crc;
  4088. }
  4089. cmd_buf_info->cmd_list->IASetPrimitiveTopology(render_info.dyn_params.primitive_topology);
  4090. cmd_buf_info->cmd_list->OMSetBlendFactor(render_info.dyn_params.blend_constant.components);
  4091. cmd_buf_info->cmd_list->OMSetStencilRef(render_info.dyn_params.stencil_reference);
  4092. if (misc_features_support.depth_bounds_supported) {
  4093. ComPtr<ID3D12GraphicsCommandList1> command_list_1;
  4094. cmd_buf_info->cmd_list->QueryInterface(command_list_1.GetAddressOf());
  4095. if (command_list_1) {
  4096. command_list_1->OMSetDepthBounds(render_info.dyn_params.depth_bounds_min, render_info.dyn_params.depth_bounds_max);
  4097. }
  4098. }
  4099. cmd_buf_info->render_pass_state.vf_info = render_info.vf_info;
  4100. cmd_buf_info->graphics_pso = pipeline_info->pso;
  4101. cmd_buf_info->compute_pso = nullptr;
  4102. }
  4103. void RenderingDeviceDriverD3D12::command_bind_render_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) {
  4104. _command_bind_uniform_set(p_cmd_buffer, p_uniform_set, p_shader, p_set_index, false);
  4105. }
  4106. void RenderingDeviceDriverD3D12::command_bind_render_uniform_sets(CommandBufferID p_cmd_buffer, VectorView<UniformSetID> p_uniform_sets, ShaderID p_shader, uint32_t p_first_set_index, uint32_t p_set_count) {
  4107. for (uint32_t i = 0u; i < p_set_count; ++i) {
  4108. // TODO: _command_bind_uniform_set() does WAAAAY too much stuff. A lot of it should be already cached in UniformSetID when uniform_set_create() was called. Binding is supposed to be a cheap operation, ideally a memcpy.
  4109. _command_bind_uniform_set(p_cmd_buffer, p_uniform_sets[i], p_shader, p_first_set_index + i, false);
  4110. }
  4111. }
  4112. 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) {
  4113. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4114. _bind_vertex_buffers(cmd_buf_info);
  4115. cmd_buf_info->cmd_list->DrawInstanced(p_vertex_count, p_instance_count, p_base_vertex, p_first_instance);
  4116. }
  4117. 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) {
  4118. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4119. _bind_vertex_buffers(cmd_buf_info);
  4120. cmd_buf_info->cmd_list->DrawIndexedInstanced(p_index_count, p_instance_count, p_first_index, p_vertex_offset, p_first_instance);
  4121. }
  4122. 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) {
  4123. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4124. _bind_vertex_buffers(cmd_buf_info);
  4125. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4126. if (!barrier_capabilities.enhanced_barriers_supported) {
  4127. _resource_transition_batch(cmd_buf_info, indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4128. _resource_transitions_flush(cmd_buf_info);
  4129. }
  4130. cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw_indexed.Get(), p_draw_count, indirect_buf_info->resource, p_offset, nullptr, 0);
  4131. }
  4132. 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) {
  4133. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4134. _bind_vertex_buffers(cmd_buf_info);
  4135. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4136. BufferInfo *count_buf_info = (BufferInfo *)p_count_buffer.id;
  4137. if (!barrier_capabilities.enhanced_barriers_supported) {
  4138. _resource_transition_batch(cmd_buf_info, indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4139. _resource_transition_batch(cmd_buf_info, count_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4140. _resource_transitions_flush(cmd_buf_info);
  4141. }
  4142. 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);
  4143. }
  4144. 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) {
  4145. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4146. _bind_vertex_buffers(cmd_buf_info);
  4147. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4148. if (!barrier_capabilities.enhanced_barriers_supported) {
  4149. _resource_transition_batch(cmd_buf_info, indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4150. _resource_transitions_flush(cmd_buf_info);
  4151. }
  4152. cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw.Get(), p_draw_count, indirect_buf_info->resource, p_offset, nullptr, 0);
  4153. }
  4154. 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) {
  4155. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4156. _bind_vertex_buffers(cmd_buf_info);
  4157. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4158. BufferInfo *count_buf_info = (BufferInfo *)p_count_buffer.id;
  4159. if (!barrier_capabilities.enhanced_barriers_supported) {
  4160. _resource_transition_batch(cmd_buf_info, indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4161. _resource_transition_batch(cmd_buf_info, count_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4162. _resource_transitions_flush(cmd_buf_info);
  4163. }
  4164. 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);
  4165. }
  4166. 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) {
  4167. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4168. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  4169. // Vertex buffer views are set deferredly, to be sure we already know the strides by then,
  4170. // which is only true once the pipeline has been bound. Otherwise, we'd need that the pipeline
  4171. // is always bound first, which would be not kind of us. [[DEFERRED_VERTEX_BUFFERS]]
  4172. DEV_ASSERT(p_binding_count <= ARRAY_SIZE(cmd_buf_info->render_pass_state.vertex_buffer_views));
  4173. for (uint32_t i = 0; i < p_binding_count; i++) {
  4174. BufferInfo *buffer_info = (BufferInfo *)p_buffers[i].id;
  4175. cmd_buf_info->render_pass_state.vertex_buffer_views[i] = {};
  4176. cmd_buf_info->render_pass_state.vertex_buffer_views[i].BufferLocation = buffer_info->resource->GetGPUVirtualAddress() + p_offsets[i];
  4177. cmd_buf_info->render_pass_state.vertex_buffer_views[i].SizeInBytes = buffer_info->size - p_offsets[i];
  4178. if (!barrier_capabilities.enhanced_barriers_supported) {
  4179. _resource_transition_batch(cmd_buf_info, buffer_info, 0, 1, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
  4180. }
  4181. }
  4182. if (!barrier_capabilities.enhanced_barriers_supported) {
  4183. _resource_transitions_flush(cmd_buf_info);
  4184. }
  4185. cmd_buf_info->render_pass_state.vertex_buffer_count = p_binding_count;
  4186. }
  4187. void RenderingDeviceDriverD3D12::command_render_bind_index_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, IndexBufferFormat p_format, uint64_t p_offset) {
  4188. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4189. BufferInfo *buffer_info = (BufferInfo *)p_buffer.id;
  4190. D3D12_INDEX_BUFFER_VIEW d3d12_ib_view = {};
  4191. d3d12_ib_view.BufferLocation = buffer_info->resource->GetGPUVirtualAddress() + p_offset;
  4192. d3d12_ib_view.SizeInBytes = buffer_info->size - p_offset;
  4193. d3d12_ib_view.Format = p_format == INDEX_BUFFER_FORMAT_UINT16 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
  4194. if (!barrier_capabilities.enhanced_barriers_supported) {
  4195. _resource_transition_batch(cmd_buf_info, buffer_info, 0, 1, D3D12_RESOURCE_STATE_INDEX_BUFFER);
  4196. _resource_transitions_flush(cmd_buf_info);
  4197. }
  4198. cmd_buf_info->cmd_list->IASetIndexBuffer(&d3d12_ib_view);
  4199. }
  4200. // [[DEFERRED_VERTEX_BUFFERS]]
  4201. void RenderingDeviceDriverD3D12::_bind_vertex_buffers(CommandBufferInfo *p_cmd_buf_info) {
  4202. RenderPassState &render_pass_state = p_cmd_buf_info->render_pass_state;
  4203. if (render_pass_state.vertex_buffer_count && render_pass_state.vf_info) {
  4204. for (uint32_t i = 0; i < render_pass_state.vertex_buffer_count; i++) {
  4205. render_pass_state.vertex_buffer_views[i].StrideInBytes = render_pass_state.vf_info->vertex_buffer_strides[i];
  4206. }
  4207. p_cmd_buf_info->cmd_list->IASetVertexBuffers(0, render_pass_state.vertex_buffer_count, render_pass_state.vertex_buffer_views);
  4208. render_pass_state.vertex_buffer_count = 0;
  4209. }
  4210. }
  4211. void RenderingDeviceDriverD3D12::command_render_set_blend_constants(CommandBufferID p_cmd_buffer, const Color &p_constants) {
  4212. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4213. cmd_buf_info->cmd_list->OMSetBlendFactor(p_constants.components);
  4214. }
  4215. void RenderingDeviceDriverD3D12::command_render_set_line_width(CommandBufferID p_cmd_buffer, float p_width) {
  4216. if (!Math::is_equal_approx(p_width, 1.0f)) {
  4217. ERR_FAIL_MSG("Setting line widths other than 1.0 is not supported by the Direct3D 12 rendering driver.");
  4218. }
  4219. }
  4220. // ----- PIPELINE -----
  4221. static const D3D12_PRIMITIVE_TOPOLOGY_TYPE RD_PRIMITIVE_TO_D3D12_TOPOLOGY_TYPE[RDD::RENDER_PRIMITIVE_MAX] = {
  4222. D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT,
  4223. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4224. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4225. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4226. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4227. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4228. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4229. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4230. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4231. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4232. D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH,
  4233. };
  4234. static const D3D12_PRIMITIVE_TOPOLOGY RD_PRIMITIVE_TO_D3D12_TOPOLOGY[RDD::RENDER_PRIMITIVE_MAX] = {
  4235. D3D_PRIMITIVE_TOPOLOGY_POINTLIST,
  4236. D3D_PRIMITIVE_TOPOLOGY_LINELIST,
  4237. D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ,
  4238. D3D_PRIMITIVE_TOPOLOGY_LINESTRIP,
  4239. D3D_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ,
  4240. D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
  4241. D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ,
  4242. D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
  4243. D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ,
  4244. D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
  4245. D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST,
  4246. };
  4247. static const D3D12_CULL_MODE RD_POLYGON_CULL_TO_D3D12_CULL_MODE[RDD::POLYGON_CULL_MAX] = {
  4248. D3D12_CULL_MODE_NONE,
  4249. D3D12_CULL_MODE_FRONT,
  4250. D3D12_CULL_MODE_BACK,
  4251. };
  4252. static const D3D12_STENCIL_OP RD_TO_D3D12_STENCIL_OP[RDD::STENCIL_OP_MAX] = {
  4253. D3D12_STENCIL_OP_KEEP,
  4254. D3D12_STENCIL_OP_ZERO,
  4255. D3D12_STENCIL_OP_REPLACE,
  4256. D3D12_STENCIL_OP_INCR_SAT,
  4257. D3D12_STENCIL_OP_DECR_SAT,
  4258. D3D12_STENCIL_OP_INVERT,
  4259. D3D12_STENCIL_OP_INCR,
  4260. D3D12_STENCIL_OP_DECR,
  4261. };
  4262. static const D3D12_LOGIC_OP RD_TO_D3D12_LOGIC_OP[RDD::LOGIC_OP_MAX] = {
  4263. D3D12_LOGIC_OP_CLEAR,
  4264. D3D12_LOGIC_OP_AND,
  4265. D3D12_LOGIC_OP_AND_REVERSE,
  4266. D3D12_LOGIC_OP_COPY,
  4267. D3D12_LOGIC_OP_AND_INVERTED,
  4268. D3D12_LOGIC_OP_NOOP,
  4269. D3D12_LOGIC_OP_XOR,
  4270. D3D12_LOGIC_OP_OR,
  4271. D3D12_LOGIC_OP_NOR,
  4272. D3D12_LOGIC_OP_EQUIV,
  4273. D3D12_LOGIC_OP_INVERT,
  4274. D3D12_LOGIC_OP_OR_REVERSE,
  4275. D3D12_LOGIC_OP_COPY_INVERTED,
  4276. D3D12_LOGIC_OP_OR_INVERTED,
  4277. D3D12_LOGIC_OP_NAND,
  4278. D3D12_LOGIC_OP_SET,
  4279. };
  4280. static const D3D12_BLEND RD_TO_D3D12_BLEND_FACTOR[RDD::BLEND_FACTOR_MAX] = {
  4281. D3D12_BLEND_ZERO,
  4282. D3D12_BLEND_ONE,
  4283. D3D12_BLEND_SRC_COLOR,
  4284. D3D12_BLEND_INV_SRC_COLOR,
  4285. D3D12_BLEND_DEST_COLOR,
  4286. D3D12_BLEND_INV_DEST_COLOR,
  4287. D3D12_BLEND_SRC_ALPHA,
  4288. D3D12_BLEND_INV_SRC_ALPHA,
  4289. D3D12_BLEND_DEST_ALPHA,
  4290. D3D12_BLEND_INV_DEST_ALPHA,
  4291. D3D12_BLEND_BLEND_FACTOR,
  4292. D3D12_BLEND_INV_BLEND_FACTOR,
  4293. D3D12_BLEND_BLEND_FACTOR,
  4294. D3D12_BLEND_INV_BLEND_FACTOR,
  4295. D3D12_BLEND_SRC_ALPHA_SAT,
  4296. D3D12_BLEND_SRC1_COLOR,
  4297. D3D12_BLEND_INV_SRC1_COLOR,
  4298. D3D12_BLEND_SRC1_ALPHA,
  4299. D3D12_BLEND_INV_SRC1_ALPHA,
  4300. };
  4301. static const D3D12_BLEND_OP RD_TO_D3D12_BLEND_OP[RDD::BLEND_OP_MAX] = {
  4302. D3D12_BLEND_OP_ADD,
  4303. D3D12_BLEND_OP_SUBTRACT,
  4304. D3D12_BLEND_OP_REV_SUBTRACT,
  4305. D3D12_BLEND_OP_MIN,
  4306. D3D12_BLEND_OP_MAX,
  4307. };
  4308. RDD::PipelineID RenderingDeviceDriverD3D12::render_pipeline_create(
  4309. ShaderID p_shader,
  4310. VertexFormatID p_vertex_format,
  4311. RenderPrimitive p_render_primitive,
  4312. PipelineRasterizationState p_rasterization_state,
  4313. PipelineMultisampleState p_multisample_state,
  4314. PipelineDepthStencilState p_depth_stencil_state,
  4315. PipelineColorBlendState p_blend_state,
  4316. VectorView<int32_t> p_color_attachments,
  4317. BitField<PipelineDynamicStateFlags> p_dynamic_state,
  4318. RenderPassID p_render_pass,
  4319. uint32_t p_render_subpass,
  4320. VectorView<PipelineSpecializationConstant> p_specialization_constants) {
  4321. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  4322. CD3DX12_PIPELINE_STATE_STREAM1 pipeline_desc = {};
  4323. const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id;
  4324. RenderPipelineInfo render_info;
  4325. // Attachments.
  4326. LocalVector<uint32_t> color_attachments;
  4327. {
  4328. const Subpass &subpass = pass_info->subpasses[p_render_subpass];
  4329. for (uint32_t i = 0; i < ARRAY_SIZE((&pipeline_desc.RTVFormats)->RTFormats); i++) {
  4330. (&pipeline_desc.RTVFormats)->RTFormats[i] = DXGI_FORMAT_UNKNOWN;
  4331. }
  4332. for (uint32_t i = 0; i < subpass.color_references.size(); i++) {
  4333. const AttachmentReference &ref = subpass.color_references[i];
  4334. if (ref.attachment != AttachmentReference::UNUSED) {
  4335. const Attachment &attachment = pass_info->attachments[ref.attachment];
  4336. DEV_ASSERT((&pipeline_desc.RTVFormats)->RTFormats[i] == DXGI_FORMAT_UNKNOWN);
  4337. (&pipeline_desc.RTVFormats)->RTFormats[i] = RD_TO_D3D12_FORMAT[attachment.format].general_format;
  4338. }
  4339. }
  4340. (&pipeline_desc.RTVFormats)->NumRenderTargets = p_color_attachments.size();
  4341. if (subpass.depth_stencil_reference.attachment != AttachmentReference::UNUSED) {
  4342. const Attachment &attachment = pass_info->attachments[subpass.depth_stencil_reference.attachment];
  4343. pipeline_desc.DSVFormat = RD_TO_D3D12_FORMAT[attachment.format].dsv_format;
  4344. } else {
  4345. pipeline_desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  4346. }
  4347. }
  4348. // Vertex.
  4349. if (p_vertex_format) {
  4350. const VertexFormatInfo *vf_info = (const VertexFormatInfo *)p_vertex_format.id;
  4351. (&pipeline_desc.InputLayout)->pInputElementDescs = vf_info->input_elem_descs.ptr();
  4352. (&pipeline_desc.InputLayout)->NumElements = vf_info->input_elem_descs.size();
  4353. render_info.vf_info = vf_info;
  4354. }
  4355. // Input assembly & tessellation.
  4356. pipeline_desc.PrimitiveTopologyType = RD_PRIMITIVE_TO_D3D12_TOPOLOGY_TYPE[p_render_primitive];
  4357. if (p_render_primitive == RENDER_PRIMITIVE_TESSELATION_PATCH) {
  4358. // Is there any way to get the true point count limit?
  4359. ERR_FAIL_COND_V(p_rasterization_state.patch_control_points < 1 || p_rasterization_state.patch_control_points > 32, PipelineID());
  4360. render_info.dyn_params.primitive_topology = (D3D12_PRIMITIVE_TOPOLOGY)((int)D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST + p_rasterization_state.patch_control_points);
  4361. } else {
  4362. render_info.dyn_params.primitive_topology = RD_PRIMITIVE_TO_D3D12_TOPOLOGY[p_render_primitive];
  4363. }
  4364. if (p_render_primitive == RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_RESTART_INDEX) {
  4365. // 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.
  4366. pipeline_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF;
  4367. } else {
  4368. pipeline_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
  4369. }
  4370. // Rasterization.
  4371. (&pipeline_desc.RasterizerState)->DepthClipEnable = !p_rasterization_state.enable_depth_clamp;
  4372. // In D3D12, discard can be supported with some extra effort (empty pixel shader + disable depth/stencil test); that said, unsupported by now.
  4373. ERR_FAIL_COND_V(p_rasterization_state.discard_primitives, PipelineID());
  4374. (&pipeline_desc.RasterizerState)->FillMode = p_rasterization_state.wireframe ? D3D12_FILL_MODE_WIREFRAME : D3D12_FILL_MODE_SOLID;
  4375. (&pipeline_desc.RasterizerState)->CullMode = RD_POLYGON_CULL_TO_D3D12_CULL_MODE[p_rasterization_state.cull_mode];
  4376. (&pipeline_desc.RasterizerState)->FrontCounterClockwise = p_rasterization_state.front_face == POLYGON_FRONT_FACE_COUNTER_CLOCKWISE;
  4377. // 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.
  4378. if (p_rasterization_state.depth_bias_enabled && pipeline_desc.DSVFormat != DXGI_FORMAT_UNKNOWN) {
  4379. (&pipeline_desc.RasterizerState)->DepthBias = p_rasterization_state.depth_bias_constant_factor;
  4380. (&pipeline_desc.RasterizerState)->DepthBiasClamp = p_rasterization_state.depth_bias_clamp;
  4381. (&pipeline_desc.RasterizerState)->SlopeScaledDepthBias = p_rasterization_state.depth_bias_slope_factor;
  4382. (&pipeline_desc.RasterizerState)->DepthBias = 0;
  4383. (&pipeline_desc.RasterizerState)->DepthBiasClamp = 0.0f;
  4384. (&pipeline_desc.RasterizerState)->SlopeScaledDepthBias = 0.0f;
  4385. }
  4386. (&pipeline_desc.RasterizerState)->ForcedSampleCount = 0;
  4387. (&pipeline_desc.RasterizerState)->ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  4388. (&pipeline_desc.RasterizerState)->MultisampleEnable = TEXTURE_SAMPLES_COUNT[p_multisample_state.sample_count] != 1;
  4389. (&pipeline_desc.RasterizerState)->AntialiasedLineEnable = true;
  4390. // In D3D12, there's no line width.
  4391. ERR_FAIL_COND_V(!Math::is_equal_approx(p_rasterization_state.line_width, 1.0f), PipelineID());
  4392. // Multisample.
  4393. ERR_FAIL_COND_V(p_multisample_state.enable_sample_shading, PipelineID()); // How one enables this in D3D12?
  4394. if ((&pipeline_desc.RTVFormats)->NumRenderTargets || pipeline_desc.DSVFormat != DXGI_FORMAT_UNKNOWN) {
  4395. uint32_t sample_count = MIN(
  4396. pass_info->max_supported_sample_count,
  4397. TEXTURE_SAMPLES_COUNT[p_multisample_state.sample_count]);
  4398. (&pipeline_desc.SampleDesc)->Count = sample_count;
  4399. } else {
  4400. (&pipeline_desc.SampleDesc)->Count = 1;
  4401. }
  4402. if ((&pipeline_desc.SampleDesc)->Count > 1) {
  4403. (&pipeline_desc.SampleDesc)->Quality = DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN;
  4404. } else {
  4405. (&pipeline_desc.SampleDesc)->Quality = 0;
  4406. }
  4407. if (p_multisample_state.sample_mask.size()) {
  4408. for (int i = 1; i < p_multisample_state.sample_mask.size(); i++) {
  4409. // In D3D12 there's a single sample mask for every pixel.
  4410. ERR_FAIL_COND_V(p_multisample_state.sample_mask[i] != p_multisample_state.sample_mask[0], PipelineID());
  4411. }
  4412. pipeline_desc.SampleMask = p_multisample_state.sample_mask[0];
  4413. } else {
  4414. pipeline_desc.SampleMask = 0xffffffff;
  4415. }
  4416. // Depth stencil.
  4417. if (pipeline_desc.DSVFormat == DXGI_FORMAT_UNKNOWN) {
  4418. (&pipeline_desc.DepthStencilState)->DepthEnable = false;
  4419. (&pipeline_desc.DepthStencilState)->StencilEnable = false;
  4420. } else {
  4421. (&pipeline_desc.DepthStencilState)->DepthEnable = p_depth_stencil_state.enable_depth_test;
  4422. (&pipeline_desc.DepthStencilState)->DepthWriteMask = p_depth_stencil_state.enable_depth_write ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
  4423. (&pipeline_desc.DepthStencilState)->DepthFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.depth_compare_operator];
  4424. (&pipeline_desc.DepthStencilState)->DepthBoundsTestEnable = p_depth_stencil_state.enable_depth_range;
  4425. (&pipeline_desc.DepthStencilState)->StencilEnable = p_depth_stencil_state.enable_stencil;
  4426. // In D3D12 some elements can't be different across front and back.
  4427. ERR_FAIL_COND_V(p_depth_stencil_state.front_op.compare_mask != p_depth_stencil_state.back_op.compare_mask, PipelineID());
  4428. ERR_FAIL_COND_V(p_depth_stencil_state.front_op.write_mask != p_depth_stencil_state.back_op.write_mask, PipelineID());
  4429. ERR_FAIL_COND_V(p_depth_stencil_state.front_op.reference != p_depth_stencil_state.back_op.reference, PipelineID());
  4430. (&pipeline_desc.DepthStencilState)->StencilReadMask = p_depth_stencil_state.front_op.compare_mask;
  4431. (&pipeline_desc.DepthStencilState)->StencilWriteMask = p_depth_stencil_state.front_op.write_mask;
  4432. (&pipeline_desc.DepthStencilState)->FrontFace.StencilFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.fail];
  4433. (&pipeline_desc.DepthStencilState)->FrontFace.StencilPassOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.pass];
  4434. (&pipeline_desc.DepthStencilState)->FrontFace.StencilDepthFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.depth_fail];
  4435. (&pipeline_desc.DepthStencilState)->FrontFace.StencilFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.front_op.compare];
  4436. (&pipeline_desc.DepthStencilState)->BackFace.StencilFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.fail];
  4437. (&pipeline_desc.DepthStencilState)->BackFace.StencilPassOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.pass];
  4438. (&pipeline_desc.DepthStencilState)->BackFace.StencilDepthFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.depth_fail];
  4439. (&pipeline_desc.DepthStencilState)->BackFace.StencilFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.back_op.compare];
  4440. if (misc_features_support.depth_bounds_supported) {
  4441. render_info.dyn_params.depth_bounds_min = p_depth_stencil_state.enable_depth_range ? p_depth_stencil_state.depth_range_min : 0.0f;
  4442. render_info.dyn_params.depth_bounds_max = p_depth_stencil_state.enable_depth_range ? p_depth_stencil_state.depth_range_max : 1.0f;
  4443. } else {
  4444. if (p_depth_stencil_state.enable_depth_range) {
  4445. WARN_PRINT_ONCE("Depth bounds test is not supported by the GPU driver.");
  4446. }
  4447. }
  4448. render_info.dyn_params.stencil_reference = p_depth_stencil_state.front_op.reference;
  4449. }
  4450. // Blend states.
  4451. (&pipeline_desc.BlendState)->AlphaToCoverageEnable = p_multisample_state.enable_alpha_to_coverage;
  4452. {
  4453. bool all_attachments_same_blend = true;
  4454. for (int i = 0; i < p_blend_state.attachments.size(); i++) {
  4455. const PipelineColorBlendState::Attachment &bs = p_blend_state.attachments[i];
  4456. D3D12_RENDER_TARGET_BLEND_DESC &bd = (&pipeline_desc.BlendState)->RenderTarget[i];
  4457. bd.BlendEnable = bs.enable_blend;
  4458. bd.LogicOpEnable = p_blend_state.enable_logic_op;
  4459. bd.LogicOp = RD_TO_D3D12_LOGIC_OP[p_blend_state.logic_op];
  4460. bd.SrcBlend = RD_TO_D3D12_BLEND_FACTOR[bs.src_color_blend_factor];
  4461. bd.DestBlend = RD_TO_D3D12_BLEND_FACTOR[bs.dst_color_blend_factor];
  4462. bd.BlendOp = RD_TO_D3D12_BLEND_OP[bs.color_blend_op];
  4463. bd.SrcBlendAlpha = RD_TO_D3D12_BLEND_FACTOR[bs.src_alpha_blend_factor];
  4464. bd.DestBlendAlpha = RD_TO_D3D12_BLEND_FACTOR[bs.dst_alpha_blend_factor];
  4465. bd.BlendOpAlpha = RD_TO_D3D12_BLEND_OP[bs.alpha_blend_op];
  4466. if (bs.write_r) {
  4467. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_RED;
  4468. }
  4469. if (bs.write_g) {
  4470. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_GREEN;
  4471. }
  4472. if (bs.write_b) {
  4473. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_BLUE;
  4474. }
  4475. if (bs.write_a) {
  4476. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_ALPHA;
  4477. }
  4478. if (i > 0 && all_attachments_same_blend) {
  4479. all_attachments_same_blend = &(&pipeline_desc.BlendState)->RenderTarget[i] == &(&pipeline_desc.BlendState)->RenderTarget[0];
  4480. }
  4481. }
  4482. // Per D3D12 docs, if logic op used, independent blending is not supported.
  4483. ERR_FAIL_COND_V(p_blend_state.enable_logic_op && !all_attachments_same_blend, PipelineID());
  4484. (&pipeline_desc.BlendState)->IndependentBlendEnable = !all_attachments_same_blend;
  4485. }
  4486. render_info.dyn_params.blend_constant = p_blend_state.blend_constant;
  4487. // Multiview
  4488. // We are using render target slices for each view.
  4489. const D3D12_VIEW_INSTANCE_LOCATION viewInstanceLocations[D3D12_MAX_VIEW_INSTANCE_COUNT] = { { 0, 0 }, { 0, 1 }, { 0, 2 }, { 0, 3 } };
  4490. if (pass_info->view_count > 1) {
  4491. (&pipeline_desc.ViewInstancingDesc)->ViewInstanceCount = pass_info->view_count;
  4492. (&pipeline_desc.ViewInstancingDesc)->Flags = D3D12_VIEW_INSTANCING_FLAG_NONE;
  4493. (&pipeline_desc.ViewInstancingDesc)->pViewInstanceLocations = viewInstanceLocations;
  4494. }
  4495. // Stages bytecodes + specialization constants.
  4496. pipeline_desc.pRootSignature = shader_info_in->root_signature.Get();
  4497. HashMap<ShaderStage, Vector<uint8_t>> final_stages_bytecode;
  4498. bool ok = _shader_apply_specialization_constants(shader_info_in, p_specialization_constants, final_stages_bytecode);
  4499. ERR_FAIL_COND_V(!ok, PipelineID());
  4500. pipeline_desc.VS = D3D12_SHADER_BYTECODE{
  4501. final_stages_bytecode[SHADER_STAGE_VERTEX].ptr(),
  4502. (SIZE_T)final_stages_bytecode[SHADER_STAGE_VERTEX].size()
  4503. };
  4504. pipeline_desc.PS = D3D12_SHADER_BYTECODE{
  4505. final_stages_bytecode[SHADER_STAGE_FRAGMENT].ptr(),
  4506. (SIZE_T)final_stages_bytecode[SHADER_STAGE_FRAGMENT].size()
  4507. };
  4508. ComPtr<ID3D12Device2> device_2;
  4509. device->QueryInterface(device_2.GetAddressOf());
  4510. ID3D12PipelineState *pso = nullptr;
  4511. HRESULT res = E_FAIL;
  4512. if (device_2) {
  4513. D3D12_PIPELINE_STATE_STREAM_DESC pssd = {};
  4514. pssd.pPipelineStateSubobjectStream = &pipeline_desc;
  4515. pssd.SizeInBytes = sizeof(pipeline_desc);
  4516. res = device_2->CreatePipelineState(&pssd, IID_PPV_ARGS(&pso));
  4517. } else {
  4518. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = pipeline_desc.GraphicsDescV0();
  4519. res = device->CreateGraphicsPipelineState(&desc, IID_PPV_ARGS(&pso));
  4520. }
  4521. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), PipelineID(), "Create(Graphics)PipelineState failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4522. PipelineInfo *pipeline_info = memnew(PipelineInfo);
  4523. pipeline_info->pso = pso;
  4524. pipeline_info->shader_info = shader_info_in;
  4525. pipeline_info->render_info = render_info;
  4526. return PipelineID(pipeline_info);
  4527. }
  4528. /*****************/
  4529. /**** COMPUTE ****/
  4530. /*****************/
  4531. // ----- COMMANDS -----
  4532. void RenderingDeviceDriverD3D12::command_bind_compute_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) {
  4533. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4534. const PipelineInfo *pipeline_info = (const PipelineInfo *)p_pipeline.id;
  4535. if (cmd_buf_info->compute_pso == pipeline_info->pso) {
  4536. return;
  4537. }
  4538. const ShaderInfo *shader_info_in = pipeline_info->shader_info;
  4539. cmd_buf_info->cmd_list->SetPipelineState(pipeline_info->pso);
  4540. if (cmd_buf_info->compute_root_signature_crc != shader_info_in->root_signature_crc) {
  4541. cmd_buf_info->cmd_list->SetComputeRootSignature(shader_info_in->root_signature.Get());
  4542. cmd_buf_info->compute_root_signature_crc = shader_info_in->root_signature_crc;
  4543. }
  4544. cmd_buf_info->compute_pso = pipeline_info->pso;
  4545. cmd_buf_info->graphics_pso = nullptr;
  4546. }
  4547. void RenderingDeviceDriverD3D12::command_bind_compute_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) {
  4548. _command_bind_uniform_set(p_cmd_buffer, p_uniform_set, p_shader, p_set_index, true);
  4549. }
  4550. void RenderingDeviceDriverD3D12::command_bind_compute_uniform_sets(CommandBufferID p_cmd_buffer, VectorView<UniformSetID> p_uniform_sets, ShaderID p_shader, uint32_t p_first_set_index, uint32_t p_set_count) {
  4551. for (uint32_t i = 0u; i < p_set_count; ++i) {
  4552. // TODO: _command_bind_uniform_set() does WAAAAY too much stuff. A lot of it should be already cached in UniformSetID when uniform_set_create() was called. Binding is supposed to be a cheap operation, ideally a memcpy.
  4553. _command_bind_uniform_set(p_cmd_buffer, p_uniform_sets[i], p_shader, p_first_set_index + i, true);
  4554. }
  4555. }
  4556. void RenderingDeviceDriverD3D12::command_compute_dispatch(CommandBufferID p_cmd_buffer, uint32_t p_x_groups, uint32_t p_y_groups, uint32_t p_z_groups) {
  4557. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4558. if (!barrier_capabilities.enhanced_barriers_supported) {
  4559. _resource_transitions_flush(cmd_buf_info);
  4560. }
  4561. cmd_buf_info->cmd_list->Dispatch(p_x_groups, p_y_groups, p_z_groups);
  4562. }
  4563. void RenderingDeviceDriverD3D12::command_compute_dispatch_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset) {
  4564. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4565. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4566. if (!barrier_capabilities.enhanced_barriers_supported) {
  4567. _resource_transition_batch(cmd_buf_info, indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4568. _resource_transitions_flush(cmd_buf_info);
  4569. }
  4570. cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.dispatch.Get(), 1, indirect_buf_info->resource, p_offset, nullptr, 0);
  4571. }
  4572. // ----- PIPELINE -----
  4573. RDD::PipelineID RenderingDeviceDriverD3D12::compute_pipeline_create(ShaderID p_shader, VectorView<PipelineSpecializationConstant> p_specialization_constants) {
  4574. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  4575. CD3DX12_PIPELINE_STATE_STREAM pipeline_desc = {};
  4576. // Stages bytecodes + specialization constants.
  4577. pipeline_desc.pRootSignature = shader_info_in->root_signature.Get();
  4578. HashMap<ShaderStage, Vector<uint8_t>> final_stages_bytecode;
  4579. bool ok = _shader_apply_specialization_constants(shader_info_in, p_specialization_constants, final_stages_bytecode);
  4580. ERR_FAIL_COND_V(!ok, PipelineID());
  4581. pipeline_desc.CS = D3D12_SHADER_BYTECODE{
  4582. final_stages_bytecode[SHADER_STAGE_COMPUTE].ptr(),
  4583. (SIZE_T)final_stages_bytecode[SHADER_STAGE_COMPUTE].size()
  4584. };
  4585. ComPtr<ID3D12Device2> device_2;
  4586. device->QueryInterface(device_2.GetAddressOf());
  4587. ID3D12PipelineState *pso = nullptr;
  4588. HRESULT res = E_FAIL;
  4589. if (device_2) {
  4590. D3D12_PIPELINE_STATE_STREAM_DESC pssd = {};
  4591. pssd.pPipelineStateSubobjectStream = &pipeline_desc;
  4592. pssd.SizeInBytes = sizeof(pipeline_desc);
  4593. res = device_2->CreatePipelineState(&pssd, IID_PPV_ARGS(&pso));
  4594. } else {
  4595. D3D12_COMPUTE_PIPELINE_STATE_DESC desc = pipeline_desc.ComputeDescV0();
  4596. res = device->CreateComputePipelineState(&desc, IID_PPV_ARGS(&pso));
  4597. }
  4598. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), PipelineID(), "Create(Compute)PipelineState failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4599. PipelineInfo *pipeline_info = memnew(PipelineInfo);
  4600. pipeline_info->pso = pso;
  4601. pipeline_info->shader_info = shader_info_in;
  4602. return PipelineID(pipeline_info);
  4603. }
  4604. /*****************/
  4605. /**** QUERIES ****/
  4606. /*****************/
  4607. // ----- TIMESTAMP -----
  4608. RDD::QueryPoolID RenderingDeviceDriverD3D12::timestamp_query_pool_create(uint32_t p_query_count) {
  4609. ComPtr<ID3D12QueryHeap> query_heap;
  4610. {
  4611. D3D12_QUERY_HEAP_DESC qh_desc = {};
  4612. qh_desc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  4613. qh_desc.Count = p_query_count;
  4614. qh_desc.NodeMask = 0;
  4615. HRESULT res = device->CreateQueryHeap(&qh_desc, IID_PPV_ARGS(query_heap.GetAddressOf()));
  4616. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), QueryPoolID(), "CreateQueryHeap failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4617. }
  4618. ComPtr<D3D12MA::Allocation> results_buffer_allocation;
  4619. {
  4620. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  4621. allocation_desc.HeapType = D3D12_HEAP_TYPE_READBACK;
  4622. CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(sizeof(uint64_t) * p_query_count);
  4623. ComPtr<ID3D12Resource> results_buffer;
  4624. HRESULT res = allocator->CreateResource(
  4625. &allocation_desc,
  4626. &resource_desc,
  4627. D3D12_RESOURCE_STATE_COPY_DEST,
  4628. nullptr,
  4629. results_buffer_allocation.GetAddressOf(),
  4630. IID_PPV_ARGS(results_buffer.GetAddressOf()));
  4631. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), QueryPoolID(), "D3D12MA::CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4632. }
  4633. // Bookkeep.
  4634. TimestampQueryPoolInfo *tqp_info = VersatileResource::allocate<TimestampQueryPoolInfo>(resources_allocator);
  4635. tqp_info->query_heap = query_heap;
  4636. tqp_info->query_count = p_query_count;
  4637. tqp_info->results_buffer_allocation = results_buffer_allocation;
  4638. return RDD::QueryPoolID(tqp_info);
  4639. }
  4640. void RenderingDeviceDriverD3D12::timestamp_query_pool_free(QueryPoolID p_pool_id) {
  4641. TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id;
  4642. VersatileResource::free(resources_allocator, tqp_info);
  4643. }
  4644. void RenderingDeviceDriverD3D12::timestamp_query_pool_get_results(QueryPoolID p_pool_id, uint32_t p_query_count, uint64_t *r_results) {
  4645. TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id;
  4646. ID3D12Resource *results_buffer = tqp_info->results_buffer_allocation->GetResource();
  4647. void *results_buffer_data = nullptr;
  4648. results_buffer->Map(0, &VOID_RANGE, &results_buffer_data);
  4649. memcpy(r_results, results_buffer_data, sizeof(uint64_t) * p_query_count);
  4650. results_buffer->Unmap(0, &VOID_RANGE);
  4651. }
  4652. uint64_t RenderingDeviceDriverD3D12::timestamp_query_result_to_time(uint64_t p_result) {
  4653. return p_result / (double)device_limits.timestamp_frequency * 1000000000.0;
  4654. }
  4655. void RenderingDeviceDriverD3D12::command_timestamp_query_pool_reset(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_query_count) {
  4656. }
  4657. void RenderingDeviceDriverD3D12::command_timestamp_write(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_index) {
  4658. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4659. TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id;
  4660. ID3D12Resource *results_buffer = tqp_info->results_buffer_allocation->GetResource();
  4661. cmd_buf_info->cmd_list->EndQuery(tqp_info->query_heap.Get(), D3D12_QUERY_TYPE_TIMESTAMP, p_index);
  4662. cmd_buf_info->cmd_list->ResolveQueryData(tqp_info->query_heap.Get(), D3D12_QUERY_TYPE_TIMESTAMP, p_index, 1, results_buffer, p_index * sizeof(uint64_t));
  4663. }
  4664. void RenderingDeviceDriverD3D12::command_begin_label(CommandBufferID p_cmd_buffer, const char *p_label_name, const Color &p_color) {
  4665. #ifdef PIX_ENABLED
  4666. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4667. PIXBeginEvent(cmd_buf_info->cmd_list.Get(), p_color.to_argb32(), p_label_name);
  4668. #endif
  4669. }
  4670. void RenderingDeviceDriverD3D12::command_end_label(CommandBufferID p_cmd_buffer) {
  4671. #ifdef PIX_ENABLED
  4672. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4673. PIXEndEvent(cmd_buf_info->cmd_list.Get());
  4674. #endif
  4675. }
  4676. void RenderingDeviceDriverD3D12::command_insert_breadcrumb(CommandBufferID p_cmd_buffer, uint32_t p_data) {
  4677. // TODO: Implement via DRED.
  4678. }
  4679. /********************/
  4680. /**** SUBMISSION ****/
  4681. /********************/
  4682. void RenderingDeviceDriverD3D12::begin_segment(uint32_t p_frame_index, uint32_t p_frames_drawn) {
  4683. frame_idx = p_frame_index;
  4684. frames_drawn = p_frames_drawn;
  4685. allocator->SetCurrentFrameIndex(p_frames_drawn);
  4686. frames[frame_idx].desc_heap_walkers.resources.rewind();
  4687. frames[frame_idx].desc_heap_walkers.samplers.rewind();
  4688. frames[frame_idx].desc_heap_walkers.aux.rewind();
  4689. frames[frame_idx].desc_heap_walkers.rtv.rewind();
  4690. frames[frame_idx].desc_heaps_exhausted_reported = {};
  4691. frames[frame_idx].null_rtv_handle = CD3DX12_CPU_DESCRIPTOR_HANDLE{};
  4692. frames[frame_idx].segment_serial = segment_serial;
  4693. segment_begun = true;
  4694. }
  4695. void RenderingDeviceDriverD3D12::end_segment() {
  4696. segment_serial++;
  4697. segment_begun = false;
  4698. }
  4699. /**************/
  4700. /**** MISC ****/
  4701. /**************/
  4702. void RenderingDeviceDriverD3D12::_set_object_name(ID3D12Object *p_object, String p_object_name) {
  4703. ERR_FAIL_NULL(p_object);
  4704. int name_len = p_object_name.size();
  4705. WCHAR *name_w = (WCHAR *)alloca(sizeof(WCHAR) * (name_len + 1));
  4706. MultiByteToWideChar(CP_UTF8, 0, p_object_name.utf8().get_data(), -1, name_w, name_len);
  4707. p_object->SetName(name_w);
  4708. }
  4709. void RenderingDeviceDriverD3D12::set_object_name(ObjectType p_type, ID p_driver_id, const String &p_name) {
  4710. switch (p_type) {
  4711. case OBJECT_TYPE_TEXTURE: {
  4712. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  4713. if (tex_info->owner_info.allocation) {
  4714. _set_object_name(tex_info->resource, p_name);
  4715. }
  4716. } break;
  4717. case OBJECT_TYPE_SAMPLER: {
  4718. } break;
  4719. case OBJECT_TYPE_BUFFER: {
  4720. const BufferInfo *buf_info = (const BufferInfo *)p_driver_id.id;
  4721. _set_object_name(buf_info->resource, p_name);
  4722. } break;
  4723. case OBJECT_TYPE_SHADER: {
  4724. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_driver_id.id;
  4725. _set_object_name(shader_info_in->root_signature.Get(), p_name);
  4726. } break;
  4727. case OBJECT_TYPE_UNIFORM_SET: {
  4728. const UniformSetInfo *uniform_set_info = (const UniformSetInfo *)p_driver_id.id;
  4729. if (uniform_set_info->desc_heaps.resources.get_heap()) {
  4730. _set_object_name(uniform_set_info->desc_heaps.resources.get_heap(), p_name + " resources heap");
  4731. }
  4732. if (uniform_set_info->desc_heaps.samplers.get_heap()) {
  4733. _set_object_name(uniform_set_info->desc_heaps.samplers.get_heap(), p_name + " samplers heap");
  4734. }
  4735. } break;
  4736. case OBJECT_TYPE_PIPELINE: {
  4737. const PipelineInfo *pipeline_info = (const PipelineInfo *)p_driver_id.id;
  4738. _set_object_name(pipeline_info->pso, p_name);
  4739. } break;
  4740. default: {
  4741. DEV_ASSERT(false);
  4742. }
  4743. }
  4744. }
  4745. uint64_t RenderingDeviceDriverD3D12::get_resource_native_handle(DriverResource p_type, ID p_driver_id) {
  4746. switch (p_type) {
  4747. case DRIVER_RESOURCE_LOGICAL_DEVICE: {
  4748. return (uint64_t)device.Get();
  4749. }
  4750. case DRIVER_RESOURCE_PHYSICAL_DEVICE: {
  4751. return (uint64_t)adapter.Get();
  4752. }
  4753. case DRIVER_RESOURCE_TOPMOST_OBJECT: {
  4754. return 0;
  4755. }
  4756. case DRIVER_RESOURCE_COMMAND_QUEUE: {
  4757. return (uint64_t)p_driver_id.id;
  4758. }
  4759. case DRIVER_RESOURCE_QUEUE_FAMILY: {
  4760. return 0;
  4761. }
  4762. case DRIVER_RESOURCE_TEXTURE: {
  4763. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  4764. return (uint64_t)tex_info->main_texture;
  4765. } break;
  4766. case DRIVER_RESOURCE_TEXTURE_VIEW: {
  4767. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  4768. return (uint64_t)tex_info->resource;
  4769. }
  4770. case DRIVER_RESOURCE_TEXTURE_DATA_FORMAT: {
  4771. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  4772. return (uint64_t)tex_info->desc.Format;
  4773. }
  4774. case DRIVER_RESOURCE_SAMPLER:
  4775. case DRIVER_RESOURCE_UNIFORM_SET:
  4776. return 0;
  4777. case DRIVER_RESOURCE_BUFFER: {
  4778. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  4779. return (uint64_t)tex_info->resource;
  4780. } break;
  4781. case DRIVER_RESOURCE_COMPUTE_PIPELINE:
  4782. case DRIVER_RESOURCE_RENDER_PIPELINE: {
  4783. return p_driver_id.id;
  4784. }
  4785. default: {
  4786. return 0;
  4787. }
  4788. }
  4789. }
  4790. uint64_t RenderingDeviceDriverD3D12::get_total_memory_used() {
  4791. D3D12MA::TotalStatistics stats;
  4792. allocator->CalculateStatistics(&stats);
  4793. return stats.Total.Stats.BlockBytes;
  4794. }
  4795. uint64_t RenderingDeviceDriverD3D12::get_lazily_memory_used() {
  4796. return 0;
  4797. }
  4798. uint64_t RenderingDeviceDriverD3D12::limit_get(Limit p_limit) {
  4799. uint64_t safe_unbounded = ((uint64_t)1 << 30);
  4800. switch (p_limit) {
  4801. case LIMIT_MAX_BOUND_UNIFORM_SETS:
  4802. return safe_unbounded;
  4803. case LIMIT_MAX_TEXTURE_ARRAY_LAYERS:
  4804. return D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
  4805. case LIMIT_MAX_TEXTURE_SIZE_1D:
  4806. return D3D12_REQ_TEXTURE1D_U_DIMENSION;
  4807. case LIMIT_MAX_TEXTURE_SIZE_2D:
  4808. return D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  4809. case LIMIT_MAX_TEXTURE_SIZE_3D:
  4810. return D3D12_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
  4811. case LIMIT_MAX_TEXTURE_SIZE_CUBE:
  4812. return D3D12_REQ_TEXTURECUBE_DIMENSION;
  4813. case LIMIT_MAX_TEXTURES_PER_SHADER_STAGE:
  4814. return device_limits.max_srvs_per_shader_stage;
  4815. case LIMIT_MAX_UNIFORM_BUFFER_SIZE:
  4816. return 65536;
  4817. case LIMIT_MAX_VIEWPORT_DIMENSIONS_X:
  4818. case LIMIT_MAX_VIEWPORT_DIMENSIONS_Y:
  4819. return 16384; // Based on max. texture size. Maybe not correct.
  4820. case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X:
  4821. return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
  4822. case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Y:
  4823. return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
  4824. case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Z:
  4825. return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
  4826. case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_X:
  4827. return D3D12_CS_THREAD_GROUP_MAX_X;
  4828. case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Y:
  4829. return D3D12_CS_THREAD_GROUP_MAX_Y;
  4830. case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Z:
  4831. return D3D12_CS_THREAD_GROUP_MAX_Z;
  4832. case LIMIT_MAX_COMPUTE_SHARED_MEMORY_SIZE:
  4833. return D3D12_CS_TGSM_REGISTER_COUNT * sizeof(float);
  4834. case LIMIT_SUBGROUP_SIZE:
  4835. // Note in min/max. Shader model 6.6 supports it (see https://microsoft.github.io/DirectX-Specs/d3d/HLSL_SM_6_6_WaveSize.html),
  4836. // but at this time I don't know the implications on the transpilation to DXIL, etc.
  4837. case LIMIT_SUBGROUP_MIN_SIZE:
  4838. case LIMIT_SUBGROUP_MAX_SIZE:
  4839. return subgroup_capabilities.size;
  4840. case LIMIT_SUBGROUP_IN_SHADERS:
  4841. return subgroup_capabilities.supported_stages_flags_rd();
  4842. case LIMIT_SUBGROUP_OPERATIONS:
  4843. return subgroup_capabilities.supported_operations_flags_rd();
  4844. case LIMIT_MAX_SHADER_VARYINGS:
  4845. return MIN(D3D12_VS_OUTPUT_REGISTER_COUNT, D3D12_PS_INPUT_REGISTER_COUNT);
  4846. default: {
  4847. #ifdef DEV_ENABLED
  4848. WARN_PRINT("Returning maximum value for unknown limit " + itos(p_limit) + ".");
  4849. #endif
  4850. return safe_unbounded;
  4851. }
  4852. }
  4853. }
  4854. uint64_t RenderingDeviceDriverD3D12::api_trait_get(ApiTrait p_trait) {
  4855. switch (p_trait) {
  4856. case API_TRAIT_HONORS_PIPELINE_BARRIERS:
  4857. return barrier_capabilities.enhanced_barriers_supported;
  4858. case API_TRAIT_SHADER_CHANGE_INVALIDATION:
  4859. return (uint64_t)SHADER_CHANGE_INVALIDATION_ALL_OR_NONE_ACCORDING_TO_LAYOUT_HASH;
  4860. case API_TRAIT_TEXTURE_TRANSFER_ALIGNMENT:
  4861. return D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT;
  4862. case API_TRAIT_TEXTURE_DATA_ROW_PITCH_STEP:
  4863. return D3D12_TEXTURE_DATA_PITCH_ALIGNMENT;
  4864. case API_TRAIT_SECONDARY_VIEWPORT_SCISSOR:
  4865. return false;
  4866. case API_TRAIT_CLEARS_WITH_COPY_ENGINE:
  4867. return false;
  4868. case API_TRAIT_USE_GENERAL_IN_COPY_QUEUES:
  4869. return true;
  4870. case API_TRAIT_BUFFERS_REQUIRE_TRANSITIONS:
  4871. return !barrier_capabilities.enhanced_barriers_supported;
  4872. default:
  4873. return RenderingDeviceDriver::api_trait_get(p_trait);
  4874. }
  4875. }
  4876. bool RenderingDeviceDriverD3D12::has_feature(Features p_feature) {
  4877. switch (p_feature) {
  4878. case SUPPORTS_HALF_FLOAT:
  4879. return shader_capabilities.native_16bit_ops && storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported;
  4880. case SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS:
  4881. return true;
  4882. case SUPPORTS_BUFFER_DEVICE_ADDRESS:
  4883. return true;
  4884. case SUPPORTS_IMAGE_ATOMIC_32_BIT:
  4885. return true;
  4886. case SUPPORTS_VULKAN_MEMORY_MODEL:
  4887. return false;
  4888. default:
  4889. return false;
  4890. }
  4891. }
  4892. const RDD::MultiviewCapabilities &RenderingDeviceDriverD3D12::get_multiview_capabilities() {
  4893. return multiview_capabilities;
  4894. }
  4895. const RDD::FragmentShadingRateCapabilities &RenderingDeviceDriverD3D12::get_fragment_shading_rate_capabilities() {
  4896. return fsr_capabilities;
  4897. }
  4898. const RDD::FragmentDensityMapCapabilities &RenderingDeviceDriverD3D12::get_fragment_density_map_capabilities() {
  4899. return fdm_capabilities;
  4900. }
  4901. String RenderingDeviceDriverD3D12::get_api_name() const {
  4902. return "D3D12";
  4903. }
  4904. String RenderingDeviceDriverD3D12::get_api_version() const {
  4905. return vformat("%d_%d", feature_level / 10, feature_level % 10);
  4906. }
  4907. String RenderingDeviceDriverD3D12::get_pipeline_cache_uuid() const {
  4908. return pipeline_cache_id;
  4909. }
  4910. const RDD::Capabilities &RenderingDeviceDriverD3D12::get_capabilities() const {
  4911. return device_capabilities;
  4912. }
  4913. const RenderingShaderContainerFormat &RenderingDeviceDriverD3D12::get_shader_container_format() const {
  4914. return shader_container_format;
  4915. }
  4916. bool RenderingDeviceDriverD3D12::is_composite_alpha_supported(CommandQueueID p_queue) const {
  4917. if (has_comp_alpha.has((uint64_t)p_queue.id)) {
  4918. return has_comp_alpha[(uint64_t)p_queue.id];
  4919. }
  4920. return false;
  4921. }
  4922. /******************/
  4923. RenderingDeviceDriverD3D12::RenderingDeviceDriverD3D12(RenderingContextDriverD3D12 *p_context_driver) {
  4924. DEV_ASSERT(p_context_driver != nullptr);
  4925. this->context_driver = p_context_driver;
  4926. }
  4927. RenderingDeviceDriverD3D12::~RenderingDeviceDriverD3D12() {
  4928. if (D3D12Hooks::get_singleton() != nullptr) {
  4929. D3D12Hooks::get_singleton()->cleanup_device();
  4930. }
  4931. glsl_type_singleton_decref();
  4932. }
  4933. bool RenderingDeviceDriverD3D12::is_in_developer_mode() {
  4934. HKEY hkey = nullptr;
  4935. LSTATUS result = RegOpenKeyExW(HKEY_LOCAL_MACHINE, L"SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\AppModelUnlock", 0, KEY_READ, &hkey);
  4936. if (result != ERROR_SUCCESS) {
  4937. return false;
  4938. }
  4939. DWORD value = 0;
  4940. DWORD dword_size = sizeof(DWORD);
  4941. result = RegQueryValueExW(hkey, L"AllowDevelopmentWithoutDevLicense", nullptr, nullptr, (PBYTE)&value, &dword_size);
  4942. RegCloseKey(hkey);
  4943. if (result != ERROR_SUCCESS) {
  4944. return false;
  4945. }
  4946. return (value != 0);
  4947. }
  4948. Error RenderingDeviceDriverD3D12::_initialize_device() {
  4949. HRESULT res;
  4950. if (is_in_developer_mode()) {
  4951. typedef HRESULT(WINAPI * PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES)(_In_ UINT, _In_count_(NumFeatures) const IID *, _In_opt_count_(NumFeatures) void *, _In_opt_count_(NumFeatures) UINT *);
  4952. PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES d3d_D3D12EnableExperimentalFeatures = (PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES)(void *)GetProcAddress(context_driver->lib_d3d12, "D3D12EnableExperimentalFeatures");
  4953. ERR_FAIL_NULL_V(d3d_D3D12EnableExperimentalFeatures, ERR_CANT_CREATE);
  4954. UUID experimental_features[] = { D3D12ExperimentalShaderModels };
  4955. d3d_D3D12EnableExperimentalFeatures(1, experimental_features, nullptr, nullptr);
  4956. }
  4957. D3D_FEATURE_LEVEL requested_feature_level = D3D_FEATURE_LEVEL_11_0;
  4958. // Override the adapter and feature level if needed by the XR backend.
  4959. if (D3D12Hooks::get_singleton() != nullptr) {
  4960. const LUID adapter_luid = D3D12Hooks::get_singleton()->get_adapter_luid();
  4961. requested_feature_level = D3D12Hooks::get_singleton()->get_feature_level();
  4962. ComPtr<IDXGIAdapter1> desired_adapter;
  4963. for (UINT adapter_index = 0;; adapter_index++) {
  4964. // EnumAdapters1 will fail with DXGI_ERROR_NOT_FOUND when there are no more adapters to
  4965. // enumerate.
  4966. if (context_driver->dxgi_factory_get()->EnumAdapters1(adapter_index, desired_adapter.ReleaseAndGetAddressOf()) == DXGI_ERROR_NOT_FOUND) {
  4967. break;
  4968. }
  4969. DXGI_ADAPTER_DESC1 desc;
  4970. desired_adapter->GetDesc1(&desc);
  4971. if (!memcmp(&desc.AdapterLuid, &adapter_luid, sizeof(LUID))) {
  4972. break;
  4973. }
  4974. }
  4975. ERR_FAIL_NULL_V(desired_adapter, ERR_CANT_CREATE);
  4976. adapter = desired_adapter;
  4977. }
  4978. ID3D12DeviceFactory *device_factory = context_driver->device_factory_get();
  4979. if (device_factory != nullptr) {
  4980. res = device_factory->CreateDevice(adapter.Get(), requested_feature_level, IID_PPV_ARGS(device.GetAddressOf()));
  4981. } else {
  4982. PFN_D3D12_CREATE_DEVICE d3d_D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)(void *)GetProcAddress(context_driver->lib_d3d12, "D3D12CreateDevice");
  4983. ERR_FAIL_NULL_V(d3d_D3D12CreateDevice, ERR_CANT_CREATE);
  4984. res = d3d_D3D12CreateDevice(adapter.Get(), requested_feature_level, IID_PPV_ARGS(device.GetAddressOf()));
  4985. }
  4986. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "D3D12CreateDevice failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4987. if (D3D12Hooks::get_singleton() != nullptr) {
  4988. D3D12Hooks::get_singleton()->set_device(device.Get());
  4989. }
  4990. if (context_driver->use_validation_layers()) {
  4991. ComPtr<ID3D12InfoQueue> info_queue;
  4992. res = device.As(&info_queue);
  4993. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  4994. #if CUSTOM_INFO_QUEUE_ENABLED
  4995. ComPtr<ID3D12InfoQueue1> info_queue_1;
  4996. device.As(&info_queue_1);
  4997. if (info_queue_1) {
  4998. // Custom printing supported (added in Windows 10 Release Preview build 20236). Even if the callback cookie is unused, it seems the
  4999. // argument is not optional and the function will fail if it's not specified.
  5000. DWORD callback_cookie;
  5001. info_queue_1->SetMuteDebugOutput(TRUE);
  5002. res = info_queue_1->RegisterMessageCallback(&_debug_message_func, D3D12_MESSAGE_CALLBACK_IGNORE_FILTERS, nullptr, &callback_cookie);
  5003. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5004. } else
  5005. #endif
  5006. {
  5007. // Rely on D3D12's own debug printing.
  5008. if (Engine::get_singleton()->is_abort_on_gpu_errors_enabled()) {
  5009. res = info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
  5010. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5011. res = info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
  5012. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5013. res = info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
  5014. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5015. }
  5016. }
  5017. D3D12_MESSAGE_SEVERITY severities_to_mute[] = {
  5018. D3D12_MESSAGE_SEVERITY_INFO,
  5019. };
  5020. D3D12_MESSAGE_ID messages_to_mute[] = {
  5021. D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE,
  5022. D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_MISMATCHINGCLEARVALUE,
  5023. // These happen due to how D3D12MA manages buffers; seems benign.
  5024. D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_HAS_NO_RESOURCE,
  5025. D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_INTERSECTS_MULTIPLE_BUFFERS,
  5026. // Seemingly a false positive.
  5027. D3D12_MESSAGE_ID_DATA_STATIC_WHILE_SET_AT_EXECUTE_DESCRIPTOR_INVALID_DATA_CHANGE,
  5028. };
  5029. D3D12_INFO_QUEUE_FILTER filter = {};
  5030. filter.DenyList.NumSeverities = ARRAY_SIZE(severities_to_mute);
  5031. filter.DenyList.pSeverityList = severities_to_mute;
  5032. filter.DenyList.NumIDs = ARRAY_SIZE(messages_to_mute);
  5033. filter.DenyList.pIDList = messages_to_mute;
  5034. res = info_queue->PushStorageFilter(&filter);
  5035. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5036. }
  5037. return OK;
  5038. }
  5039. Error RenderingDeviceDriverD3D12::_check_capabilities() {
  5040. // Check feature levels.
  5041. const D3D_FEATURE_LEVEL FEATURE_LEVELS[] = {
  5042. D3D_FEATURE_LEVEL_11_0,
  5043. D3D_FEATURE_LEVEL_11_1,
  5044. D3D_FEATURE_LEVEL_12_0,
  5045. D3D_FEATURE_LEVEL_12_1,
  5046. D3D_FEATURE_LEVEL_12_2,
  5047. };
  5048. D3D12_FEATURE_DATA_FEATURE_LEVELS feat_levels = {};
  5049. feat_levels.NumFeatureLevels = ARRAY_SIZE(FEATURE_LEVELS);
  5050. feat_levels.pFeatureLevelsRequested = FEATURE_LEVELS;
  5051. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FEATURE_LEVELS, &feat_levels, sizeof(feat_levels));
  5052. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_UNAVAILABLE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5053. // Example: D3D_FEATURE_LEVEL_12_1 = 0xc100.
  5054. uint32_t feat_level_major = feat_levels.MaxSupportedFeatureLevel >> 12;
  5055. uint32_t feat_level_minor = (feat_levels.MaxSupportedFeatureLevel >> 16) & 0xff;
  5056. feature_level = feat_level_major * 10 + feat_level_minor;
  5057. // Fill device capabilities.
  5058. device_capabilities.device_family = DEVICE_DIRECTX;
  5059. device_capabilities.version_major = feature_level / 10;
  5060. device_capabilities.version_minor = feature_level % 10;
  5061. // Assume not supported until proven otherwise.
  5062. multiview_capabilities.is_supported = false;
  5063. multiview_capabilities.geometry_shader_is_supported = false;
  5064. multiview_capabilities.tessellation_shader_is_supported = false;
  5065. multiview_capabilities.max_view_count = 0;
  5066. multiview_capabilities.max_instance_count = 0;
  5067. multiview_capabilities.is_supported = false;
  5068. subgroup_capabilities.size = 0;
  5069. subgroup_capabilities.wave_ops_supported = false;
  5070. shader_capabilities.shader_model = (D3D_SHADER_MODEL)0;
  5071. shader_capabilities.native_16bit_ops = false;
  5072. storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = false;
  5073. format_capabilities.relaxed_casting_supported = false;
  5074. {
  5075. static const D3D_SHADER_MODEL SMS_TO_CHECK[] = {
  5076. D3D_SHADER_MODEL_6_6,
  5077. D3D_SHADER_MODEL_6_5,
  5078. D3D_SHADER_MODEL_6_4,
  5079. D3D_SHADER_MODEL_6_3,
  5080. D3D_SHADER_MODEL_6_2,
  5081. D3D_SHADER_MODEL_6_1,
  5082. D3D_SHADER_MODEL_6_0, // Determined by NIR (dxil_min_shader_model).
  5083. };
  5084. D3D12_FEATURE_DATA_SHADER_MODEL shader_model = {};
  5085. for (uint32_t i = 0; i < ARRAY_SIZE(SMS_TO_CHECK); i++) {
  5086. shader_model.HighestShaderModel = SMS_TO_CHECK[i];
  5087. res = device->CheckFeatureSupport(D3D12_FEATURE_SHADER_MODEL, &shader_model, sizeof(shader_model));
  5088. if (SUCCEEDED(res)) {
  5089. shader_capabilities.shader_model = shader_model.HighestShaderModel;
  5090. break;
  5091. }
  5092. if (res == E_INVALIDARG) {
  5093. continue; // Must assume the device doesn't know about the SM just checked.
  5094. }
  5095. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5096. }
  5097. #define D3D_SHADER_MODEL_TO_STRING(m_sm) vformat("%d.%d", (m_sm >> 4), (m_sm & 0xf))
  5098. ERR_FAIL_COND_V_MSG(shader_capabilities.shader_model < SMS_TO_CHECK[ARRAY_SIZE(SMS_TO_CHECK) - 1], ERR_UNAVAILABLE,
  5099. vformat("No support for any of the suitable shader models (%s-%s) has been found.", D3D_SHADER_MODEL_TO_STRING(SMS_TO_CHECK[ARRAY_SIZE(SMS_TO_CHECK) - 1]), D3D_SHADER_MODEL_TO_STRING(SMS_TO_CHECK[0])));
  5100. print_verbose("- Shader:");
  5101. print_verbose(" model: " + D3D_SHADER_MODEL_TO_STRING(shader_capabilities.shader_model));
  5102. }
  5103. shader_container_format.set_lib_d3d12(context_driver->lib_d3d12);
  5104. D3D12_FEATURE_DATA_D3D12_OPTIONS options = {};
  5105. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options));
  5106. if (SUCCEEDED(res)) {
  5107. storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = options.TypedUAVLoadAdditionalFormats;
  5108. }
  5109. D3D12_FEATURE_DATA_D3D12_OPTIONS1 options1 = {};
  5110. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS1, &options1, sizeof(options1));
  5111. if (SUCCEEDED(res)) {
  5112. subgroup_capabilities.size = options1.WaveLaneCountMin;
  5113. subgroup_capabilities.wave_ops_supported = options1.WaveOps;
  5114. }
  5115. D3D12_FEATURE_DATA_D3D12_OPTIONS2 options2 = {};
  5116. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS2, &options2, sizeof(options2));
  5117. if (SUCCEEDED(res)) {
  5118. misc_features_support.depth_bounds_supported = options2.DepthBoundsTestSupported;
  5119. }
  5120. D3D12_FEATURE_DATA_D3D12_OPTIONS3 options3 = {};
  5121. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS3, &options3, sizeof(options3));
  5122. if (SUCCEEDED(res)) {
  5123. // https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_view_instancing_tier
  5124. // https://microsoft.github.io/DirectX-Specs/d3d/ViewInstancing.html#sv_viewid
  5125. if (options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_1) {
  5126. multiview_capabilities.is_supported = true;
  5127. multiview_capabilities.geometry_shader_is_supported = options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_3;
  5128. multiview_capabilities.tessellation_shader_is_supported = options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_3;
  5129. multiview_capabilities.max_view_count = D3D12_MAX_VIEW_INSTANCE_COUNT;
  5130. multiview_capabilities.max_instance_count = UINT32_MAX;
  5131. }
  5132. }
  5133. D3D12_FEATURE_DATA_D3D12_OPTIONS4 options4 = {};
  5134. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS4, &options4, sizeof(options4));
  5135. if (SUCCEEDED(res)) {
  5136. shader_capabilities.native_16bit_ops = options4.Native16BitShaderOpsSupported;
  5137. }
  5138. D3D12_FEATURE_DATA_D3D12_OPTIONS6 options6 = {};
  5139. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS6, &options6, sizeof(options6));
  5140. if (SUCCEEDED(res)) {
  5141. if (options6.VariableShadingRateTier >= D3D12_VARIABLE_SHADING_RATE_TIER_1) {
  5142. fsr_capabilities.pipeline_supported = true;
  5143. if (options6.VariableShadingRateTier >= D3D12_VARIABLE_SHADING_RATE_TIER_2) {
  5144. fsr_capabilities.primitive_supported = true;
  5145. fsr_capabilities.attachment_supported = true;
  5146. fsr_capabilities.min_texel_size = Size2i(options6.ShadingRateImageTileSize, options6.ShadingRateImageTileSize);
  5147. fsr_capabilities.max_texel_size = Size2i(8, 8);
  5148. }
  5149. }
  5150. }
  5151. D3D12_FEATURE_DATA_D3D12_OPTIONS12 options12 = {};
  5152. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &options12, sizeof(options12));
  5153. if (SUCCEEDED(res)) {
  5154. format_capabilities.relaxed_casting_supported = options12.RelaxedFormatCastingSupported;
  5155. barrier_capabilities.enhanced_barriers_supported = options12.EnhancedBarriersSupported;
  5156. }
  5157. if (fsr_capabilities.pipeline_supported || fsr_capabilities.primitive_supported || fsr_capabilities.attachment_supported) {
  5158. print_verbose("- D3D12 Variable Rate Shading supported:");
  5159. if (fsr_capabilities.pipeline_supported) {
  5160. print_verbose(" Draw call");
  5161. }
  5162. if (fsr_capabilities.primitive_supported) {
  5163. print_verbose(" Primitive");
  5164. }
  5165. if (fsr_capabilities.attachment_supported) {
  5166. print_verbose(String(" Screen-space image (tile size: ") + itos(fsr_capabilities.min_texel_size.x) + ")");
  5167. }
  5168. } else {
  5169. print_verbose("- D3D12 Variable Rate Shading not supported");
  5170. }
  5171. if (multiview_capabilities.is_supported) {
  5172. print_verbose("- D3D12 multiview supported:");
  5173. print_verbose(" max view count: " + itos(multiview_capabilities.max_view_count));
  5174. //print_verbose(" max instances: " + itos(multiview_capabilities.max_instance_count)); // Hardcoded; not very useful at the moment.
  5175. } else {
  5176. print_verbose("- D3D12 multiview not supported");
  5177. }
  5178. if (format_capabilities.relaxed_casting_supported) {
  5179. #if 0
  5180. print_verbose("- Relaxed casting supported");
  5181. #else
  5182. // Certain configurations (Windows 11 with an updated NVIDIA driver) crash when using relaxed casting.
  5183. // Therefore, we disable it temporarily until we can assure that it's reliable.
  5184. // There are fallbacks in place that work in every case, if less efficient.
  5185. format_capabilities.relaxed_casting_supported = false;
  5186. print_verbose("- Relaxed casting supported (but disabled for now)");
  5187. #endif
  5188. } else {
  5189. print_verbose("- Relaxed casting not supported");
  5190. }
  5191. print_verbose(String("- D3D12 16-bit ops supported: ") + (shader_capabilities.native_16bit_ops ? "yes" : "no"));
  5192. if (misc_features_support.depth_bounds_supported) {
  5193. print_verbose("- Depth bounds test supported");
  5194. } else {
  5195. print_verbose("- Depth bounds test not supported");
  5196. }
  5197. return OK;
  5198. }
  5199. Error RenderingDeviceDriverD3D12::_get_device_limits() {
  5200. D3D12_FEATURE_DATA_D3D12_OPTIONS options = {};
  5201. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options));
  5202. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_UNAVAILABLE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5203. // https://docs.microsoft.com/en-us/windows/win32/direct3d12/hardware-support
  5204. device_limits.max_srvs_per_shader_stage = options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1 ? 128 : UINT64_MAX;
  5205. device_limits.max_cbvs_per_shader_stage = options.ResourceBindingTier <= D3D12_RESOURCE_BINDING_TIER_2 ? 14 : UINT64_MAX;
  5206. device_limits.max_samplers_across_all_stages = options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1 ? 16 : 2048;
  5207. if (options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1) {
  5208. device_limits.max_uavs_across_all_stages = feature_level <= 110 ? 8 : 64;
  5209. } else if (options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_2) {
  5210. device_limits.max_uavs_across_all_stages = 64;
  5211. } else {
  5212. device_limits.max_uavs_across_all_stages = UINT64_MAX;
  5213. }
  5214. // Retrieving the timestamp frequency requires creating a command queue that will be discarded immediately.
  5215. ComPtr<ID3D12CommandQueue> unused_command_queue;
  5216. D3D12_COMMAND_QUEUE_DESC queue_desc = {};
  5217. queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  5218. res = device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(unused_command_queue.GetAddressOf()));
  5219. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5220. res = unused_command_queue->GetTimestampFrequency(&device_limits.timestamp_frequency);
  5221. if (!SUCCEEDED(res)) {
  5222. print_verbose("D3D12: GetTimestampFrequency failed with error " + vformat("0x%08ux", (uint64_t)res) + ". Timestamps will be inaccurate.");
  5223. }
  5224. return OK;
  5225. }
  5226. Error RenderingDeviceDriverD3D12::_initialize_allocator() {
  5227. D3D12MA::ALLOCATOR_DESC allocator_desc = {};
  5228. allocator_desc.pDevice = device.Get();
  5229. allocator_desc.pAdapter = adapter.Get();
  5230. allocator_desc.Flags = D3D12MA::ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED;
  5231. HRESULT res = D3D12MA::CreateAllocator(&allocator_desc, &allocator);
  5232. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "D3D12MA::CreateAllocator failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5233. return OK;
  5234. }
  5235. static Error create_command_signature(ID3D12Device *device, D3D12_INDIRECT_ARGUMENT_TYPE p_type, uint32_t p_stride, ComPtr<ID3D12CommandSignature> *r_cmd_sig) {
  5236. D3D12_INDIRECT_ARGUMENT_DESC iarg_desc = {};
  5237. iarg_desc.Type = p_type;
  5238. D3D12_COMMAND_SIGNATURE_DESC cs_desc = {};
  5239. cs_desc.ByteStride = p_stride;
  5240. cs_desc.NumArgumentDescs = 1;
  5241. cs_desc.pArgumentDescs = &iarg_desc;
  5242. cs_desc.NodeMask = 0;
  5243. HRESULT res = device->CreateCommandSignature(&cs_desc, nullptr, IID_PPV_ARGS(r_cmd_sig->GetAddressOf()));
  5244. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "CreateCommandSignature failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5245. return OK;
  5246. }
  5247. Error RenderingDeviceDriverD3D12::_initialize_frames(uint32_t p_frame_count) {
  5248. Error err;
  5249. //CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
  5250. uint32_t resource_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_resource_descriptors_per_frame");
  5251. uint32_t sampler_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame");
  5252. uint32_t misc_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_misc_descriptors_per_frame");
  5253. frames.resize(p_frame_count);
  5254. for (uint32_t i = 0; i < frames.size(); i++) {
  5255. err = frames[i].desc_heaps.resources.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, resource_descriptors_per_frame, true);
  5256. ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's RESOURCE descriptors heap failed.");
  5257. err = frames[i].desc_heaps.samplers.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, sampler_descriptors_per_frame, true);
  5258. ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's SAMPLER descriptors heap failed.");
  5259. err = frames[i].desc_heaps.aux.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, misc_descriptors_per_frame, false);
  5260. ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's AUX descriptors heap failed.");
  5261. err = frames[i].desc_heaps.rtv.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_RTV, misc_descriptors_per_frame, false);
  5262. ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's RENDER TARGET descriptors heap failed.");
  5263. frames[i].desc_heap_walkers.resources = frames[i].desc_heaps.resources.make_walker();
  5264. frames[i].desc_heap_walkers.samplers = frames[i].desc_heaps.samplers.make_walker();
  5265. frames[i].desc_heap_walkers.aux = frames[i].desc_heaps.aux.make_walker();
  5266. frames[i].desc_heap_walkers.rtv = frames[i].desc_heaps.rtv.make_walker();
  5267. }
  5268. return OK;
  5269. }
  5270. Error RenderingDeviceDriverD3D12::_initialize_command_signatures() {
  5271. Error err = create_command_signature(device.Get(), D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, sizeof(D3D12_DRAW_ARGUMENTS), &indirect_cmd_signatures.draw);
  5272. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5273. err = create_command_signature(device.Get(), D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, sizeof(D3D12_DRAW_INDEXED_ARGUMENTS), &indirect_cmd_signatures.draw_indexed);
  5274. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5275. err = create_command_signature(device.Get(), D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH, sizeof(D3D12_DISPATCH_ARGUMENTS), &indirect_cmd_signatures.dispatch);
  5276. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5277. return OK;
  5278. }
  5279. Error RenderingDeviceDriverD3D12::initialize(uint32_t p_device_index, uint32_t p_frame_count) {
  5280. glsl_type_singleton_init_or_ref();
  5281. context_device = context_driver->device_get(p_device_index);
  5282. adapter = context_driver->create_adapter(p_device_index);
  5283. ERR_FAIL_NULL_V(adapter, ERR_CANT_CREATE);
  5284. HRESULT res = adapter->GetDesc(&adapter_desc);
  5285. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5286. // Set the pipeline cache ID based on the adapter information.
  5287. pipeline_cache_id = String::hex_encode_buffer((uint8_t *)&adapter_desc.AdapterLuid, sizeof(LUID));
  5288. pipeline_cache_id += "-driver-" + itos(adapter_desc.Revision);
  5289. Error err = _initialize_device();
  5290. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5291. err = _check_capabilities();
  5292. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5293. err = _get_device_limits();
  5294. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5295. err = _initialize_allocator();
  5296. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5297. err = _initialize_frames(p_frame_count);
  5298. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5299. err = _initialize_command_signatures();
  5300. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5301. return OK;
  5302. }