rendering_device_driver_d3d12.cpp 267 KB

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  1. /**************************************************************************/
  2. /* rendering_device_driver_d3d12.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "rendering_device_driver_d3d12.h"
  31. #include "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. #include <nir_spirv.h>
  39. #include <nir_to_dxil.h>
  40. #include <spirv_to_dxil.h>
  41. extern "C" {
  42. #include <dxil_spirv_nir.h>
  43. }
  44. #if !defined(_MSC_VER)
  45. #include <guiddef.h>
  46. #include <dxguids.h>
  47. #endif
  48. // Mesa may define this.
  49. #ifdef UNUSED
  50. #undef UNUSED
  51. #endif
  52. #ifdef PIX_ENABLED
  53. #if defined(__GNUC__)
  54. #define _MSC_VER 1800
  55. #endif
  56. #define USE_PIX
  57. #include "WinPixEventRuntime/pix3.h"
  58. #if defined(__GNUC__)
  59. #undef _MSC_VER
  60. #endif
  61. #endif
  62. static const D3D12_RANGE VOID_RANGE = {};
  63. /*****************/
  64. /**** GENERIC ****/
  65. /*****************/
  66. // NOTE: RD's packed format names are reversed in relation to DXGI's; e.g.:.
  67. // - DATA_FORMAT_A8B8G8R8_UNORM_PACK32 -> DXGI_FORMAT_R8G8B8A8_UNORM (packed; note ABGR vs. RGBA).
  68. // - DATA_FORMAT_B8G8R8A8_UNORM -> DXGI_FORMAT_B8G8R8A8_UNORM (not packed; note BGRA order matches).
  69. // TODO: Add YUV formats properly, which would require better support for planes in the RD API.
  70. const RenderingDeviceDriverD3D12::D3D12Format RenderingDeviceDriverD3D12::RD_TO_D3D12_FORMAT[RDD::DATA_FORMAT_MAX] = {
  71. /* DATA_FORMAT_R4G4_UNORM_PACK8 */ {},
  72. /* DATA_FORMAT_R4G4B4A4_UNORM_PACK16 */ { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(1, 2, 3, 0) },
  73. /* DATA_FORMAT_B4G4R4A4_UNORM_PACK16 */ { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(3, 2, 1, 0) },
  74. /* DATA_FORMAT_R5G6B5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM },
  75. /* DATA_FORMAT_B5G6R5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
  76. /* DATA_FORMAT_R5G5B5A1_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(1, 2, 3, 0) },
  77. /* DATA_FORMAT_B5G5R5A1_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(3, 2, 1, 0) },
  78. /* DATA_FORMAT_A1R5G5B5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM },
  79. /* DATA_FORMAT_R8_UNORM */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UNORM },
  80. /* DATA_FORMAT_R8_SNORM */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SNORM },
  81. /* DATA_FORMAT_R8_USCALED */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UINT },
  82. /* DATA_FORMAT_R8_SSCALED */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SINT },
  83. /* DATA_FORMAT_R8_UINT */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UINT },
  84. /* DATA_FORMAT_R8_SINT */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SINT },
  85. /* DATA_FORMAT_R8_SRGB */ {},
  86. /* DATA_FORMAT_R8G8_UNORM */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UNORM },
  87. /* DATA_FORMAT_R8G8_SNORM */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SNORM },
  88. /* DATA_FORMAT_R8G8_USCALED */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UINT },
  89. /* DATA_FORMAT_R8G8_SSCALED */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SINT },
  90. /* DATA_FORMAT_R8G8_UINT */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UINT },
  91. /* DATA_FORMAT_R8G8_SINT */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SINT },
  92. /* DATA_FORMAT_R8G8_SRGB */ {},
  93. /* DATA_FORMAT_R8G8B8_UNORM */ {},
  94. /* DATA_FORMAT_R8G8B8_SNORM */ {},
  95. /* DATA_FORMAT_R8G8B8_USCALED */ {},
  96. /* DATA_FORMAT_R8G8B8_SSCALED */ {},
  97. /* DATA_FORMAT_R8G8B8_UINT */ {},
  98. /* DATA_FORMAT_R8G8B8_SINT */ {},
  99. /* DATA_FORMAT_R8G8B8_SRGB */ {},
  100. /* DATA_FORMAT_B8G8R8_UNORM */ {},
  101. /* DATA_FORMAT_B8G8R8_SNORM */ {},
  102. /* DATA_FORMAT_B8G8R8_USCALED */ {},
  103. /* DATA_FORMAT_B8G8R8_SSCALED */ {},
  104. /* DATA_FORMAT_B8G8R8_UINT */ {},
  105. /* DATA_FORMAT_B8G8R8_SINT */ {},
  106. /* DATA_FORMAT_B8G8R8_SRGB */ {},
  107. /* DATA_FORMAT_R8G8B8A8_UNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM },
  108. /* DATA_FORMAT_R8G8B8A8_SNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM },
  109. /* DATA_FORMAT_R8G8B8A8_USCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  110. /* DATA_FORMAT_R8G8B8A8_SSCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  111. /* DATA_FORMAT_R8G8B8A8_UINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  112. /* DATA_FORMAT_R8G8B8A8_SINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  113. /* DATA_FORMAT_R8G8B8A8_SRGB */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB },
  114. /* DATA_FORMAT_B8G8R8A8_UNORM */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_B8G8R8A8_UNORM },
  115. /* DATA_FORMAT_B8G8R8A8_SNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM },
  116. /* DATA_FORMAT_B8G8R8A8_USCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  117. /* DATA_FORMAT_B8G8R8A8_SSCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  118. /* DATA_FORMAT_B8G8R8A8_UINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  119. /* DATA_FORMAT_B8G8R8A8_SINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  120. /* DATA_FORMAT_B8G8R8A8_SRGB */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB },
  121. /* DATA_FORMAT_A8B8G8R8_UNORM_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM },
  122. /* DATA_FORMAT_A8B8G8R8_SNORM_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM },
  123. /* DATA_FORMAT_A8B8G8R8_USCALED_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  124. /* DATA_FORMAT_A8B8G8R8_SSCALED_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  125. /* DATA_FORMAT_A8B8G8R8_UINT_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  126. /* DATA_FORMAT_A8B8G8R8_SINT_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  127. /* DATA_FORMAT_A8B8G8R8_SRGB_PACK32 */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB },
  128. /* DATA_FORMAT_A2R10G10B10_UNORM_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
  129. /* DATA_FORMAT_A2R10G10B10_SNORM_PACK32 */ {},
  130. /* DATA_FORMAT_A2R10G10B10_USCALED_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
  131. /* DATA_FORMAT_A2R10G10B10_SSCALED_PACK32 */ {},
  132. /* DATA_FORMAT_A2R10G10B10_UINT_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
  133. /* DATA_FORMAT_A2R10G10B10_SINT_PACK32 */ {},
  134. /* DATA_FORMAT_A2B10G10R10_UNORM_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UNORM },
  135. /* DATA_FORMAT_A2B10G10R10_SNORM_PACK32 */ {},
  136. /* DATA_FORMAT_A2B10G10R10_USCALED_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT },
  137. /* DATA_FORMAT_A2B10G10R10_SSCALED_PACK32 */ {},
  138. /* DATA_FORMAT_A2B10G10R10_UINT_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT },
  139. /* DATA_FORMAT_A2B10G10R10_SINT_PACK32 */ {},
  140. /* DATA_FORMAT_R16_UNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM },
  141. /* DATA_FORMAT_R16_SNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SNORM },
  142. /* DATA_FORMAT_R16_USCALED */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UINT },
  143. /* DATA_FORMAT_R16_SSCALED */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SINT },
  144. /* DATA_FORMAT_R16_UINT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UINT },
  145. /* DATA_FORMAT_R16_SINT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SINT },
  146. /* DATA_FORMAT_R16_SFLOAT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_FLOAT },
  147. /* DATA_FORMAT_R16G16_UNORM */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UNORM },
  148. /* DATA_FORMAT_R16G16_SNORM */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SNORM },
  149. /* DATA_FORMAT_R16G16_USCALED */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UINT },
  150. /* DATA_FORMAT_R16G16_SSCALED */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SINT },
  151. /* DATA_FORMAT_R16G16_UINT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UINT },
  152. /* DATA_FORMAT_R16G16_SINT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SINT },
  153. /* DATA_FORMAT_R16G16_SFLOAT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_FLOAT },
  154. /* DATA_FORMAT_R16G16B16_UNORM */ {},
  155. /* DATA_FORMAT_R16G16B16_SNORM */ {},
  156. /* DATA_FORMAT_R16G16B16_USCALED */ {},
  157. /* DATA_FORMAT_R16G16B16_SSCALED */ {},
  158. /* DATA_FORMAT_R16G16B16_UINT */ {},
  159. /* DATA_FORMAT_R16G16B16_SINT */ {},
  160. /* DATA_FORMAT_R16G16B16_SFLOAT */ {},
  161. /* DATA_FORMAT_R16G16B16A16_UNORM */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UNORM },
  162. /* DATA_FORMAT_R16G16B16A16_SNORM */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SNORM },
  163. /* DATA_FORMAT_R16G16B16A16_USCALED */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UINT },
  164. /* DATA_FORMAT_R16G16B16A16_SSCALED */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SINT },
  165. /* DATA_FORMAT_R16G16B16A16_UINT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UINT },
  166. /* DATA_FORMAT_R16G16B16A16_SINT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SINT },
  167. /* DATA_FORMAT_R16G16B16A16_SFLOAT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_FLOAT },
  168. /* DATA_FORMAT_R32_UINT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_UINT },
  169. /* DATA_FORMAT_R32_SINT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_SINT },
  170. /* DATA_FORMAT_R32_SFLOAT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT },
  171. /* DATA_FORMAT_R32G32_UINT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_UINT },
  172. /* DATA_FORMAT_R32G32_SINT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_SINT },
  173. /* DATA_FORMAT_R32G32_SFLOAT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_FLOAT },
  174. /* DATA_FORMAT_R32G32B32_UINT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_UINT },
  175. /* DATA_FORMAT_R32G32B32_SINT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_SINT },
  176. /* DATA_FORMAT_R32G32B32_SFLOAT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_FLOAT },
  177. /* DATA_FORMAT_R32G32B32A32_UINT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_UINT },
  178. /* DATA_FORMAT_R32G32B32A32_SINT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_SINT },
  179. /* DATA_FORMAT_R32G32B32A32_SFLOAT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_FLOAT },
  180. /* DATA_FORMAT_R64_UINT */ {},
  181. /* DATA_FORMAT_R64_SINT */ {},
  182. /* DATA_FORMAT_R64_SFLOAT */ {},
  183. /* DATA_FORMAT_R64G64_UINT */ {},
  184. /* DATA_FORMAT_R64G64_SINT */ {},
  185. /* DATA_FORMAT_R64G64_SFLOAT */ {},
  186. /* DATA_FORMAT_R64G64B64_UINT */ {},
  187. /* DATA_FORMAT_R64G64B64_SINT */ {},
  188. /* DATA_FORMAT_R64G64B64_SFLOAT */ {},
  189. /* DATA_FORMAT_R64G64B64A64_UINT */ {},
  190. /* DATA_FORMAT_R64G64B64A64_SINT */ {},
  191. /* DATA_FORMAT_R64G64B64A64_SFLOAT */ {},
  192. /* DATA_FORMAT_B10G11R11_UFLOAT_PACK32 */ { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT },
  193. /* DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32 */ { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP },
  194. /* DATA_FORMAT_D16_UNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, 0, DXGI_FORMAT_D16_UNORM },
  195. /* DATA_FORMAT_X8_D24_UNORM_PACK32 */ { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_UNKNOWN, 0, DXGI_FORMAT_D24_UNORM_S8_UINT },
  196. /* DATA_FORMAT_D32_SFLOAT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, DXGI_FORMAT_D32_FLOAT },
  197. /* DATA_FORMAT_S8_UINT */ {},
  198. /* DATA_FORMAT_D16_UNORM_S8_UINT */ {},
  199. /* DATA_FORMAT_D24_UNORM_S8_UINT */ { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_UNKNOWN, 0, DXGI_FORMAT_D24_UNORM_S8_UINT },
  200. /* 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 },
  201. /* 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) },
  202. /* 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) },
  203. /* DATA_FORMAT_BC1_RGBA_UNORM_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM },
  204. /* DATA_FORMAT_BC1_RGBA_SRGB_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM_SRGB },
  205. /* DATA_FORMAT_BC2_UNORM_BLOCK */ { DXGI_FORMAT_BC2_TYPELESS, DXGI_FORMAT_BC2_UNORM },
  206. /* DATA_FORMAT_BC2_SRGB_BLOCK */ { DXGI_FORMAT_BC2_TYPELESS, DXGI_FORMAT_BC2_UNORM_SRGB },
  207. /* DATA_FORMAT_BC3_UNORM_BLOCK */ { DXGI_FORMAT_BC3_TYPELESS, DXGI_FORMAT_BC3_UNORM },
  208. /* DATA_FORMAT_BC3_SRGB_BLOCK */ { DXGI_FORMAT_BC3_TYPELESS, DXGI_FORMAT_BC3_UNORM_SRGB },
  209. /* DATA_FORMAT_BC4_UNORM_BLOCK */ { DXGI_FORMAT_BC4_TYPELESS, DXGI_FORMAT_BC4_UNORM },
  210. /* DATA_FORMAT_BC4_SNORM_BLOCK */ { DXGI_FORMAT_BC4_TYPELESS, DXGI_FORMAT_BC4_SNORM },
  211. /* DATA_FORMAT_BC5_UNORM_BLOCK */ { DXGI_FORMAT_BC5_TYPELESS, DXGI_FORMAT_BC5_UNORM },
  212. /* DATA_FORMAT_BC5_SNORM_BLOCK */ { DXGI_FORMAT_BC5_TYPELESS, DXGI_FORMAT_BC5_SNORM },
  213. /* DATA_FORMAT_BC6H_UFLOAT_BLOCK */ { DXGI_FORMAT_BC6H_TYPELESS, DXGI_FORMAT_BC6H_UF16 },
  214. /* DATA_FORMAT_BC6H_SFLOAT_BLOCK */ { DXGI_FORMAT_BC6H_TYPELESS, DXGI_FORMAT_BC6H_SF16 },
  215. /* DATA_FORMAT_BC7_UNORM_BLOCK */ { DXGI_FORMAT_BC7_TYPELESS, DXGI_FORMAT_BC7_UNORM },
  216. /* DATA_FORMAT_BC7_SRGB_BLOCK */ { DXGI_FORMAT_BC7_TYPELESS, DXGI_FORMAT_BC7_UNORM_SRGB },
  217. /* DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK */ {},
  218. /* DATA_FORMAT_ETC2_R8G8B8_SRGB_BLOCK */ {},
  219. /* DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK */ {},
  220. /* DATA_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK */ {},
  221. /* DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK */ {},
  222. /* DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK */ {},
  223. /* DATA_FORMAT_EAC_R11_UNORM_BLOCK */ {},
  224. /* DATA_FORMAT_EAC_R11_SNORM_BLOCK */ {},
  225. /* DATA_FORMAT_EAC_R11G11_UNORM_BLOCK */ {},
  226. /* DATA_FORMAT_EAC_R11G11_SNORM_BLOCK */ {},
  227. /* DATA_FORMAT_ASTC_4x4_UNORM_BLOCK */ {},
  228. /* DATA_FORMAT_ASTC_4x4_SRGB_BLOCK */ {},
  229. /* DATA_FORMAT_ASTC_5x4_UNORM_BLOCK */ {},
  230. /* DATA_FORMAT_ASTC_5x4_SRGB_BLOCK */ {},
  231. /* DATA_FORMAT_ASTC_5x5_UNORM_BLOCK */ {},
  232. /* DATA_FORMAT_ASTC_5x5_SRGB_BLOCK */ {},
  233. /* DATA_FORMAT_ASTC_6x5_UNORM_BLOCK */ {},
  234. /* DATA_FORMAT_ASTC_6x5_SRGB_BLOCK */ {},
  235. /* DATA_FORMAT_ASTC_6x6_UNORM_BLOCK */ {},
  236. /* DATA_FORMAT_ASTC_6x6_SRGB_BLOCK */ {},
  237. /* DATA_FORMAT_ASTC_8x5_UNORM_BLOCK */ {},
  238. /* DATA_FORMAT_ASTC_8x5_SRGB_BLOCK */ {},
  239. /* DATA_FORMAT_ASTC_8x6_UNORM_BLOCK */ {},
  240. /* DATA_FORMAT_ASTC_8x6_SRGB_BLOCK */ {},
  241. /* DATA_FORMAT_ASTC_8x8_UNORM_BLOCK */ {},
  242. /* DATA_FORMAT_ASTC_8x8_SRGB_BLOCK */ {},
  243. /* DATA_FORMAT_ASTC_10x5_UNORM_BLOCK */ {},
  244. /* DATA_FORMAT_ASTC_10x5_SRGB_BLOCK */ {},
  245. /* DATA_FORMAT_ASTC_10x6_UNORM_BLOCK */ {},
  246. /* DATA_FORMAT_ASTC_10x6_SRGB_BLOCK */ {},
  247. /* DATA_FORMAT_ASTC_10x8_UNORM_BLOCK */ {},
  248. /* DATA_FORMAT_ASTC_10x8_SRGB_BLOCK */ {},
  249. /* DATA_FORMAT_ASTC_10x10_UNORM_BLOCK */ {},
  250. /* DATA_FORMAT_ASTC_10x10_SRGB_BLOCK */ {},
  251. /* DATA_FORMAT_ASTC_12x10_UNORM_BLOCK */ {},
  252. /* DATA_FORMAT_ASTC_12x10_SRGB_BLOCK */ {},
  253. /* DATA_FORMAT_ASTC_12x12_UNORM_BLOCK */ {},
  254. /* DATA_FORMAT_ASTC_12x12_SRGB_BLOCK */ {},
  255. /* DATA_FORMAT_G8B8G8R8_422_UNORM */ {},
  256. /* DATA_FORMAT_B8G8R8G8_422_UNORM */ {},
  257. /* DATA_FORMAT_G8_B8_R8_3PLANE_420_UNORM */ {},
  258. /* DATA_FORMAT_G8_B8R8_2PLANE_420_UNORM */ {},
  259. /* DATA_FORMAT_G8_B8_R8_3PLANE_422_UNORM */ {},
  260. /* DATA_FORMAT_G8_B8R8_2PLANE_422_UNORM */ {},
  261. /* DATA_FORMAT_G8_B8_R8_3PLANE_444_UNORM */ {},
  262. /* DATA_FORMAT_R10X6_UNORM_PACK16 */ {},
  263. /* DATA_FORMAT_R10X6G10X6_UNORM_2PACK16 */ {},
  264. /* DATA_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16 */ {},
  265. /* DATA_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16 */ {},
  266. /* DATA_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16 */ {},
  267. /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16 */ {},
  268. /* DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16 */ {},
  269. /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16 */ {},
  270. /* DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16 */ {},
  271. /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_444_UNORM_3PACK16 */ {},
  272. /* DATA_FORMAT_R12X4_UNORM_PACK16 */ {},
  273. /* DATA_FORMAT_R12X4G12X4_UNORM_2PACK16 */ {},
  274. /* DATA_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16 */ {},
  275. /* DATA_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16 */ {},
  276. /* DATA_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16 */ {},
  277. /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16 */ {},
  278. /* DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16 */ {},
  279. /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16 */ {},
  280. /* DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16 */ {},
  281. /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16 */ {},
  282. /* DATA_FORMAT_G16B16G16R16_422_UNORM */ {},
  283. /* DATA_FORMAT_B16G16R16G16_422_UNORM */ {},
  284. /* DATA_FORMAT_G16_B16_R16_3PLANE_420_UNORM */ {},
  285. /* DATA_FORMAT_G16_B16R16_2PLANE_420_UNORM */ {},
  286. /* DATA_FORMAT_G16_B16_R16_3PLANE_422_UNORM */ {},
  287. /* DATA_FORMAT_G16_B16R16_2PLANE_422_UNORM */ {},
  288. /* DATA_FORMAT_G16_B16_R16_3PLANE_444_UNORM */ {},
  289. /* DATA_FORMAT_ASTC_4x4_SFLOAT_BLOCK */ {},
  290. /* DATA_FORMAT_ASTC_5x4_SFLOAT_BLOCK */ {},
  291. /* DATA_FORMAT_ASTC_5x5_SFLOAT_BLOCK */ {},
  292. /* DATA_FORMAT_ASTC_6x5_SFLOAT_BLOCK */ {},
  293. /* DATA_FORMAT_ASTC_6x6_SFLOAT_BLOCK */ {},
  294. /* DATA_FORMAT_ASTC_8x5_SFLOAT_BLOCK */ {},
  295. /* DATA_FORMAT_ASTC_8x6_SFLOAT_BLOCK */ {},
  296. /* DATA_FORMAT_ASTC_8x8_SFLOAT_BLOCK */ {},
  297. /* DATA_FORMAT_ASTC_10x5_SFLOAT_BLOCK*/ {},
  298. /* DATA_FORMAT_ASTC_10x6_SFLOAT_BLOCK */ {},
  299. /* DATA_FORMAT_ASTC_10x8_SFLOAT_BLOCK */ {},
  300. /* DATA_FORMAT_ASTC_10x10_SFLOAT_BLOCK */ {},
  301. /* DATA_FORMAT_ASTC_12x10_SFLOAT_BLOCK */ {},
  302. /* DATA_FORMAT_ASTC_12x12_SFLOAT_BLOCK */ {},
  303. };
  304. Error RenderingDeviceDriverD3D12::DescriptorsHeap::allocate(ID3D12Device *p_device, D3D12_DESCRIPTOR_HEAP_TYPE p_type, uint32_t p_descriptor_count, bool p_for_gpu) {
  305. ERR_FAIL_COND_V(heap, ERR_ALREADY_EXISTS);
  306. ERR_FAIL_COND_V(p_descriptor_count == 0, ERR_INVALID_PARAMETER);
  307. handle_size = p_device->GetDescriptorHandleIncrementSize(p_type);
  308. desc.Type = p_type;
  309. desc.NumDescriptors = p_descriptor_count;
  310. desc.Flags = p_for_gpu ? D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE : D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  311. HRESULT res = p_device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(heap.GetAddressOf()));
  312. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "CreateDescriptorHeap failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  313. return OK;
  314. }
  315. RenderingDeviceDriverD3D12::DescriptorsHeap::Walker RenderingDeviceDriverD3D12::DescriptorsHeap::make_walker() const {
  316. Walker walker;
  317. walker.handle_size = handle_size;
  318. walker.handle_count = desc.NumDescriptors;
  319. if (heap) {
  320. #if defined(_MSC_VER) || !defined(_WIN32)
  321. walker.first_cpu_handle = heap->GetCPUDescriptorHandleForHeapStart();
  322. if ((desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE)) {
  323. walker.first_gpu_handle = heap->GetGPUDescriptorHandleForHeapStart();
  324. }
  325. #else
  326. heap->GetCPUDescriptorHandleForHeapStart(&walker.first_cpu_handle);
  327. if ((desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE)) {
  328. heap->GetGPUDescriptorHandleForHeapStart(&walker.first_gpu_handle);
  329. }
  330. #endif
  331. }
  332. return walker;
  333. }
  334. void RenderingDeviceDriverD3D12::DescriptorsHeap::Walker::advance(uint32_t p_count) {
  335. ERR_FAIL_COND_MSG(handle_index + p_count > handle_count, "Would advance past EOF.");
  336. handle_index += p_count;
  337. }
  338. D3D12_CPU_DESCRIPTOR_HANDLE RenderingDeviceDriverD3D12::DescriptorsHeap::Walker::get_curr_cpu_handle() {
  339. ERR_FAIL_COND_V_MSG(is_at_eof(), D3D12_CPU_DESCRIPTOR_HANDLE(), "Heap walker is at EOF.");
  340. return D3D12_CPU_DESCRIPTOR_HANDLE{ first_cpu_handle.ptr + handle_index * handle_size };
  341. }
  342. D3D12_GPU_DESCRIPTOR_HANDLE RenderingDeviceDriverD3D12::DescriptorsHeap::Walker::get_curr_gpu_handle() {
  343. 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.");
  344. ERR_FAIL_COND_V_MSG(is_at_eof(), D3D12_GPU_DESCRIPTOR_HANDLE(), "Heap walker is at EOF.");
  345. return D3D12_GPU_DESCRIPTOR_HANDLE{ first_gpu_handle.ptr + handle_index * handle_size };
  346. }
  347. static const D3D12_COMPARISON_FUNC RD_TO_D3D12_COMPARE_OP[RD::COMPARE_OP_MAX] = {
  348. D3D12_COMPARISON_FUNC_NEVER,
  349. D3D12_COMPARISON_FUNC_LESS,
  350. D3D12_COMPARISON_FUNC_EQUAL,
  351. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  352. D3D12_COMPARISON_FUNC_GREATER,
  353. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  354. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  355. D3D12_COMPARISON_FUNC_ALWAYS,
  356. };
  357. uint32_t RenderingDeviceDriverD3D12::SubgroupCapabilities::supported_stages_flags_rd() const {
  358. // If there's a way to check exactly which are supported, I have yet to find it.
  359. return (
  360. RenderingDevice::ShaderStage::SHADER_STAGE_FRAGMENT_BIT |
  361. RenderingDevice::ShaderStage::SHADER_STAGE_COMPUTE_BIT);
  362. }
  363. uint32_t RenderingDeviceDriverD3D12::SubgroupCapabilities::supported_operations_flags_rd() const {
  364. if (!wave_ops_supported) {
  365. return 0;
  366. } else {
  367. return (
  368. RenderingDevice::SubgroupOperations::SUBGROUP_BASIC_BIT |
  369. RenderingDevice::SubgroupOperations::SUBGROUP_BALLOT_BIT |
  370. RenderingDevice::SubgroupOperations::SUBGROUP_VOTE_BIT |
  371. RenderingDevice::SubgroupOperations::SUBGROUP_SHUFFLE_BIT |
  372. RenderingDevice::SubgroupOperations::SUBGROUP_SHUFFLE_RELATIVE_BIT |
  373. RenderingDevice::SubgroupOperations::SUBGROUP_QUAD_BIT |
  374. RenderingDevice::SubgroupOperations::SUBGROUP_ARITHMETIC_BIT |
  375. RenderingDevice::SubgroupOperations::SUBGROUP_CLUSTERED_BIT);
  376. }
  377. }
  378. 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) {
  379. String type_string;
  380. switch (p_category) {
  381. case D3D12_MESSAGE_CATEGORY_APPLICATION_DEFINED:
  382. type_string = "APPLICATION_DEFINED";
  383. break;
  384. case D3D12_MESSAGE_CATEGORY_MISCELLANEOUS:
  385. type_string = "MISCELLANEOUS";
  386. break;
  387. case D3D12_MESSAGE_CATEGORY_INITIALIZATION:
  388. type_string = "INITIALIZATION";
  389. break;
  390. case D3D12_MESSAGE_CATEGORY_CLEANUP:
  391. type_string = "CLEANUP";
  392. break;
  393. case D3D12_MESSAGE_CATEGORY_COMPILATION:
  394. type_string = "COMPILATION";
  395. break;
  396. case D3D12_MESSAGE_CATEGORY_STATE_CREATION:
  397. type_string = "STATE_CREATION";
  398. break;
  399. case D3D12_MESSAGE_CATEGORY_STATE_SETTING:
  400. type_string = "STATE_SETTING";
  401. break;
  402. case D3D12_MESSAGE_CATEGORY_STATE_GETTING:
  403. type_string = "STATE_GETTING";
  404. break;
  405. case D3D12_MESSAGE_CATEGORY_RESOURCE_MANIPULATION:
  406. type_string = "RESOURCE_MANIPULATION";
  407. break;
  408. case D3D12_MESSAGE_CATEGORY_EXECUTION:
  409. type_string = "EXECUTION";
  410. break;
  411. case D3D12_MESSAGE_CATEGORY_SHADER:
  412. type_string = "SHADER";
  413. break;
  414. }
  415. String error_message(type_string +
  416. " - Message Id Number: " + String::num_int64(p_id) +
  417. "\n\t" + p_description);
  418. // Convert D3D12 severity to our own log macros.
  419. switch (p_severity) {
  420. case D3D12_MESSAGE_SEVERITY_MESSAGE:
  421. print_verbose(error_message);
  422. break;
  423. case D3D12_MESSAGE_SEVERITY_INFO:
  424. print_line(error_message);
  425. break;
  426. case D3D12_MESSAGE_SEVERITY_WARNING:
  427. WARN_PRINT(error_message);
  428. break;
  429. case D3D12_MESSAGE_SEVERITY_ERROR:
  430. case D3D12_MESSAGE_SEVERITY_CORRUPTION:
  431. ERR_PRINT(error_message);
  432. CRASH_COND_MSG(Engine::get_singleton()->is_abort_on_gpu_errors_enabled(),
  433. "Crashing, because abort on GPU errors is enabled.");
  434. break;
  435. }
  436. }
  437. /******************/
  438. /**** RESOURCE ****/
  439. /******************/
  440. static const D3D12_RESOURCE_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_RESOURCE_DIMENSION[RD::TEXTURE_TYPE_MAX] = {
  441. D3D12_RESOURCE_DIMENSION_TEXTURE1D,
  442. D3D12_RESOURCE_DIMENSION_TEXTURE2D,
  443. D3D12_RESOURCE_DIMENSION_TEXTURE3D,
  444. D3D12_RESOURCE_DIMENSION_TEXTURE2D,
  445. D3D12_RESOURCE_DIMENSION_TEXTURE1D,
  446. D3D12_RESOURCE_DIMENSION_TEXTURE2D,
  447. D3D12_RESOURCE_DIMENSION_TEXTURE2D,
  448. };
  449. 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) {
  450. DEV_ASSERT(p_subresource != UINT32_MAX); // We don't support an "all-resources" command here.
  451. ResourceInfo::States *res_states = p_resource->states_ptr;
  452. D3D12_RESOURCE_STATES *curr_state = &res_states->subresource_states[p_subresource];
  453. // Transitions can be considered redundant if the current state has all the bits of the new state.
  454. // This check does not apply to the common state however, which must resort to checking if the state is the same (0).
  455. bool any_state_is_common = *curr_state == D3D12_RESOURCE_STATE_COMMON || p_new_state == D3D12_RESOURCE_STATE_COMMON;
  456. bool redundant_transition = any_state_is_common ? *curr_state == p_new_state : ((*curr_state) & p_new_state) == p_new_state;
  457. if (redundant_transition) {
  458. bool just_written = *curr_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  459. bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != p_command_buffer->res_barriers_batch;
  460. if (needs_uav_barrier) {
  461. if (p_command_buffer->res_barriers.size() < p_command_buffer->res_barriers_count + 1) {
  462. p_command_buffer->res_barriers.resize(p_command_buffer->res_barriers_count + 1);
  463. }
  464. p_command_buffer->res_barriers[p_command_buffer->res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(p_resource->resource);
  465. p_command_buffer->res_barriers_count++;
  466. res_states->last_batch_with_uav_barrier = p_command_buffer->res_barriers_batch;
  467. }
  468. } else {
  469. uint64_t subres_mask_piece = ((uint64_t)1 << (p_subresource & 0b111111));
  470. uint8_t subres_qword = p_subresource >> 6;
  471. if (p_command_buffer->res_barriers_requests.has(res_states)) {
  472. BarrierRequest &br = p_command_buffer->res_barriers_requests.get(res_states);
  473. DEV_ASSERT(br.dx_resource == p_resource->resource);
  474. DEV_ASSERT(br.subres_mask_qwords == STEPIFY(res_states->subresource_states.size(), 64) / 64);
  475. DEV_ASSERT(br.planes == p_num_planes);
  476. // First, find if the subresource already has a barrier scheduled.
  477. uint8_t curr_group_idx = 0;
  478. bool same_transition_scheduled = false;
  479. for (curr_group_idx = 0; curr_group_idx < br.groups_count; curr_group_idx++) {
  480. if (unlikely(br.groups[curr_group_idx].states == BarrierRequest::DELETED_GROUP)) {
  481. continue;
  482. }
  483. if ((br.groups[curr_group_idx].subres_mask[subres_qword] & subres_mask_piece)) {
  484. uint32_t state_mask = br.groups[curr_group_idx].states;
  485. same_transition_scheduled = (state_mask & (uint32_t)p_new_state) == (uint32_t)p_new_state;
  486. break;
  487. }
  488. }
  489. if (!same_transition_scheduled) {
  490. bool subres_already_there = curr_group_idx != br.groups_count;
  491. D3D12_RESOURCE_STATES final_states = {};
  492. if (subres_already_there) {
  493. final_states = br.groups[curr_group_idx].states;
  494. final_states |= p_new_state;
  495. bool subres_alone = true;
  496. for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
  497. if (i == subres_qword) {
  498. if (br.groups[curr_group_idx].subres_mask[i] != subres_mask_piece) {
  499. subres_alone = false;
  500. break;
  501. }
  502. } else {
  503. if (br.groups[curr_group_idx].subres_mask[i] != 0) {
  504. subres_alone = false;
  505. break;
  506. }
  507. }
  508. }
  509. bool relocated = false;
  510. if (subres_alone) {
  511. // Subresource is there by itself.
  512. for (uint8_t i = 0; i < br.groups_count; i++) {
  513. if (unlikely(i == curr_group_idx)) {
  514. continue;
  515. }
  516. if (unlikely(br.groups[i].states == BarrierRequest::DELETED_GROUP)) {
  517. continue;
  518. }
  519. // There's another group with the final states; relocate to it.
  520. if (br.groups[i].states == final_states) {
  521. br.groups[curr_group_idx].subres_mask[subres_qword] &= ~subres_mask_piece;
  522. relocated = true;
  523. break;
  524. }
  525. }
  526. if (relocated) {
  527. // Let's delete the group where it used to be by itself.
  528. if (curr_group_idx == br.groups_count - 1) {
  529. br.groups_count--;
  530. } else {
  531. br.groups[curr_group_idx].states = BarrierRequest::DELETED_GROUP;
  532. }
  533. } else {
  534. // Its current group, where it's alone, can extend its states.
  535. br.groups[curr_group_idx].states = final_states;
  536. }
  537. } else {
  538. // Already there, but not by itself and the state mask is different, so it now belongs to a different group.
  539. br.groups[curr_group_idx].subres_mask[subres_qword] &= ~subres_mask_piece;
  540. subres_already_there = false;
  541. }
  542. } else {
  543. final_states = p_new_state;
  544. }
  545. if (!subres_already_there) {
  546. // See if it fits exactly the states of some of the groups to fit it there.
  547. for (uint8_t i = 0; i < br.groups_count; i++) {
  548. if (unlikely(i == curr_group_idx)) {
  549. continue;
  550. }
  551. if (unlikely(br.groups[i].states == BarrierRequest::DELETED_GROUP)) {
  552. continue;
  553. }
  554. if (br.groups[i].states == final_states) {
  555. br.groups[i].subres_mask[subres_qword] |= subres_mask_piece;
  556. subres_already_there = true;
  557. break;
  558. }
  559. }
  560. if (!subres_already_there) {
  561. // Add a new group to accommodate this subresource.
  562. uint8_t group_to_fill = 0;
  563. if (br.groups_count < BarrierRequest::MAX_GROUPS) {
  564. // There are still free groups.
  565. group_to_fill = br.groups_count;
  566. br.groups_count++;
  567. } else {
  568. // Let's try to take over a deleted one.
  569. for (; group_to_fill < br.groups_count; group_to_fill++) {
  570. if (unlikely(br.groups[group_to_fill].states == BarrierRequest::DELETED_GROUP)) {
  571. break;
  572. }
  573. }
  574. CRASH_COND(group_to_fill == br.groups_count);
  575. }
  576. br.groups[group_to_fill].states = final_states;
  577. for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
  578. if (unlikely(i == subres_qword)) {
  579. br.groups[group_to_fill].subres_mask[i] = subres_mask_piece;
  580. } else {
  581. br.groups[group_to_fill].subres_mask[i] = 0;
  582. }
  583. }
  584. }
  585. }
  586. }
  587. } else {
  588. BarrierRequest &br = p_command_buffer->res_barriers_requests[res_states];
  589. br.dx_resource = p_resource->resource;
  590. br.subres_mask_qwords = STEPIFY(p_resource->states_ptr->subresource_states.size(), 64) / 64;
  591. CRASH_COND(p_resource->states_ptr->subresource_states.size() > BarrierRequest::MAX_SUBRESOURCES);
  592. br.planes = p_num_planes;
  593. br.groups[0].states = p_new_state;
  594. for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
  595. if (unlikely(i == subres_qword)) {
  596. br.groups[0].subres_mask[i] = subres_mask_piece;
  597. } else {
  598. br.groups[0].subres_mask[i] = 0;
  599. }
  600. }
  601. br.groups_count = 1;
  602. }
  603. }
  604. }
  605. void RenderingDeviceDriverD3D12::_resource_transitions_flush(CommandBufferInfo *p_command_buffer) {
  606. for (const KeyValue<ResourceInfo::States *, BarrierRequest> &E : p_command_buffer->res_barriers_requests) {
  607. ResourceInfo::States *res_states = E.key;
  608. const BarrierRequest &br = E.value;
  609. uint32_t num_subresources = res_states->subresource_states.size();
  610. // When there's not a lot of subresources, the empirical finding is that it's better
  611. // to avoid attempting the single-barrier optimization.
  612. static const uint32_t SINGLE_BARRIER_ATTEMPT_MAX_NUM_SUBRESOURCES = 48;
  613. bool may_do_single_barrier = br.groups_count == 1 && num_subresources * br.planes >= SINGLE_BARRIER_ATTEMPT_MAX_NUM_SUBRESOURCES;
  614. if (may_do_single_barrier) {
  615. // A single group means we may be able to do a single all-subresources barrier.
  616. {
  617. // First requisite is that all subresources are involved.
  618. uint8_t subres_mask_full_qwords = num_subresources / 64;
  619. for (uint32_t i = 0; i < subres_mask_full_qwords; i++) {
  620. if (br.groups[0].subres_mask[i] != UINT64_MAX) {
  621. may_do_single_barrier = false;
  622. break;
  623. }
  624. }
  625. if (may_do_single_barrier) {
  626. if (num_subresources % 64) {
  627. DEV_ASSERT(br.subres_mask_qwords == subres_mask_full_qwords + 1);
  628. uint64_t mask_tail_qword = 0;
  629. for (uint8_t i = 0; i < num_subresources % 64; i++) {
  630. mask_tail_qword |= ((uint64_t)1 << i);
  631. }
  632. if ((br.groups[0].subres_mask[subres_mask_full_qwords] & mask_tail_qword) != mask_tail_qword) {
  633. may_do_single_barrier = false;
  634. }
  635. }
  636. }
  637. }
  638. if (may_do_single_barrier) {
  639. // Second requisite is that the source state is the same for all.
  640. for (uint32_t i = 1; i < num_subresources; i++) {
  641. if (res_states->subresource_states[i] != res_states->subresource_states[0]) {
  642. may_do_single_barrier = false;
  643. break;
  644. }
  645. }
  646. if (may_do_single_barrier) {
  647. // Hurray!, we can do a single barrier (plus maybe a UAV one, too).
  648. bool just_written = res_states->subresource_states[0] == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  649. bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != p_command_buffer->res_barriers_batch;
  650. uint32_t needed_barriers = (needs_uav_barrier ? 1 : 0) + 1;
  651. if (p_command_buffer->res_barriers.size() < p_command_buffer->res_barriers_count + needed_barriers) {
  652. p_command_buffer->res_barriers.resize(p_command_buffer->res_barriers_count + needed_barriers);
  653. }
  654. if (needs_uav_barrier) {
  655. p_command_buffer->res_barriers[p_command_buffer->res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(br.dx_resource);
  656. p_command_buffer->res_barriers_count++;
  657. res_states->last_batch_with_uav_barrier = p_command_buffer->res_barriers_batch;
  658. }
  659. if (res_states->subresource_states[0] != br.groups[0].states) {
  660. 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);
  661. p_command_buffer->res_barriers_count++;
  662. }
  663. for (uint32_t i = 0; i < num_subresources; i++) {
  664. res_states->subresource_states[i] = br.groups[0].states;
  665. }
  666. }
  667. }
  668. }
  669. if (!may_do_single_barrier) {
  670. for (uint8_t i = 0; i < br.groups_count; i++) {
  671. const BarrierRequest::Group &g = E.value.groups[i];
  672. if (unlikely(g.states == BarrierRequest::DELETED_GROUP)) {
  673. continue;
  674. }
  675. uint32_t subresource = 0;
  676. do {
  677. uint64_t subres_mask_piece = ((uint64_t)1 << (subresource % 64));
  678. uint8_t subres_qword = subresource / 64;
  679. if (likely(g.subres_mask[subres_qword] == 0)) {
  680. subresource += 64;
  681. continue;
  682. }
  683. if (likely(!(g.subres_mask[subres_qword] & subres_mask_piece))) {
  684. subresource++;
  685. continue;
  686. }
  687. D3D12_RESOURCE_STATES *curr_state = &res_states->subresource_states[subresource];
  688. bool just_written = *curr_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  689. bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != p_command_buffer->res_barriers_batch;
  690. uint32_t needed_barriers = (needs_uav_barrier ? 1 : 0) + br.planes;
  691. if (p_command_buffer->res_barriers.size() < p_command_buffer->res_barriers_count + needed_barriers) {
  692. p_command_buffer->res_barriers.resize(p_command_buffer->res_barriers_count + needed_barriers);
  693. }
  694. if (needs_uav_barrier) {
  695. p_command_buffer->res_barriers[p_command_buffer->res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(br.dx_resource);
  696. p_command_buffer->res_barriers_count++;
  697. res_states->last_batch_with_uav_barrier = p_command_buffer->res_barriers_batch;
  698. }
  699. if (*curr_state != g.states) {
  700. for (uint8_t k = 0; k < br.planes; k++) {
  701. 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);
  702. p_command_buffer->res_barriers_count++;
  703. }
  704. }
  705. *curr_state = g.states;
  706. subresource++;
  707. } while (subresource < num_subresources);
  708. }
  709. }
  710. }
  711. if (p_command_buffer->res_barriers_count) {
  712. p_command_buffer->cmd_list->ResourceBarrier(p_command_buffer->res_barriers_count, p_command_buffer->res_barriers.ptr());
  713. p_command_buffer->res_barriers_requests.clear();
  714. }
  715. p_command_buffer->res_barriers_count = 0;
  716. p_command_buffer->res_barriers_batch++;
  717. }
  718. /*****************/
  719. /**** BUFFERS ****/
  720. /*****************/
  721. RDD::BufferID RenderingDeviceDriverD3D12::buffer_create(uint64_t p_size, BitField<BufferUsageBits> p_usage, MemoryAllocationType p_allocation_type) {
  722. // D3D12 debug layers complain at CBV creation time if the size is not multiple of the value per the spec
  723. // but also if you give a rounded size at that point because it will extend beyond the
  724. // memory of the resource. Therefore, it seems the only way is to create it with a
  725. // rounded size.
  726. CD3DX12_RESOURCE_DESC1 resource_desc = CD3DX12_RESOURCE_DESC1::Buffer(STEPIFY(p_size, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT));
  727. if (p_usage.has_flag(RDD::BUFFER_USAGE_STORAGE_BIT)) {
  728. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  729. } else {
  730. resource_desc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  731. }
  732. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  733. allocation_desc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
  734. D3D12_RESOURCE_STATES initial_state = D3D12_RESOURCE_STATE_COMMON;
  735. switch (p_allocation_type) {
  736. case MEMORY_ALLOCATION_TYPE_CPU: {
  737. bool is_src = p_usage.has_flag(BUFFER_USAGE_TRANSFER_FROM_BIT);
  738. bool is_dst = p_usage.has_flag(BUFFER_USAGE_TRANSFER_TO_BIT);
  739. if (is_src && !is_dst) {
  740. // Looks like a staging buffer: CPU maps, writes sequentially, then GPU copies to VRAM.
  741. allocation_desc.HeapType = D3D12_HEAP_TYPE_UPLOAD;
  742. initial_state = D3D12_RESOURCE_STATE_GENERIC_READ;
  743. }
  744. if (is_dst && !is_src) {
  745. // Looks like a readback buffer: GPU copies from VRAM, then CPU maps and reads.
  746. allocation_desc.HeapType = D3D12_HEAP_TYPE_READBACK;
  747. initial_state = D3D12_RESOURCE_STATE_COPY_DEST;
  748. }
  749. } break;
  750. case MEMORY_ALLOCATION_TYPE_GPU: {
  751. // Use default parameters.
  752. } break;
  753. }
  754. ComPtr<ID3D12Resource> buffer;
  755. ComPtr<D3D12MA::Allocation> allocation;
  756. HRESULT res;
  757. if (barrier_capabilities.enhanced_barriers_supported) {
  758. res = allocator->CreateResource3(
  759. &allocation_desc,
  760. &resource_desc,
  761. D3D12_BARRIER_LAYOUT_UNDEFINED,
  762. nullptr,
  763. 0,
  764. nullptr,
  765. allocation.GetAddressOf(),
  766. IID_PPV_ARGS(buffer.GetAddressOf()));
  767. } else {
  768. res = allocator->CreateResource(
  769. &allocation_desc,
  770. reinterpret_cast<const D3D12_RESOURCE_DESC *>(&resource_desc),
  771. initial_state,
  772. nullptr,
  773. allocation.GetAddressOf(),
  774. IID_PPV_ARGS(buffer.GetAddressOf()));
  775. }
  776. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), BufferID(), "Can't create buffer of size: " + itos(p_size) + ", error " + vformat("0x%08ux", (uint64_t)res) + ".");
  777. // Bookkeep.
  778. BufferInfo *buf_info = VersatileResource::allocate<BufferInfo>(resources_allocator);
  779. buf_info->resource = buffer.Get();
  780. buf_info->owner_info.resource = buffer;
  781. buf_info->owner_info.allocation = allocation;
  782. buf_info->owner_info.states.subresource_states.push_back(initial_state);
  783. buf_info->states_ptr = &buf_info->owner_info.states;
  784. buf_info->size = p_size;
  785. buf_info->flags.usable_as_uav = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS);
  786. return BufferID(buf_info);
  787. }
  788. bool RenderingDeviceDriverD3D12::buffer_set_texel_format(BufferID p_buffer, DataFormat p_format) {
  789. BufferInfo *buf_info = (BufferInfo *)p_buffer.id;
  790. buf_info->texel_format = p_format;
  791. return true;
  792. }
  793. void RenderingDeviceDriverD3D12::buffer_free(BufferID p_buffer) {
  794. BufferInfo *buf_info = (BufferInfo *)p_buffer.id;
  795. VersatileResource::free(resources_allocator, buf_info);
  796. }
  797. uint64_t RenderingDeviceDriverD3D12::buffer_get_allocation_size(BufferID p_buffer) {
  798. const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
  799. return buf_info->owner_info.allocation ? buf_info->owner_info.allocation->GetSize() : 0;
  800. }
  801. uint8_t *RenderingDeviceDriverD3D12::buffer_map(BufferID p_buffer) {
  802. const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
  803. void *data_ptr = nullptr;
  804. HRESULT res = buf_info->resource->Map(0, &VOID_RANGE, &data_ptr);
  805. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), nullptr, "Map failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  806. return (uint8_t *)data_ptr;
  807. }
  808. void RenderingDeviceDriverD3D12::buffer_unmap(BufferID p_buffer) {
  809. const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
  810. buf_info->resource->Unmap(0, &VOID_RANGE);
  811. }
  812. uint64_t RenderingDeviceDriverD3D12::buffer_get_device_address(BufferID p_buffer) {
  813. const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
  814. return buf_info->resource->GetGPUVirtualAddress();
  815. }
  816. /*****************/
  817. /**** TEXTURE ****/
  818. /*****************/
  819. static const D3D12_SRV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV[RD::TEXTURE_TYPE_MAX] = {
  820. D3D12_SRV_DIMENSION_TEXTURE1D,
  821. D3D12_SRV_DIMENSION_TEXTURE2D,
  822. D3D12_SRV_DIMENSION_TEXTURE3D,
  823. D3D12_SRV_DIMENSION_TEXTURECUBE,
  824. D3D12_SRV_DIMENSION_TEXTURE1DARRAY,
  825. D3D12_SRV_DIMENSION_TEXTURE2DARRAY,
  826. D3D12_SRV_DIMENSION_TEXTURECUBEARRAY,
  827. };
  828. static const D3D12_SRV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV_MS[RD::TEXTURE_TYPE_MAX] = {
  829. D3D12_SRV_DIMENSION_UNKNOWN,
  830. D3D12_SRV_DIMENSION_TEXTURE2DMS,
  831. D3D12_SRV_DIMENSION_UNKNOWN,
  832. D3D12_SRV_DIMENSION_UNKNOWN,
  833. D3D12_SRV_DIMENSION_UNKNOWN,
  834. D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY,
  835. D3D12_SRV_DIMENSION_UNKNOWN,
  836. };
  837. static const D3D12_UAV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_UAV[RD::TEXTURE_TYPE_MAX] = {
  838. D3D12_UAV_DIMENSION_TEXTURE1D,
  839. D3D12_UAV_DIMENSION_TEXTURE2D,
  840. D3D12_UAV_DIMENSION_TEXTURE3D,
  841. D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
  842. D3D12_UAV_DIMENSION_TEXTURE1DARRAY,
  843. D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
  844. D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
  845. };
  846. uint32_t RenderingDeviceDriverD3D12::_find_max_common_supported_sample_count(VectorView<DXGI_FORMAT> p_formats) {
  847. uint32_t common = UINT32_MAX;
  848. MutexLock lock(format_sample_counts_mask_cache_mutex);
  849. for (uint32_t i = 0; i < p_formats.size(); i++) {
  850. if (format_sample_counts_mask_cache.has(p_formats[i])) {
  851. common &= format_sample_counts_mask_cache[p_formats[i]];
  852. } else {
  853. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS msql = {};
  854. msql.Format = p_formats[i];
  855. uint32_t mask = 0;
  856. for (int samples = 1 << (TEXTURE_SAMPLES_MAX - 1); samples >= 1; samples /= 2) {
  857. msql.SampleCount = (UINT)samples;
  858. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &msql, sizeof(msql));
  859. if (SUCCEEDED(res) && msql.NumQualityLevels) {
  860. int bit = get_shift_from_power_of_2((uint32_t)samples);
  861. ERR_FAIL_COND_V(bit == -1, 1);
  862. mask |= (uint32_t)(1 << bit);
  863. }
  864. }
  865. format_sample_counts_mask_cache.insert(p_formats[i], mask);
  866. common &= mask;
  867. }
  868. }
  869. if (common == UINT32_MAX) {
  870. return 1;
  871. } else {
  872. return ((uint32_t)1 << nearest_shift(common));
  873. }
  874. }
  875. UINT RenderingDeviceDriverD3D12::_compute_component_mapping(const RDD::TextureView &p_view) {
  876. UINT base_swizzle = RD_TO_D3D12_FORMAT[p_view.format].swizzle;
  877. D3D12_SHADER_COMPONENT_MAPPING component_swizzles[TEXTURE_SWIZZLE_MAX] = {
  878. D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0, // Unused.
  879. D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
  880. D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
  881. // These will be D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_*.
  882. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(0, base_swizzle),
  883. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(1, base_swizzle),
  884. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(2, base_swizzle),
  885. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(3, base_swizzle),
  886. };
  887. return D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
  888. p_view.swizzle_r == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_R] : component_swizzles[p_view.swizzle_r],
  889. p_view.swizzle_g == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_G] : component_swizzles[p_view.swizzle_g],
  890. p_view.swizzle_b == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_B] : component_swizzles[p_view.swizzle_b],
  891. p_view.swizzle_a == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_A] : component_swizzles[p_view.swizzle_a]);
  892. }
  893. UINT RenderingDeviceDriverD3D12::_compute_plane_slice(DataFormat p_format, BitField<TextureAspectBits> p_aspect_bits) {
  894. TextureAspect aspect = TEXTURE_ASPECT_MAX;
  895. if (p_aspect_bits.has_flag(TEXTURE_ASPECT_COLOR_BIT)) {
  896. DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX);
  897. aspect = TEXTURE_ASPECT_COLOR;
  898. }
  899. if (p_aspect_bits.has_flag(TEXTURE_ASPECT_DEPTH_BIT)) {
  900. DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX);
  901. aspect = TEXTURE_ASPECT_DEPTH;
  902. } else if (p_aspect_bits.has_flag(TEXTURE_ASPECT_STENCIL_BIT)) {
  903. DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX);
  904. aspect = TEXTURE_ASPECT_STENCIL;
  905. }
  906. DEV_ASSERT(aspect != TEXTURE_ASPECT_MAX);
  907. return _compute_plane_slice(p_format, aspect);
  908. }
  909. UINT RenderingDeviceDriverD3D12::_compute_plane_slice(DataFormat p_format, TextureAspect p_aspect) {
  910. switch (p_aspect) {
  911. case TEXTURE_ASPECT_COLOR:
  912. // The plane must be 0 for the color aspect (assuming the format is a regular color one, which must be the case).
  913. return 0;
  914. case TEXTURE_ASPECT_DEPTH:
  915. // The plane must be 0 for the color or depth aspect
  916. return 0;
  917. case TEXTURE_ASPECT_STENCIL:
  918. // 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).
  919. return format_get_plane_count(p_format) == 2 ? 1 : 0;
  920. default:
  921. DEV_ASSERT(false);
  922. return 0;
  923. }
  924. }
  925. UINT RenderingDeviceDriverD3D12::_compute_subresource_from_layers(TextureInfo *p_texture, const TextureSubresourceLayers &p_layers, uint32_t p_layer_offset) {
  926. 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());
  927. }
  928. void RenderingDeviceDriverD3D12::_discard_texture_subresources(const TextureInfo *p_tex_info, const CommandBufferInfo *p_cmd_buf_info) {
  929. uint32_t planes = 1;
  930. if ((p_tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  931. planes = format_get_plane_count(p_tex_info->format);
  932. }
  933. D3D12_DISCARD_REGION dr = {};
  934. dr.NumRects = p_cmd_buf_info->render_pass_state.region_is_all ? 0 : 1;
  935. dr.pRects = p_cmd_buf_info->render_pass_state.region_is_all ? nullptr : &p_cmd_buf_info->render_pass_state.region_rect;
  936. dr.FirstSubresource = UINT_MAX;
  937. dr.NumSubresources = 0;
  938. for (uint32_t u = 0; u < planes; u++) {
  939. for (uint32_t v = 0; v < p_tex_info->layers; v++) {
  940. for (uint32_t w = 0; w < p_tex_info->mipmaps; w++) {
  941. UINT subresource = D3D12CalcSubresource(
  942. p_tex_info->base_mip + w,
  943. p_tex_info->base_layer + v,
  944. u,
  945. p_tex_info->desc.MipLevels,
  946. p_tex_info->desc.ArraySize());
  947. if (dr.NumSubresources == 0) {
  948. dr.FirstSubresource = subresource;
  949. dr.NumSubresources = 1;
  950. } else if (dr.FirstSubresource + dr.NumSubresources == subresource) {
  951. dr.NumSubresources++;
  952. } else {
  953. p_cmd_buf_info->cmd_list->DiscardResource(p_tex_info->resource, &dr);
  954. dr.FirstSubresource = subresource;
  955. dr.NumSubresources = 1;
  956. }
  957. }
  958. }
  959. }
  960. if (dr.NumSubresources) {
  961. p_cmd_buf_info->cmd_list->DiscardResource(p_tex_info->resource, &dr);
  962. }
  963. }
  964. bool RenderingDeviceDriverD3D12::_unordered_access_supported_by_format(DataFormat p_format) {
  965. switch (p_format) {
  966. case DATA_FORMAT_R4G4_UNORM_PACK8:
  967. case DATA_FORMAT_R4G4B4A4_UNORM_PACK16:
  968. case DATA_FORMAT_B4G4R4A4_UNORM_PACK16:
  969. case DATA_FORMAT_R5G6B5_UNORM_PACK16:
  970. case DATA_FORMAT_B5G6R5_UNORM_PACK16:
  971. case DATA_FORMAT_R5G5B5A1_UNORM_PACK16:
  972. case DATA_FORMAT_B5G5R5A1_UNORM_PACK16:
  973. case DATA_FORMAT_A1R5G5B5_UNORM_PACK16:
  974. case DATA_FORMAT_A8B8G8R8_UNORM_PACK32:
  975. case DATA_FORMAT_A8B8G8R8_SNORM_PACK32:
  976. case DATA_FORMAT_A8B8G8R8_USCALED_PACK32:
  977. case DATA_FORMAT_A8B8G8R8_SSCALED_PACK32:
  978. case DATA_FORMAT_A8B8G8R8_UINT_PACK32:
  979. case DATA_FORMAT_A8B8G8R8_SINT_PACK32:
  980. case DATA_FORMAT_A8B8G8R8_SRGB_PACK32:
  981. case DATA_FORMAT_A2R10G10B10_UNORM_PACK32:
  982. case DATA_FORMAT_A2R10G10B10_SNORM_PACK32:
  983. case DATA_FORMAT_A2R10G10B10_USCALED_PACK32:
  984. case DATA_FORMAT_A2R10G10B10_SSCALED_PACK32:
  985. case DATA_FORMAT_A2R10G10B10_UINT_PACK32:
  986. case DATA_FORMAT_A2R10G10B10_SINT_PACK32:
  987. case DATA_FORMAT_A2B10G10R10_UNORM_PACK32:
  988. case DATA_FORMAT_A2B10G10R10_SNORM_PACK32:
  989. case DATA_FORMAT_A2B10G10R10_USCALED_PACK32:
  990. case DATA_FORMAT_A2B10G10R10_SSCALED_PACK32:
  991. case DATA_FORMAT_A2B10G10R10_UINT_PACK32:
  992. case DATA_FORMAT_A2B10G10R10_SINT_PACK32:
  993. case DATA_FORMAT_B10G11R11_UFLOAT_PACK32:
  994. case DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32:
  995. case DATA_FORMAT_X8_D24_UNORM_PACK32:
  996. case DATA_FORMAT_R10X6_UNORM_PACK16:
  997. case DATA_FORMAT_R10X6G10X6_UNORM_2PACK16:
  998. case DATA_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16:
  999. case DATA_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16:
  1000. case DATA_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16:
  1001. case DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16:
  1002. case DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16:
  1003. case DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16:
  1004. case DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16:
  1005. case DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_444_UNORM_3PACK16:
  1006. case DATA_FORMAT_R12X4_UNORM_PACK16:
  1007. case DATA_FORMAT_R12X4G12X4_UNORM_2PACK16:
  1008. case DATA_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16:
  1009. case DATA_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16:
  1010. case DATA_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16:
  1011. case DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16:
  1012. case DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16:
  1013. case DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16:
  1014. case DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16:
  1015. case DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16:
  1016. return false;
  1017. default:
  1018. return true;
  1019. }
  1020. }
  1021. RDD::TextureID RenderingDeviceDriverD3D12::texture_create(const TextureFormat &p_format, const TextureView &p_view) {
  1022. // Using D3D12_RESOURCE_DESC1. Thanks to the layout, it's sliceable down to D3D12_RESOURCE_DESC if needed.
  1023. CD3DX12_RESOURCE_DESC1 resource_desc = {};
  1024. resource_desc.Dimension = RD_TEXTURE_TYPE_TO_D3D12_RESOURCE_DIMENSION[p_format.texture_type];
  1025. resource_desc.Alignment = 0; // D3D12MA will override this to use a smaller alignment than the default if possible.
  1026. resource_desc.Width = p_format.width;
  1027. resource_desc.Height = p_format.height;
  1028. resource_desc.DepthOrArraySize = p_format.depth * p_format.array_layers;
  1029. resource_desc.MipLevels = p_format.mipmaps;
  1030. // Format.
  1031. bool cross_family_sharing = false;
  1032. bool relaxed_casting_available = false;
  1033. DXGI_FORMAT *relaxed_casting_formats = nullptr;
  1034. uint32_t relaxed_casting_format_count = 0;
  1035. {
  1036. resource_desc.Format = RD_TO_D3D12_FORMAT[p_format.format].family;
  1037. // If views of different families are wanted, special setup is needed for proper sharing among them.
  1038. // If the driver reports relaxed casting is, leverage its new extended resource creation API (via D3D12MA).
  1039. if (p_format.shareable_formats.size() && format_capabilities.relaxed_casting_supported) {
  1040. relaxed_casting_available = true;
  1041. relaxed_casting_formats = ALLOCA_ARRAY(DXGI_FORMAT, p_format.shareable_formats.size() + 1);
  1042. relaxed_casting_formats[0] = RD_TO_D3D12_FORMAT[p_format.format].general_format;
  1043. relaxed_casting_format_count++;
  1044. }
  1045. HashMap<DataFormat, D3D12_RESOURCE_FLAGS> aliases_forbidden_flags;
  1046. for (int i = 0; i < p_format.shareable_formats.size(); i++) {
  1047. DataFormat curr_format = p_format.shareable_formats[i];
  1048. String format_text = "'" + String(FORMAT_NAMES[p_format.format]) + "'";
  1049. ERR_FAIL_COND_V_MSG(RD_TO_D3D12_FORMAT[curr_format].family == DXGI_FORMAT_UNKNOWN, TextureID(), "Format " + format_text + " is not supported.");
  1050. if (RD_TO_D3D12_FORMAT[curr_format].family != RD_TO_D3D12_FORMAT[p_format.format].family) {
  1051. cross_family_sharing = true;
  1052. }
  1053. if (relaxed_casting_available) {
  1054. relaxed_casting_formats[relaxed_casting_format_count] = RD_TO_D3D12_FORMAT[curr_format].general_format;
  1055. relaxed_casting_format_count++;
  1056. }
  1057. }
  1058. if (cross_family_sharing && !relaxed_casting_available) {
  1059. // Per https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_texture_layout.
  1060. if (p_format.texture_type == TEXTURE_TYPE_1D) {
  1061. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a 1D texture.");
  1062. }
  1063. if (p_format.samples != TEXTURE_SAMPLES_1) {
  1064. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a multi-sample texture.");
  1065. }
  1066. if ((p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
  1067. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a depth-stencil texture.");
  1068. }
  1069. if (RD_TO_D3D12_FORMAT[p_format.format].family == DXGI_FORMAT_R32G32B32_TYPELESS) {
  1070. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for an R32G32B32 texture.");
  1071. }
  1072. }
  1073. }
  1074. // Usage.
  1075. if ((p_format.usage_bits & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT)) {
  1076. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  1077. } else {
  1078. if ((p_format.usage_bits & TEXTURE_USAGE_CAN_COPY_TO_BIT) && _unordered_access_supported_by_format(p_format.format)) {
  1079. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; // For clearing via UAV.
  1080. }
  1081. }
  1082. if ((p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
  1083. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1084. }
  1085. if ((p_format.usage_bits & TEXTURE_USAGE_STORAGE_BIT)) {
  1086. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  1087. }
  1088. if ((p_format.usage_bits & TEXTURE_USAGE_VRS_ATTACHMENT_BIT) && (p_format.usage_bits & TEXTURE_USAGE_VRS_FRAGMENT_SHADING_RATE_BIT)) {
  1089. // For VRS images we can't use the typeless format.
  1090. resource_desc.Format = DXGI_FORMAT_R8_UINT;
  1091. }
  1092. resource_desc.SampleDesc = {};
  1093. 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;
  1094. if (!(resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) {
  1095. resource_desc.SampleDesc.Count = MIN(
  1096. _find_max_common_supported_sample_count(format_to_test),
  1097. TEXTURE_SAMPLES_COUNT[p_format.samples]);
  1098. } else {
  1099. // No MSAA in D3D12 if storage. May have become possible recently where supported, though.
  1100. resource_desc.SampleDesc.Count = 1;
  1101. }
  1102. resource_desc.SampleDesc.Quality = resource_desc.SampleDesc.Count == 1 ? 0 : DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN;
  1103. // Create.
  1104. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  1105. allocation_desc.HeapType = (p_format.usage_bits & TEXTURE_USAGE_CPU_READ_BIT) ? D3D12_HEAP_TYPE_READBACK : D3D12_HEAP_TYPE_DEFAULT;
  1106. if ((resource_desc.Flags & (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL))) {
  1107. allocation_desc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES;
  1108. } else {
  1109. allocation_desc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES;
  1110. }
  1111. if ((resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) {
  1112. allocation_desc.ExtraHeapFlags |= D3D12_HEAP_FLAG_ALLOW_SHADER_ATOMICS;
  1113. }
  1114. D3D12_RESOURCE_STATES initial_state = {};
  1115. ID3D12Resource *texture = nullptr;
  1116. ComPtr<ID3D12Resource> main_texture;
  1117. ComPtr<D3D12MA::Allocation> allocation;
  1118. static const FLOAT black[4] = {};
  1119. D3D12_CLEAR_VALUE clear_value = CD3DX12_CLEAR_VALUE(RD_TO_D3D12_FORMAT[p_format.format].general_format, black);
  1120. D3D12_CLEAR_VALUE *clear_value_ptr = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) ? &clear_value : nullptr;
  1121. {
  1122. HRESULT res = E_FAIL;
  1123. if (barrier_capabilities.enhanced_barriers_supported || (cross_family_sharing && relaxed_casting_available)) {
  1124. // Create with undefined layout if enhanced barriers are supported. Leave as common otherwise for interop with legacy barriers.
  1125. D3D12_BARRIER_LAYOUT initial_layout = barrier_capabilities.enhanced_barriers_supported ? D3D12_BARRIER_LAYOUT_UNDEFINED : D3D12_BARRIER_LAYOUT_COMMON;
  1126. res = allocator->CreateResource3(
  1127. &allocation_desc,
  1128. &resource_desc,
  1129. initial_layout,
  1130. clear_value_ptr,
  1131. relaxed_casting_format_count,
  1132. relaxed_casting_formats,
  1133. allocation.GetAddressOf(),
  1134. IID_PPV_ARGS(main_texture.GetAddressOf()));
  1135. initial_state = D3D12_RESOURCE_STATE_COMMON;
  1136. } else {
  1137. res = allocator->CreateResource(
  1138. &allocation_desc,
  1139. (D3D12_RESOURCE_DESC *)&resource_desc,
  1140. D3D12_RESOURCE_STATE_COPY_DEST,
  1141. clear_value_ptr,
  1142. allocation.GetAddressOf(),
  1143. IID_PPV_ARGS(main_texture.GetAddressOf()));
  1144. initial_state = D3D12_RESOURCE_STATE_COPY_DEST;
  1145. }
  1146. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), TextureID(), "CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1147. texture = main_texture.Get();
  1148. }
  1149. // Describe views.
  1150. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
  1151. {
  1152. srv_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1153. 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];
  1154. srv_desc.Shader4ComponentMapping = _compute_component_mapping(p_view);
  1155. switch (srv_desc.ViewDimension) {
  1156. case D3D12_SRV_DIMENSION_TEXTURE1D: {
  1157. srv_desc.Texture1D.MipLevels = p_format.mipmaps;
  1158. } break;
  1159. case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
  1160. srv_desc.Texture1DArray.MipLevels = p_format.mipmaps;
  1161. srv_desc.Texture1DArray.ArraySize = p_format.array_layers;
  1162. } break;
  1163. case D3D12_SRV_DIMENSION_TEXTURE2D: {
  1164. srv_desc.Texture2D.MipLevels = p_format.mipmaps;
  1165. } break;
  1166. case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
  1167. } break;
  1168. case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
  1169. srv_desc.Texture2DArray.MipLevels = p_format.mipmaps;
  1170. srv_desc.Texture2DArray.ArraySize = p_format.array_layers;
  1171. } break;
  1172. case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
  1173. srv_desc.Texture2DMSArray.ArraySize = p_format.array_layers;
  1174. } break;
  1175. case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY: {
  1176. srv_desc.TextureCubeArray.MipLevels = p_format.mipmaps;
  1177. srv_desc.TextureCubeArray.NumCubes = p_format.array_layers / 6;
  1178. } break;
  1179. case D3D12_SRV_DIMENSION_TEXTURE3D: {
  1180. srv_desc.Texture3D.MipLevels = p_format.mipmaps;
  1181. } break;
  1182. case D3D12_SRV_DIMENSION_TEXTURECUBE: {
  1183. srv_desc.TextureCube.MipLevels = p_format.mipmaps;
  1184. } break;
  1185. default: {
  1186. }
  1187. }
  1188. }
  1189. D3D12_UNORDERED_ACCESS_VIEW_DESC main_uav_desc = {};
  1190. {
  1191. main_uav_desc.Format = RD_TO_D3D12_FORMAT[p_format.format].general_format;
  1192. 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;
  1193. switch (main_uav_desc.ViewDimension) {
  1194. case D3D12_UAV_DIMENSION_TEXTURE1DARRAY: {
  1195. main_uav_desc.Texture1DArray.ArraySize = p_format.array_layers;
  1196. } break;
  1197. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY: {
  1198. // Either for an actual 2D texture array, cubemap or cubemap array.
  1199. main_uav_desc.Texture2DArray.ArraySize = p_format.array_layers;
  1200. } break;
  1201. case D3D12_UAV_DIMENSION_TEXTURE3D: {
  1202. main_uav_desc.Texture3D.WSize = p_format.depth;
  1203. } break;
  1204. default: {
  1205. }
  1206. }
  1207. }
  1208. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = main_uav_desc;
  1209. uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1210. // Bookkeep.
  1211. TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator);
  1212. tex_info->resource = texture;
  1213. tex_info->owner_info.resource = main_texture;
  1214. tex_info->owner_info.allocation = allocation;
  1215. tex_info->owner_info.states.subresource_states.resize(p_format.mipmaps * p_format.array_layers);
  1216. for (uint32_t i = 0; i < tex_info->owner_info.states.subresource_states.size(); i++) {
  1217. tex_info->owner_info.states.subresource_states[i] = initial_state;
  1218. }
  1219. tex_info->states_ptr = &tex_info->owner_info.states;
  1220. tex_info->format = p_format.format;
  1221. GODOT_GCC_WARNING_PUSH_AND_IGNORE("-Wstrict-aliasing")
  1222. tex_info->desc = *(CD3DX12_RESOURCE_DESC *)&resource_desc;
  1223. GODOT_GCC_WARNING_POP
  1224. tex_info->base_layer = 0;
  1225. tex_info->layers = resource_desc.ArraySize();
  1226. tex_info->base_mip = 0;
  1227. tex_info->mipmaps = resource_desc.MipLevels;
  1228. tex_info->view_descs.srv = srv_desc;
  1229. tex_info->view_descs.uav = uav_desc;
  1230. if (!barrier_capabilities.enhanced_barriers_supported && (p_format.usage_bits & (TEXTURE_USAGE_STORAGE_BIT | TEXTURE_USAGE_COLOR_ATTACHMENT_BIT))) {
  1231. // Fallback to clear resources when they're first used in a uniform set. Not necessary if enhanced barriers
  1232. // are supported, as the discard flag will be used instead when transitioning from an undefined layout.
  1233. textures_pending_clear.add(&tex_info->pending_clear);
  1234. }
  1235. return TextureID(tex_info);
  1236. }
  1237. 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) {
  1238. ID3D12Resource *texture = (ID3D12Resource *)p_native_texture;
  1239. #if defined(_MSC_VER) || !defined(_WIN32)
  1240. const D3D12_RESOURCE_DESC base_resource_desc = texture->GetDesc();
  1241. #else
  1242. D3D12_RESOURCE_DESC base_resource_desc;
  1243. texture->GetDesc(&base_resource_desc);
  1244. #endif
  1245. CD3DX12_RESOURCE_DESC resource_desc(base_resource_desc);
  1246. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
  1247. {
  1248. srv_desc.Format = RD_TO_D3D12_FORMAT[p_format].general_format;
  1249. 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];
  1250. srv_desc.Shader4ComponentMapping = _compute_component_mapping(TextureView{ p_format });
  1251. switch (srv_desc.ViewDimension) {
  1252. case D3D12_SRV_DIMENSION_TEXTURE1D: {
  1253. srv_desc.Texture1D.MipLevels = resource_desc.MipLevels;
  1254. } break;
  1255. case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
  1256. srv_desc.Texture1DArray.MipLevels = resource_desc.MipLevels;
  1257. srv_desc.Texture1DArray.ArraySize = p_array_layers;
  1258. } break;
  1259. case D3D12_SRV_DIMENSION_TEXTURE2D: {
  1260. srv_desc.Texture2D.MipLevels = resource_desc.MipLevels;
  1261. } break;
  1262. case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
  1263. } break;
  1264. case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
  1265. srv_desc.Texture2DArray.MipLevels = resource_desc.MipLevels;
  1266. srv_desc.Texture2DArray.ArraySize = p_array_layers;
  1267. } break;
  1268. case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
  1269. srv_desc.Texture2DMSArray.ArraySize = p_array_layers;
  1270. } break;
  1271. case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY: {
  1272. srv_desc.TextureCubeArray.MipLevels = resource_desc.MipLevels;
  1273. srv_desc.TextureCubeArray.NumCubes = p_array_layers / 6;
  1274. } break;
  1275. case D3D12_SRV_DIMENSION_TEXTURE3D: {
  1276. srv_desc.Texture3D.MipLevels = resource_desc.MipLevels;
  1277. } break;
  1278. case D3D12_SRV_DIMENSION_TEXTURECUBE: {
  1279. srv_desc.TextureCube.MipLevels = resource_desc.MipLevels;
  1280. } break;
  1281. default: {
  1282. }
  1283. }
  1284. }
  1285. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
  1286. {
  1287. uav_desc.Format = RD_TO_D3D12_FORMAT[p_format].general_format;
  1288. uav_desc.ViewDimension = resource_desc.SampleDesc.Count == 1 ? RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_UAV[p_type] : D3D12_UAV_DIMENSION_UNKNOWN;
  1289. switch (uav_desc.ViewDimension) {
  1290. case D3D12_UAV_DIMENSION_TEXTURE1DARRAY: {
  1291. uav_desc.Texture1DArray.ArraySize = p_array_layers;
  1292. } break;
  1293. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY: {
  1294. // Either for an actual 2D texture array, cubemap or cubemap array.
  1295. uav_desc.Texture2DArray.ArraySize = p_array_layers;
  1296. } break;
  1297. case D3D12_UAV_DIMENSION_TEXTURE3D: {
  1298. uav_desc.Texture3D.WSize = resource_desc.Depth();
  1299. } break;
  1300. default: {
  1301. }
  1302. }
  1303. }
  1304. TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator);
  1305. tex_info->resource = texture;
  1306. tex_info->owner_info.resource = nullptr; // Not allocated by us.
  1307. tex_info->owner_info.allocation = nullptr; // Not allocated by us.
  1308. tex_info->owner_info.states.subresource_states.resize(resource_desc.MipLevels * p_array_layers);
  1309. for (uint32_t i = 0; i < tex_info->owner_info.states.subresource_states.size(); i++) {
  1310. tex_info->owner_info.states.subresource_states[i] = !p_depth_stencil ? D3D12_RESOURCE_STATE_RENDER_TARGET : D3D12_RESOURCE_STATE_DEPTH_WRITE;
  1311. }
  1312. tex_info->states_ptr = &tex_info->owner_info.states;
  1313. tex_info->format = p_format;
  1314. #if defined(__GNUC__) && !defined(__clang__)
  1315. #pragma GCC diagnostic push
  1316. #pragma GCC diagnostic ignored "-Wstrict-aliasing"
  1317. #endif
  1318. tex_info->desc = *(CD3DX12_RESOURCE_DESC *)&resource_desc;
  1319. #if defined(__GNUC__) && !defined(__clang__)
  1320. #pragma GCC diagnostic pop
  1321. #endif
  1322. tex_info->base_layer = 0;
  1323. tex_info->layers = p_array_layers;
  1324. tex_info->base_mip = 0;
  1325. tex_info->mipmaps = resource_desc.MipLevels;
  1326. tex_info->view_descs.srv = srv_desc;
  1327. tex_info->view_descs.uav = uav_desc;
  1328. #ifdef DEBUG_ENABLED
  1329. tex_info->created_from_extension = true;
  1330. #endif
  1331. return TextureID(tex_info);
  1332. }
  1333. RDD::TextureID RenderingDeviceDriverD3D12::texture_create_shared(TextureID p_original_texture, const TextureView &p_view) {
  1334. return _texture_create_shared_from_slice(p_original_texture, p_view, (TextureSliceType)-1, 0, 0, 0, 0);
  1335. }
  1336. 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) {
  1337. return _texture_create_shared_from_slice(p_original_texture, p_view, p_slice_type, p_layer, p_layers, p_mipmap, p_mipmaps);
  1338. }
  1339. 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) {
  1340. TextureInfo *owner_tex_info = (TextureInfo *)p_original_texture.id;
  1341. #ifdef DEBUG_ENABLED
  1342. ERR_FAIL_COND_V(!owner_tex_info->owner_info.allocation, TextureID());
  1343. #endif
  1344. ComPtr<ID3D12Resource> new_texture;
  1345. ComPtr<D3D12MA::Allocation> new_allocation;
  1346. ID3D12Resource *resource = owner_tex_info->resource;
  1347. CD3DX12_RESOURCE_DESC new_tex_resource_desc = owner_tex_info->desc;
  1348. // Describe views.
  1349. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = owner_tex_info->view_descs.srv;
  1350. {
  1351. srv_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1352. srv_desc.Shader4ComponentMapping = _compute_component_mapping(p_view);
  1353. }
  1354. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = owner_tex_info->view_descs.uav;
  1355. {
  1356. uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1357. }
  1358. if (p_slice_type != (TextureSliceType)-1) {
  1359. // Complete description with slicing.
  1360. switch (p_slice_type) {
  1361. case TEXTURE_SLICE_2D: {
  1362. if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2D && p_layer == 0) {
  1363. srv_desc.Texture2D.MostDetailedMip = p_mipmap;
  1364. srv_desc.Texture2D.MipLevels = p_mipmaps;
  1365. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2D);
  1366. uav_desc.Texture1D.MipSlice = p_mipmap;
  1367. } else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer == 0) {
  1368. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_UNKNOWN);
  1369. } 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) {
  1370. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
  1371. srv_desc.Texture2DArray.MostDetailedMip = p_mipmap;
  1372. srv_desc.Texture2DArray.MipLevels = p_mipmaps;
  1373. srv_desc.Texture2DArray.FirstArraySlice = p_layer;
  1374. srv_desc.Texture2DArray.ArraySize = 1;
  1375. srv_desc.Texture2DArray.PlaneSlice = 0;
  1376. srv_desc.Texture2DArray.ResourceMinLODClamp = 0.0f;
  1377. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  1378. uav_desc.Texture2DArray.MipSlice = p_mipmap;
  1379. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1380. uav_desc.Texture2DArray.ArraySize = 1;
  1381. uav_desc.Texture2DArray.PlaneSlice = 0;
  1382. } else if ((srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY || (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer))) {
  1383. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
  1384. srv_desc.Texture2DMSArray.FirstArraySlice = p_layer;
  1385. srv_desc.Texture2DMSArray.ArraySize = 1;
  1386. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_UNKNOWN;
  1387. } else {
  1388. DEV_ASSERT(false);
  1389. }
  1390. } break;
  1391. case TEXTURE_SLICE_CUBEMAP: {
  1392. if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE || p_layer == 0) {
  1393. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  1394. srv_desc.TextureCube.MostDetailedMip = p_mipmap;
  1395. srv_desc.TextureCube.MipLevels = p_mipmaps;
  1396. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
  1397. uav_desc.Texture2DArray.MipSlice = p_mipmap;
  1398. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1399. uav_desc.Texture2DArray.ArraySize = 6;
  1400. uav_desc.Texture2DArray.PlaneSlice = 0;
  1401. } else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY || p_layer != 0) {
  1402. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  1403. srv_desc.TextureCubeArray.MostDetailedMip = p_mipmap;
  1404. srv_desc.TextureCubeArray.MipLevels = p_mipmaps;
  1405. srv_desc.TextureCubeArray.First2DArrayFace = p_layer;
  1406. srv_desc.TextureCubeArray.NumCubes = 1;
  1407. srv_desc.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  1408. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
  1409. uav_desc.Texture2DArray.MipSlice = p_mipmap;
  1410. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1411. uav_desc.Texture2DArray.ArraySize = 6;
  1412. uav_desc.Texture2DArray.PlaneSlice = 0;
  1413. } else {
  1414. DEV_ASSERT(false);
  1415. }
  1416. } break;
  1417. case TEXTURE_SLICE_3D: {
  1418. DEV_ASSERT(srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE3D);
  1419. srv_desc.Texture3D.MostDetailedMip = p_mipmap;
  1420. srv_desc.Texture3D.MipLevels = p_mipmaps;
  1421. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE3D);
  1422. uav_desc.Texture3D.MipSlice = p_mipmap;
  1423. uav_desc.Texture3D.WSize = -1;
  1424. } break;
  1425. case TEXTURE_SLICE_2D_ARRAY: {
  1426. DEV_ASSERT(srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DARRAY);
  1427. srv_desc.Texture2DArray.MostDetailedMip = p_mipmap;
  1428. srv_desc.Texture2DArray.MipLevels = p_mipmaps;
  1429. srv_desc.Texture2DArray.FirstArraySlice = p_layer;
  1430. srv_desc.Texture2DArray.ArraySize = p_layers;
  1431. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
  1432. uav_desc.Texture2DArray.MipSlice = p_mipmap;
  1433. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1434. uav_desc.Texture2DArray.ArraySize = p_layers;
  1435. } break;
  1436. default:
  1437. break;
  1438. }
  1439. }
  1440. // Bookkeep.
  1441. TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator);
  1442. tex_info->resource = resource;
  1443. tex_info->states_ptr = owner_tex_info->states_ptr;
  1444. tex_info->format = p_view.format;
  1445. tex_info->desc = new_tex_resource_desc;
  1446. if (p_slice_type == (TextureSliceType)-1) {
  1447. tex_info->base_layer = owner_tex_info->base_layer;
  1448. tex_info->layers = owner_tex_info->layers;
  1449. tex_info->base_mip = owner_tex_info->base_mip;
  1450. tex_info->mipmaps = owner_tex_info->mipmaps;
  1451. } else {
  1452. tex_info->base_layer = p_layer;
  1453. tex_info->layers = p_layers;
  1454. tex_info->base_mip = p_mipmap;
  1455. tex_info->mipmaps = p_mipmaps;
  1456. }
  1457. tex_info->view_descs.srv = srv_desc;
  1458. tex_info->view_descs.uav = uav_desc;
  1459. tex_info->main_texture = owner_tex_info;
  1460. return TextureID(tex_info);
  1461. }
  1462. void RenderingDeviceDriverD3D12::texture_free(TextureID p_texture) {
  1463. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1464. VersatileResource::free(resources_allocator, tex_info);
  1465. }
  1466. uint64_t RenderingDeviceDriverD3D12::texture_get_allocation_size(TextureID p_texture) {
  1467. const TextureInfo *tex_info = (const TextureInfo *)p_texture.id;
  1468. return tex_info->owner_info.allocation ? tex_info->owner_info.allocation->GetSize() : 0;
  1469. }
  1470. void RenderingDeviceDriverD3D12::texture_get_copyable_layout(TextureID p_texture, const TextureSubresource &p_subresource, TextureCopyableLayout *r_layout) {
  1471. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1472. UINT subresource = tex_info->desc.CalcSubresource(p_subresource.mipmap, p_subresource.layer, 0);
  1473. D3D12_PLACED_SUBRESOURCE_FOOTPRINT footprint = {};
  1474. UINT64 subresource_total_size = 0;
  1475. device->GetCopyableFootprints(
  1476. &tex_info->desc,
  1477. subresource,
  1478. 1,
  1479. 0,
  1480. &footprint,
  1481. nullptr,
  1482. nullptr,
  1483. &subresource_total_size);
  1484. *r_layout = {};
  1485. r_layout->offset = footprint.Offset;
  1486. r_layout->size = subresource_total_size;
  1487. r_layout->row_pitch = footprint.Footprint.RowPitch;
  1488. r_layout->depth_pitch = subresource_total_size / tex_info->desc.Depth();
  1489. r_layout->layer_pitch = subresource_total_size / tex_info->desc.ArraySize();
  1490. }
  1491. uint8_t *RenderingDeviceDriverD3D12::texture_map(TextureID p_texture, const TextureSubresource &p_subresource) {
  1492. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1493. #ifdef DEBUG_ENABLED
  1494. ERR_FAIL_COND_V(tex_info->mapped_subresource != UINT_MAX, nullptr);
  1495. #endif
  1496. UINT plane = _compute_plane_slice(tex_info->format, p_subresource.aspect);
  1497. UINT subresource = tex_info->desc.CalcSubresource(p_subresource.mipmap, p_subresource.layer, plane);
  1498. void *data_ptr = nullptr;
  1499. HRESULT res = tex_info->resource->Map(subresource, &VOID_RANGE, &data_ptr);
  1500. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), nullptr, "Map failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1501. tex_info->mapped_subresource = subresource;
  1502. return (uint8_t *)data_ptr;
  1503. }
  1504. void RenderingDeviceDriverD3D12::texture_unmap(TextureID p_texture) {
  1505. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1506. #ifdef DEBUG_ENABLED
  1507. ERR_FAIL_COND(tex_info->mapped_subresource == UINT_MAX);
  1508. #endif
  1509. tex_info->resource->Unmap(tex_info->mapped_subresource, &VOID_RANGE);
  1510. tex_info->mapped_subresource = UINT_MAX;
  1511. }
  1512. BitField<RDD::TextureUsageBits> RenderingDeviceDriverD3D12::texture_get_usages_supported_by_format(DataFormat p_format, bool p_cpu_readable) {
  1513. D3D12_FEATURE_DATA_FORMAT_SUPPORT srv_rtv_support = {};
  1514. srv_rtv_support.Format = RD_TO_D3D12_FORMAT[p_format].general_format;
  1515. if (srv_rtv_support.Format != DXGI_FORMAT_UNKNOWN) { // Some implementations (i.e., vkd3d-proton) error out instead of returning empty.
  1516. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &srv_rtv_support, sizeof(srv_rtv_support));
  1517. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1518. }
  1519. D3D12_FEATURE_DATA_FORMAT_SUPPORT &uav_support = srv_rtv_support; // Fine for now.
  1520. D3D12_FEATURE_DATA_FORMAT_SUPPORT dsv_support = {};
  1521. dsv_support.Format = RD_TO_D3D12_FORMAT[p_format].dsv_format;
  1522. if (dsv_support.Format != DXGI_FORMAT_UNKNOWN) { // See above.
  1523. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &dsv_support, sizeof(dsv_support));
  1524. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1525. }
  1526. // Everything supported by default makes an all-or-nothing check easier for the caller.
  1527. BitField<RDD::TextureUsageBits> supported = INT64_MAX;
  1528. // Per https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_format_support1,
  1529. // as long as the resource can be used as a texture, Sample() will work with point filter at least.
  1530. // However, we've empirically found that checking for at least D3D12_FORMAT_SUPPORT1_SHADER_LOAD is needed.
  1531. // That's almost good for integer formats. The problem is that theoretically there may be
  1532. // float formats that support LOAD but not SAMPLE fully, so this check will not detect
  1533. // such a flaw in the format. Linearly interpolated sampling would just not work on them.
  1534. if (!(srv_rtv_support.Support1 & (D3D12_FORMAT_SUPPORT1_SHADER_LOAD | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE)) ||
  1535. RD_TO_D3D12_FORMAT[p_format].general_format == DXGI_FORMAT_UNKNOWN) {
  1536. supported.clear_flag(TEXTURE_USAGE_SAMPLING_BIT);
  1537. }
  1538. if (!(srv_rtv_support.Support1 & D3D12_FORMAT_SUPPORT1_RENDER_TARGET)) {
  1539. supported.clear_flag(TEXTURE_USAGE_COLOR_ATTACHMENT_BIT);
  1540. }
  1541. if (!(dsv_support.Support1 & D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL)) {
  1542. supported.clear_flag(TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);
  1543. }
  1544. if (!(uav_support.Support1 & D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW)) { // Maybe check LOAD/STORE, too?
  1545. supported.clear_flag(TEXTURE_USAGE_STORAGE_BIT);
  1546. }
  1547. if (!(uav_support.Support2 & D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_ADD)) { // Check a basic atomic at least.
  1548. supported.clear_flag(TEXTURE_USAGE_STORAGE_ATOMIC_BIT);
  1549. }
  1550. if (RD_TO_D3D12_FORMAT[p_format].general_format != DXGI_FORMAT_R8_UINT) {
  1551. supported.clear_flag(TEXTURE_USAGE_VRS_ATTACHMENT_BIT);
  1552. }
  1553. return supported;
  1554. }
  1555. bool RenderingDeviceDriverD3D12::texture_can_make_shared_with_format(TextureID p_texture, DataFormat p_format, bool &r_raw_reinterpretation) {
  1556. r_raw_reinterpretation = false;
  1557. if (format_capabilities.relaxed_casting_supported) {
  1558. // Relaxed casting is supported, there should be no need to check for format family compatibility.
  1559. return true;
  1560. } else {
  1561. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1562. if (tex_info->format == DATA_FORMAT_R16_UINT && p_format == DATA_FORMAT_R4G4B4A4_UNORM_PACK16) {
  1563. // Specific cases that require buffer reinterpretation.
  1564. r_raw_reinterpretation = true;
  1565. return false;
  1566. } else if (RD_TO_D3D12_FORMAT[tex_info->format].family != RD_TO_D3D12_FORMAT[p_format].family) {
  1567. // Format family is different but copying resources directly is possible.
  1568. return false;
  1569. } else {
  1570. // Format family is the same and the view can just cast the format.
  1571. return true;
  1572. }
  1573. }
  1574. }
  1575. /*****************/
  1576. /**** SAMPLER ****/
  1577. /*****************/
  1578. static const D3D12_TEXTURE_ADDRESS_MODE RD_REPEAT_MODE_TO_D3D12_ADDRESS_MODE[RDD::SAMPLER_REPEAT_MODE_MAX] = {
  1579. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  1580. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  1581. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  1582. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  1583. D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE,
  1584. };
  1585. static const FLOAT RD_TO_D3D12_SAMPLER_BORDER_COLOR[RDD::SAMPLER_BORDER_COLOR_MAX][4] = {
  1586. { 0, 0, 0, 0 },
  1587. { 0, 0, 0, 0 },
  1588. { 0, 0, 0, 1 },
  1589. { 0, 0, 0, 1 },
  1590. { 1, 1, 1, 1 },
  1591. { 1, 1, 1, 1 },
  1592. };
  1593. RDD::SamplerID RenderingDeviceDriverD3D12::sampler_create(const SamplerState &p_state) {
  1594. uint32_t slot = UINT32_MAX;
  1595. if (samplers.is_empty()) {
  1596. // Adding a seemigly busy slot 0 makes things easier elsewhere.
  1597. samplers.push_back({});
  1598. samplers.push_back({});
  1599. slot = 1;
  1600. } else {
  1601. for (uint32_t i = 1; i < samplers.size(); i++) {
  1602. if ((int)samplers[i].Filter == INT_MAX) {
  1603. slot = i;
  1604. break;
  1605. }
  1606. }
  1607. if (slot == UINT32_MAX) {
  1608. slot = samplers.size();
  1609. samplers.push_back({});
  1610. }
  1611. }
  1612. D3D12_SAMPLER_DESC &sampler_desc = samplers[slot];
  1613. if (p_state.use_anisotropy) {
  1614. sampler_desc.Filter = D3D12_ENCODE_ANISOTROPIC_FILTER(D3D12_FILTER_REDUCTION_TYPE_STANDARD);
  1615. sampler_desc.MaxAnisotropy = p_state.anisotropy_max;
  1616. } else {
  1617. static const D3D12_FILTER_TYPE RD_FILTER_TYPE_TO_D3D12[] = {
  1618. D3D12_FILTER_TYPE_POINT, // SAMPLER_FILTER_NEAREST.
  1619. D3D12_FILTER_TYPE_LINEAR, // SAMPLER_FILTER_LINEAR.
  1620. };
  1621. sampler_desc.Filter = D3D12_ENCODE_BASIC_FILTER(
  1622. RD_FILTER_TYPE_TO_D3D12[p_state.min_filter],
  1623. RD_FILTER_TYPE_TO_D3D12[p_state.mag_filter],
  1624. RD_FILTER_TYPE_TO_D3D12[p_state.mip_filter],
  1625. p_state.enable_compare ? D3D12_FILTER_REDUCTION_TYPE_COMPARISON : D3D12_FILTER_REDUCTION_TYPE_STANDARD);
  1626. }
  1627. sampler_desc.AddressU = RD_REPEAT_MODE_TO_D3D12_ADDRESS_MODE[p_state.repeat_u];
  1628. sampler_desc.AddressV = RD_REPEAT_MODE_TO_D3D12_ADDRESS_MODE[p_state.repeat_v];
  1629. sampler_desc.AddressW = RD_REPEAT_MODE_TO_D3D12_ADDRESS_MODE[p_state.repeat_w];
  1630. for (int i = 0; i < 4; i++) {
  1631. sampler_desc.BorderColor[i] = RD_TO_D3D12_SAMPLER_BORDER_COLOR[p_state.border_color][i];
  1632. }
  1633. sampler_desc.MinLOD = p_state.min_lod;
  1634. sampler_desc.MaxLOD = p_state.max_lod;
  1635. sampler_desc.MipLODBias = p_state.lod_bias;
  1636. sampler_desc.ComparisonFunc = p_state.enable_compare ? RD_TO_D3D12_COMPARE_OP[p_state.compare_op] : D3D12_COMPARISON_FUNC_NEVER;
  1637. // TODO: Emulate somehow?
  1638. if (p_state.unnormalized_uvw) {
  1639. WARN_PRINT("Creating a sampler with unnormalized UVW, which is not supported.");
  1640. }
  1641. return SamplerID(slot);
  1642. }
  1643. void RenderingDeviceDriverD3D12::sampler_free(SamplerID p_sampler) {
  1644. samplers[p_sampler.id].Filter = (D3D12_FILTER)INT_MAX;
  1645. }
  1646. bool RenderingDeviceDriverD3D12::sampler_is_format_supported_for_filter(DataFormat p_format, SamplerFilter p_filter) {
  1647. D3D12_FEATURE_DATA_FORMAT_SUPPORT srv_rtv_support = {};
  1648. srv_rtv_support.Format = RD_TO_D3D12_FORMAT[p_format].general_format;
  1649. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &srv_rtv_support, sizeof(srv_rtv_support));
  1650. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1651. return (srv_rtv_support.Support1 & D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE);
  1652. }
  1653. /**********************/
  1654. /**** VERTEX ARRAY ****/
  1655. /**********************/
  1656. RDD::VertexFormatID RenderingDeviceDriverD3D12::vertex_format_create(VectorView<VertexAttribute> p_vertex_attribs) {
  1657. VertexFormatInfo *vf_info = VersatileResource::allocate<VertexFormatInfo>(resources_allocator);
  1658. vf_info->input_elem_descs.resize(p_vertex_attribs.size());
  1659. vf_info->vertex_buffer_strides.resize(p_vertex_attribs.size());
  1660. for (uint32_t i = 0; i < p_vertex_attribs.size(); i++) {
  1661. vf_info->input_elem_descs[i] = {};
  1662. vf_info->input_elem_descs[i].SemanticName = "TEXCOORD";
  1663. vf_info->input_elem_descs[i].SemanticIndex = p_vertex_attribs[i].location;
  1664. vf_info->input_elem_descs[i].Format = RD_TO_D3D12_FORMAT[p_vertex_attribs[i].format].general_format;
  1665. vf_info->input_elem_descs[i].InputSlot = i; // TODO: Can the same slot be used if data comes from the same buffer (regardless format)?
  1666. vf_info->input_elem_descs[i].AlignedByteOffset = p_vertex_attribs[i].offset;
  1667. if (p_vertex_attribs[i].frequency == VERTEX_FREQUENCY_INSTANCE) {
  1668. vf_info->input_elem_descs[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA;
  1669. vf_info->input_elem_descs[i].InstanceDataStepRate = 1;
  1670. } else {
  1671. vf_info->input_elem_descs[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
  1672. vf_info->input_elem_descs[i].InstanceDataStepRate = 0;
  1673. }
  1674. vf_info->vertex_buffer_strides[i] = p_vertex_attribs[i].stride;
  1675. }
  1676. return VertexFormatID(vf_info);
  1677. }
  1678. void RenderingDeviceDriverD3D12::vertex_format_free(VertexFormatID p_vertex_format) {
  1679. VertexFormatInfo *vf_info = (VertexFormatInfo *)p_vertex_format.id;
  1680. VersatileResource::free(resources_allocator, vf_info);
  1681. }
  1682. /******************/
  1683. /**** BARRIERS ****/
  1684. /******************/
  1685. static D3D12_BARRIER_ACCESS _rd_texture_layout_access_mask(RDD::TextureLayout p_texture_layout) {
  1686. switch (p_texture_layout) {
  1687. case RDD::TEXTURE_LAYOUT_STORAGE_OPTIMAL:
  1688. return D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
  1689. case RDD::TEXTURE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
  1690. return D3D12_BARRIER_ACCESS_RENDER_TARGET;
  1691. case RDD::TEXTURE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
  1692. return D3D12_BARRIER_ACCESS_DEPTH_STENCIL_READ | D3D12_BARRIER_ACCESS_DEPTH_STENCIL_WRITE;
  1693. case RDD::TEXTURE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL:
  1694. return D3D12_BARRIER_ACCESS_DEPTH_STENCIL_READ;
  1695. case RDD::TEXTURE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
  1696. return D3D12_BARRIER_ACCESS_SHADER_RESOURCE;
  1697. case RDD::TEXTURE_LAYOUT_COPY_SRC_OPTIMAL:
  1698. return D3D12_BARRIER_ACCESS_COPY_SOURCE;
  1699. case RDD::TEXTURE_LAYOUT_COPY_DST_OPTIMAL:
  1700. return D3D12_BARRIER_ACCESS_COPY_DEST;
  1701. case RDD::TEXTURE_LAYOUT_RESOLVE_SRC_OPTIMAL:
  1702. return D3D12_BARRIER_ACCESS_RESOLVE_SOURCE;
  1703. case RDD::TEXTURE_LAYOUT_RESOLVE_DST_OPTIMAL:
  1704. return D3D12_BARRIER_ACCESS_RESOLVE_DEST;
  1705. case RDD::TEXTURE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL:
  1706. return D3D12_BARRIER_ACCESS_SHADING_RATE_SOURCE;
  1707. case RDD::TEXTURE_LAYOUT_FRAGMENT_DENSITY_MAP_ATTACHMENT_OPTIMAL:
  1708. DEV_ASSERT(false && "Fragment density maps are not supported in D3D12.");
  1709. return D3D12_BARRIER_ACCESS_NO_ACCESS;
  1710. default:
  1711. return D3D12_BARRIER_ACCESS_NO_ACCESS;
  1712. }
  1713. }
  1714. 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) {
  1715. r_access = D3D12_BARRIER_ACCESS_COMMON;
  1716. r_sync_mask = D3D12_BARRIER_SYNC_NONE;
  1717. if (p_access.has_flag(RDD::BARRIER_ACCESS_INDIRECT_COMMAND_READ_BIT)) {
  1718. r_access |= D3D12_BARRIER_ACCESS_INDIRECT_ARGUMENT;
  1719. r_sync_mask |= D3D12_BARRIER_SYNC_EXECUTE_INDIRECT;
  1720. }
  1721. if (p_access.has_flag(RDD::BARRIER_ACCESS_INDEX_READ_BIT)) {
  1722. r_access |= D3D12_BARRIER_ACCESS_INDEX_BUFFER;
  1723. r_sync_mask |= D3D12_BARRIER_SYNC_INDEX_INPUT | D3D12_BARRIER_SYNC_DRAW;
  1724. }
  1725. if (p_access.has_flag(RDD::BARRIER_ACCESS_VERTEX_ATTRIBUTE_READ_BIT)) {
  1726. r_access |= D3D12_BARRIER_ACCESS_VERTEX_BUFFER;
  1727. r_sync_mask |= D3D12_BARRIER_SYNC_VERTEX_SHADING | D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_ALL_SHADING;
  1728. }
  1729. if (p_access.has_flag(RDD::BARRIER_ACCESS_UNIFORM_READ_BIT)) {
  1730. r_access |= D3D12_BARRIER_ACCESS_CONSTANT_BUFFER;
  1731. r_sync_mask |= D3D12_BARRIER_SYNC_VERTEX_SHADING | D3D12_BARRIER_SYNC_PIXEL_SHADING | D3D12_BARRIER_SYNC_COMPUTE_SHADING |
  1732. D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_ALL_SHADING;
  1733. }
  1734. if (p_access.has_flag(RDD::BARRIER_ACCESS_INPUT_ATTACHMENT_READ_BIT)) {
  1735. r_access |= D3D12_BARRIER_ACCESS_RENDER_TARGET;
  1736. r_sync_mask |= D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_RENDER_TARGET;
  1737. }
  1738. if (p_access.has_flag(RDD::BARRIER_ACCESS_COPY_READ_BIT)) {
  1739. r_access |= D3D12_BARRIER_ACCESS_COPY_SOURCE;
  1740. r_sync_mask |= D3D12_BARRIER_SYNC_COPY;
  1741. }
  1742. if (p_access.has_flag(RDD::BARRIER_ACCESS_COPY_WRITE_BIT)) {
  1743. r_access |= D3D12_BARRIER_ACCESS_COPY_DEST;
  1744. r_sync_mask |= D3D12_BARRIER_SYNC_COPY;
  1745. }
  1746. if (p_access.has_flag(RDD::BARRIER_ACCESS_RESOLVE_READ_BIT)) {
  1747. r_access |= D3D12_BARRIER_ACCESS_RESOLVE_SOURCE;
  1748. r_sync_mask |= D3D12_BARRIER_SYNC_RESOLVE;
  1749. }
  1750. if (p_access.has_flag(RDD::BARRIER_ACCESS_RESOLVE_WRITE_BIT)) {
  1751. r_access |= D3D12_BARRIER_ACCESS_RESOLVE_DEST;
  1752. r_sync_mask |= D3D12_BARRIER_SYNC_RESOLVE;
  1753. }
  1754. if (p_access.has_flag(RDD::BARRIER_ACCESS_FRAGMENT_SHADING_RATE_ATTACHMENT_READ_BIT)) {
  1755. r_access |= D3D12_BARRIER_ACCESS_SHADING_RATE_SOURCE;
  1756. r_sync_mask |= D3D12_BARRIER_SYNC_PIXEL_SHADING | D3D12_BARRIER_SYNC_ALL_SHADING;
  1757. }
  1758. const D3D12_BARRIER_SYNC unordered_access_mask = D3D12_BARRIER_SYNC_VERTEX_SHADING | D3D12_BARRIER_SYNC_PIXEL_SHADING | D3D12_BARRIER_SYNC_COMPUTE_SHADING |
  1759. D3D12_BARRIER_SYNC_VERTEX_SHADING | D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_ALL_SHADING | D3D12_BARRIER_SYNC_CLEAR_UNORDERED_ACCESS_VIEW;
  1760. if (p_access.has_flag(RDD::BARRIER_ACCESS_STORAGE_CLEAR_BIT)) {
  1761. r_access |= D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
  1762. r_sync_mask |= unordered_access_mask;
  1763. }
  1764. // These access bits only have compatibility with certain layouts unlike in Vulkan where they imply specific operations in the same layout.
  1765. if (p_access.has_flag(RDD::BARRIER_ACCESS_SHADER_WRITE_BIT)) {
  1766. r_access |= D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
  1767. r_sync_mask |= unordered_access_mask;
  1768. } else if (p_access.has_flag(RDD::BARRIER_ACCESS_SHADER_READ_BIT)) {
  1769. if (p_texture_layout == RDD::TEXTURE_LAYOUT_STORAGE_OPTIMAL) {
  1770. // Unordered access must be enforced if the texture is using the storage layout.
  1771. r_access |= D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
  1772. r_sync_mask |= unordered_access_mask;
  1773. } else {
  1774. r_access |= D3D12_BARRIER_ACCESS_SHADER_RESOURCE;
  1775. 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;
  1776. }
  1777. }
  1778. if (p_access.has_flag(RDD::BARRIER_ACCESS_COLOR_ATTACHMENT_WRITE_BIT) || p_access.has_flag(RDD::BARRIER_ACCESS_COLOR_ATTACHMENT_READ_BIT)) {
  1779. r_access |= D3D12_BARRIER_ACCESS_RENDER_TARGET;
  1780. r_sync_mask |= D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_RENDER_TARGET;
  1781. }
  1782. if (p_access.has_flag(RDD::BARRIER_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT)) {
  1783. r_access |= D3D12_BARRIER_ACCESS_DEPTH_STENCIL_WRITE;
  1784. r_sync_mask |= D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_DEPTH_STENCIL;
  1785. } else if (p_access.has_flag(RDD::BARRIER_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT)) {
  1786. r_access |= D3D12_BARRIER_ACCESS_DEPTH_STENCIL_READ;
  1787. r_sync_mask |= D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_DEPTH_STENCIL;
  1788. }
  1789. }
  1790. static void _rd_stages_to_d3d12(BitField<RDD::PipelineStageBits> p_stages, D3D12_BARRIER_SYNC &r_sync) {
  1791. if (p_stages.has_flag(RDD::PIPELINE_STAGE_ALL_COMMANDS_BIT)) {
  1792. r_sync = D3D12_BARRIER_SYNC_ALL;
  1793. } else {
  1794. if (p_stages.has_flag(RDD::PIPELINE_STAGE_DRAW_INDIRECT_BIT)) {
  1795. r_sync |= D3D12_BARRIER_SYNC_EXECUTE_INDIRECT;
  1796. }
  1797. if (p_stages.has_flag(RDD::PIPELINE_STAGE_VERTEX_INPUT_BIT)) {
  1798. r_sync |= D3D12_BARRIER_SYNC_INDEX_INPUT;
  1799. }
  1800. if (p_stages.has_flag(RDD::PIPELINE_STAGE_VERTEX_SHADER_BIT)) {
  1801. r_sync |= D3D12_BARRIER_SYNC_VERTEX_SHADING;
  1802. }
  1803. 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)) {
  1804. // There's no granularity for tessellation or geometry stages. The specification defines it as part of vertex shading.
  1805. r_sync |= D3D12_BARRIER_SYNC_VERTEX_SHADING;
  1806. }
  1807. if (p_stages.has_flag(RDD::PIPELINE_STAGE_FRAGMENT_SHADER_BIT) || p_stages.has_flag(RDD::PIPELINE_STAGE_FRAGMENT_SHADING_RATE_ATTACHMENT_BIT)) {
  1808. r_sync |= D3D12_BARRIER_SYNC_PIXEL_SHADING;
  1809. }
  1810. if (p_stages.has_flag(RDD::PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT) || p_stages.has_flag(RDD::PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT)) {
  1811. // Covers both read and write operations for depth stencil.
  1812. r_sync |= D3D12_BARRIER_SYNC_DEPTH_STENCIL;
  1813. }
  1814. if (p_stages.has_flag(RDD::PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT)) {
  1815. r_sync |= D3D12_BARRIER_SYNC_RENDER_TARGET;
  1816. }
  1817. if (p_stages.has_flag(RDD::PIPELINE_STAGE_COMPUTE_SHADER_BIT)) {
  1818. r_sync |= D3D12_BARRIER_SYNC_COMPUTE_SHADING;
  1819. }
  1820. if (p_stages.has_flag(RDD::PIPELINE_STAGE_COPY_BIT)) {
  1821. r_sync |= D3D12_BARRIER_SYNC_COPY;
  1822. }
  1823. if (p_stages.has_flag(RDD::PIPELINE_STAGE_RESOLVE_BIT)) {
  1824. r_sync |= D3D12_BARRIER_SYNC_RESOLVE;
  1825. }
  1826. if (p_stages.has_flag(RDD::PIPELINE_STAGE_CLEAR_STORAGE_BIT)) {
  1827. r_sync |= D3D12_BARRIER_SYNC_CLEAR_UNORDERED_ACCESS_VIEW;
  1828. }
  1829. if (p_stages.has_flag(RDD::PIPELINE_STAGE_ALL_GRAPHICS_BIT)) {
  1830. r_sync |= D3D12_BARRIER_SYNC_DRAW;
  1831. }
  1832. }
  1833. }
  1834. 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) {
  1835. D3D12_BARRIER_SYNC sync_mask;
  1836. r_sync = D3D12_BARRIER_SYNC_NONE;
  1837. if (p_texture_layout == RDD::TEXTURE_LAYOUT_UNDEFINED) {
  1838. // Undefined texture layouts are a special case where no access bits or synchronization scopes are allowed.
  1839. r_access = D3D12_BARRIER_ACCESS_NO_ACCESS;
  1840. return;
  1841. }
  1842. // Convert access bits to the D3D12 barrier access bits.
  1843. _rd_access_to_d3d12_and_mask(p_access, p_texture_layout, r_access, sync_mask);
  1844. if (p_texture_layout != RDD::TEXTURE_LAYOUT_MAX) {
  1845. // Only allow the access bits compatible with the texture layout.
  1846. r_access &= _rd_texture_layout_access_mask(p_texture_layout);
  1847. }
  1848. // Convert stage bits to the D3D12 synchronization scope bits.
  1849. _rd_stages_to_d3d12(p_stages, r_sync);
  1850. // Only enable synchronization stages compatible with the access bits that were used.
  1851. r_sync &= sync_mask;
  1852. if (r_sync == D3D12_BARRIER_SYNC_NONE) {
  1853. if (p_access.is_empty()) {
  1854. // No valid synchronization scope was defined and no access in particular is required.
  1855. r_access = D3D12_BARRIER_ACCESS_NO_ACCESS;
  1856. } else {
  1857. // Access is required but the synchronization scope wasn't compatible. We fall back to the global synchronization scope and access.
  1858. r_sync = D3D12_BARRIER_SYNC_ALL;
  1859. r_access = D3D12_BARRIER_ACCESS_COMMON;
  1860. }
  1861. }
  1862. }
  1863. static D3D12_BARRIER_LAYOUT _rd_texture_layout_to_d3d12_barrier_layout(RDD::TextureLayout p_texture_layout) {
  1864. switch (p_texture_layout) {
  1865. case RDD::TEXTURE_LAYOUT_UNDEFINED:
  1866. return D3D12_BARRIER_LAYOUT_UNDEFINED;
  1867. case RDD::TEXTURE_LAYOUT_GENERAL:
  1868. return D3D12_BARRIER_LAYOUT_COMMON;
  1869. case RDD::TEXTURE_LAYOUT_STORAGE_OPTIMAL:
  1870. return D3D12_BARRIER_LAYOUT_UNORDERED_ACCESS;
  1871. case RDD::TEXTURE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
  1872. return D3D12_BARRIER_LAYOUT_RENDER_TARGET;
  1873. case RDD::TEXTURE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
  1874. return D3D12_BARRIER_LAYOUT_DEPTH_STENCIL_WRITE;
  1875. case RDD::TEXTURE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL:
  1876. return D3D12_BARRIER_LAYOUT_DEPTH_STENCIL_READ;
  1877. case RDD::TEXTURE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
  1878. return D3D12_BARRIER_LAYOUT_SHADER_RESOURCE;
  1879. case RDD::TEXTURE_LAYOUT_COPY_SRC_OPTIMAL:
  1880. return D3D12_BARRIER_LAYOUT_COPY_SOURCE;
  1881. case RDD::TEXTURE_LAYOUT_COPY_DST_OPTIMAL:
  1882. return D3D12_BARRIER_LAYOUT_COPY_DEST;
  1883. case RDD::TEXTURE_LAYOUT_RESOLVE_SRC_OPTIMAL:
  1884. return D3D12_BARRIER_LAYOUT_RESOLVE_SOURCE;
  1885. case RDD::TEXTURE_LAYOUT_RESOLVE_DST_OPTIMAL:
  1886. return D3D12_BARRIER_LAYOUT_RESOLVE_DEST;
  1887. case RDD::TEXTURE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL:
  1888. return D3D12_BARRIER_LAYOUT_SHADING_RATE_SOURCE;
  1889. case RDD::TEXTURE_LAYOUT_FRAGMENT_DENSITY_MAP_ATTACHMENT_OPTIMAL:
  1890. DEV_ASSERT(false && "Fragment density maps are not supported in D3D12.");
  1891. return D3D12_BARRIER_LAYOUT_UNDEFINED;
  1892. default:
  1893. DEV_ASSERT(false && "Unknown texture layout.");
  1894. return D3D12_BARRIER_LAYOUT_UNDEFINED;
  1895. }
  1896. }
  1897. void RenderingDeviceDriverD3D12::command_pipeline_barrier(CommandBufferID p_cmd_buffer,
  1898. BitField<PipelineStageBits> p_src_stages,
  1899. BitField<PipelineStageBits> p_dst_stages,
  1900. VectorView<RDD::MemoryBarrier> p_memory_barriers,
  1901. VectorView<RDD::BufferBarrier> p_buffer_barriers,
  1902. VectorView<RDD::TextureBarrier> p_texture_barriers) {
  1903. if (!barrier_capabilities.enhanced_barriers_supported) {
  1904. // Enhanced barriers are a requirement for this function.
  1905. return;
  1906. }
  1907. if (p_memory_barriers.size() == 0 && p_buffer_barriers.size() == 0 && p_texture_barriers.size() == 0) {
  1908. // At least one barrier must be present in the arguments.
  1909. return;
  1910. }
  1911. // The command list must support the required interface.
  1912. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)(p_cmd_buffer.id);
  1913. ID3D12GraphicsCommandList7 *cmd_list_7 = nullptr;
  1914. HRESULT res = cmd_buf_info->cmd_list->QueryInterface(IID_PPV_ARGS(&cmd_list_7));
  1915. ERR_FAIL_COND(FAILED(res));
  1916. // Convert the RDD barriers to D3D12 enhanced barriers.
  1917. thread_local LocalVector<D3D12_GLOBAL_BARRIER> global_barriers;
  1918. thread_local LocalVector<D3D12_BUFFER_BARRIER> buffer_barriers;
  1919. thread_local LocalVector<D3D12_TEXTURE_BARRIER> texture_barriers;
  1920. global_barriers.clear();
  1921. buffer_barriers.clear();
  1922. texture_barriers.clear();
  1923. D3D12_GLOBAL_BARRIER global_barrier = {};
  1924. for (uint32_t i = 0; i < p_memory_barriers.size(); i++) {
  1925. const MemoryBarrier &memory_barrier = p_memory_barriers[i];
  1926. _rd_stages_and_access_to_d3d12(p_src_stages, RDD::TEXTURE_LAYOUT_MAX, memory_barrier.src_access, global_barrier.SyncBefore, global_barrier.AccessBefore);
  1927. _rd_stages_and_access_to_d3d12(p_dst_stages, RDD::TEXTURE_LAYOUT_MAX, memory_barrier.dst_access, global_barrier.SyncAfter, global_barrier.AccessAfter);
  1928. global_barriers.push_back(global_barrier);
  1929. }
  1930. D3D12_BUFFER_BARRIER buffer_barrier_d3d12 = {};
  1931. buffer_barrier_d3d12.Offset = 0;
  1932. buffer_barrier_d3d12.Size = UINT64_MAX; // The specification says this must be the size of the buffer barrier.
  1933. for (uint32_t i = 0; i < p_buffer_barriers.size(); i++) {
  1934. const BufferBarrier &buffer_barrier_rd = p_buffer_barriers[i];
  1935. const BufferInfo *buffer_info = (const BufferInfo *)(buffer_barrier_rd.buffer.id);
  1936. _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);
  1937. _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);
  1938. buffer_barrier_d3d12.pResource = buffer_info->resource;
  1939. buffer_barriers.push_back(buffer_barrier_d3d12);
  1940. }
  1941. D3D12_TEXTURE_BARRIER texture_barrier_d3d12 = {};
  1942. for (uint32_t i = 0; i < p_texture_barriers.size(); i++) {
  1943. const TextureBarrier &texture_barrier_rd = p_texture_barriers[i];
  1944. const TextureInfo *texture_info = (const TextureInfo *)(texture_barrier_rd.texture.id);
  1945. if (texture_info->main_texture) {
  1946. texture_info = texture_info->main_texture;
  1947. }
  1948. // Textures created for simultaneous access do not need explicit transitions.
  1949. if (texture_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS) {
  1950. continue;
  1951. }
  1952. _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);
  1953. _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);
  1954. texture_barrier_d3d12.LayoutBefore = _rd_texture_layout_to_d3d12_barrier_layout(texture_barrier_rd.prev_layout);
  1955. texture_barrier_d3d12.LayoutAfter = _rd_texture_layout_to_d3d12_barrier_layout(texture_barrier_rd.next_layout);
  1956. texture_barrier_d3d12.pResource = texture_info->resource;
  1957. if (texture_barrier_rd.subresources.mipmap_count == texture_info->mipmaps && texture_barrier_rd.subresources.layer_count == texture_info->layers) {
  1958. // So, all resources. Then, let's be explicit about it so D3D12 doesn't think
  1959. // we are dealing with a subset of subresources.
  1960. texture_barrier_d3d12.Subresources.IndexOrFirstMipLevel = 0xffffffff;
  1961. texture_barrier_d3d12.Subresources.NumMipLevels = 0;
  1962. // Because NumMipLevels == 0, all the other fields are ignored by D3D12.
  1963. } else {
  1964. texture_barrier_d3d12.Subresources.IndexOrFirstMipLevel = texture_barrier_rd.subresources.base_mipmap;
  1965. texture_barrier_d3d12.Subresources.NumMipLevels = texture_barrier_rd.subresources.mipmap_count;
  1966. texture_barrier_d3d12.Subresources.FirstArraySlice = texture_barrier_rd.subresources.base_layer;
  1967. texture_barrier_d3d12.Subresources.NumArraySlices = texture_barrier_rd.subresources.layer_count;
  1968. texture_barrier_d3d12.Subresources.FirstPlane = _compute_plane_slice(texture_info->format, texture_barrier_rd.subresources.aspect);
  1969. texture_barrier_d3d12.Subresources.NumPlanes = format_get_plane_count(texture_info->format);
  1970. }
  1971. texture_barrier_d3d12.Flags = (texture_barrier_rd.prev_layout == RDD::TEXTURE_LAYOUT_UNDEFINED) ? D3D12_TEXTURE_BARRIER_FLAG_DISCARD : D3D12_TEXTURE_BARRIER_FLAG_NONE;
  1972. texture_barriers.push_back(texture_barrier_d3d12);
  1973. }
  1974. // Define the barrier groups and execute.
  1975. D3D12_BARRIER_GROUP barrier_groups[3] = {};
  1976. uint32_t barrier_groups_count = 0;
  1977. if (!global_barriers.is_empty()) {
  1978. D3D12_BARRIER_GROUP &barrier_group = barrier_groups[barrier_groups_count++];
  1979. barrier_group.Type = D3D12_BARRIER_TYPE_GLOBAL;
  1980. barrier_group.NumBarriers = global_barriers.size();
  1981. barrier_group.pGlobalBarriers = global_barriers.ptr();
  1982. }
  1983. if (!buffer_barriers.is_empty()) {
  1984. D3D12_BARRIER_GROUP &barrier_group = barrier_groups[barrier_groups_count++];
  1985. barrier_group.Type = D3D12_BARRIER_TYPE_BUFFER;
  1986. barrier_group.NumBarriers = buffer_barriers.size();
  1987. barrier_group.pBufferBarriers = buffer_barriers.ptr();
  1988. }
  1989. if (!texture_barriers.is_empty()) {
  1990. D3D12_BARRIER_GROUP &barrier_group = barrier_groups[barrier_groups_count++];
  1991. barrier_group.Type = D3D12_BARRIER_TYPE_TEXTURE;
  1992. barrier_group.NumBarriers = texture_barriers.size();
  1993. barrier_group.pTextureBarriers = texture_barriers.ptr();
  1994. }
  1995. if (barrier_groups_count) {
  1996. cmd_list_7->Barrier(barrier_groups_count, barrier_groups);
  1997. }
  1998. }
  1999. /****************/
  2000. /**** FENCES ****/
  2001. /****************/
  2002. RDD::FenceID RenderingDeviceDriverD3D12::fence_create() {
  2003. ComPtr<ID3D12Fence> d3d_fence;
  2004. HRESULT res = device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(d3d_fence.GetAddressOf()));
  2005. ERR_FAIL_COND_V(!SUCCEEDED(res), FenceID());
  2006. HANDLE event_handle = CreateEvent(nullptr, FALSE, FALSE, nullptr);
  2007. ERR_FAIL_NULL_V(event_handle, FenceID());
  2008. FenceInfo *fence = memnew(FenceInfo);
  2009. fence->d3d_fence = d3d_fence;
  2010. fence->event_handle = event_handle;
  2011. return FenceID(fence);
  2012. }
  2013. Error RenderingDeviceDriverD3D12::fence_wait(FenceID p_fence) {
  2014. FenceInfo *fence = (FenceInfo *)(p_fence.id);
  2015. fence->d3d_fence->SetEventOnCompletion(fence->fence_value, fence->event_handle);
  2016. DWORD res = WaitForSingleObjectEx(fence->event_handle, INFINITE, FALSE);
  2017. #ifdef PIX_ENABLED
  2018. PIXNotifyWakeFromFenceSignal(fence->event_handle);
  2019. #endif
  2020. return (res == WAIT_FAILED) ? FAILED : OK;
  2021. }
  2022. void RenderingDeviceDriverD3D12::fence_free(FenceID p_fence) {
  2023. FenceInfo *fence = (FenceInfo *)(p_fence.id);
  2024. CloseHandle(fence->event_handle);
  2025. memdelete(fence);
  2026. }
  2027. /********************/
  2028. /**** SEMAPHORES ****/
  2029. /********************/
  2030. RDD::SemaphoreID RenderingDeviceDriverD3D12::semaphore_create() {
  2031. ComPtr<ID3D12Fence> d3d_fence;
  2032. HRESULT res = device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(d3d_fence.GetAddressOf()));
  2033. ERR_FAIL_COND_V(!SUCCEEDED(res), SemaphoreID());
  2034. SemaphoreInfo *semaphore = memnew(SemaphoreInfo);
  2035. semaphore->d3d_fence = d3d_fence;
  2036. return SemaphoreID(semaphore);
  2037. }
  2038. void RenderingDeviceDriverD3D12::semaphore_free(SemaphoreID p_semaphore) {
  2039. SemaphoreInfo *semaphore = (SemaphoreInfo *)(p_semaphore.id);
  2040. memdelete(semaphore);
  2041. }
  2042. /******************/
  2043. /**** COMMANDS ****/
  2044. /******************/
  2045. // ----- QUEUE FAMILY -----
  2046. RDD::CommandQueueFamilyID RenderingDeviceDriverD3D12::command_queue_family_get(BitField<CommandQueueFamilyBits> p_cmd_queue_family_bits, RenderingContextDriver::SurfaceID p_surface) {
  2047. // Return the command list type encoded plus one so zero is an invalid value.
  2048. // The only ones that support presenting to a surface are direct queues.
  2049. if (p_cmd_queue_family_bits.has_flag(COMMAND_QUEUE_FAMILY_GRAPHICS_BIT) || (p_surface != 0)) {
  2050. return CommandQueueFamilyID(D3D12_COMMAND_LIST_TYPE_DIRECT + 1);
  2051. } else if (p_cmd_queue_family_bits.has_flag(COMMAND_QUEUE_FAMILY_COMPUTE_BIT)) {
  2052. return CommandQueueFamilyID(D3D12_COMMAND_LIST_TYPE_COMPUTE + 1);
  2053. } else if (p_cmd_queue_family_bits.has_flag(COMMAND_QUEUE_FAMILY_TRANSFER_BIT)) {
  2054. return CommandQueueFamilyID(D3D12_COMMAND_LIST_TYPE_COPY + 1);
  2055. } else {
  2056. return CommandQueueFamilyID();
  2057. }
  2058. }
  2059. // ----- QUEUE -----
  2060. RDD::CommandQueueID RenderingDeviceDriverD3D12::command_queue_create(CommandQueueFamilyID p_cmd_queue_family, bool p_identify_as_main_queue) {
  2061. ComPtr<ID3D12CommandQueue> d3d_queue;
  2062. D3D12_COMMAND_QUEUE_DESC queue_desc = {};
  2063. queue_desc.Type = (D3D12_COMMAND_LIST_TYPE)(p_cmd_queue_family.id - 1);
  2064. HRESULT res = device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(d3d_queue.GetAddressOf()));
  2065. ERR_FAIL_COND_V(!SUCCEEDED(res), CommandQueueID());
  2066. if (p_identify_as_main_queue && D3D12Hooks::get_singleton() != nullptr) {
  2067. D3D12Hooks::get_singleton()->set_command_queue(d3d_queue.Get());
  2068. }
  2069. CommandQueueInfo *command_queue = memnew(CommandQueueInfo);
  2070. command_queue->d3d_queue = d3d_queue;
  2071. return CommandQueueID(command_queue);
  2072. }
  2073. 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) {
  2074. CommandQueueInfo *command_queue = (CommandQueueInfo *)(p_cmd_queue.id);
  2075. for (uint32_t i = 0; i < p_wait_semaphores.size(); i++) {
  2076. const SemaphoreInfo *semaphore = (const SemaphoreInfo *)(p_wait_semaphores[i].id);
  2077. command_queue->d3d_queue->Wait(semaphore->d3d_fence.Get(), semaphore->fence_value);
  2078. }
  2079. if (p_cmd_buffers.size() > 0) {
  2080. thread_local LocalVector<ID3D12CommandList *> command_lists;
  2081. command_lists.resize(p_cmd_buffers.size());
  2082. for (uint32_t i = 0; i < p_cmd_buffers.size(); i++) {
  2083. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)(p_cmd_buffers[i].id);
  2084. command_lists[i] = cmd_buf_info->cmd_list.Get();
  2085. }
  2086. command_queue->d3d_queue->ExecuteCommandLists(command_lists.size(), command_lists.ptr());
  2087. for (uint32_t i = 0; i < p_cmd_semaphores.size(); i++) {
  2088. SemaphoreInfo *semaphore = (SemaphoreInfo *)(p_cmd_semaphores[i].id);
  2089. semaphore->fence_value++;
  2090. command_queue->d3d_queue->Signal(semaphore->d3d_fence.Get(), semaphore->fence_value);
  2091. }
  2092. if (p_cmd_fence) {
  2093. FenceInfo *fence = (FenceInfo *)(p_cmd_fence.id);
  2094. fence->fence_value++;
  2095. command_queue->d3d_queue->Signal(fence->d3d_fence.Get(), fence->fence_value);
  2096. }
  2097. }
  2098. HRESULT res;
  2099. bool any_present_failed = false;
  2100. for (uint32_t i = 0; i < p_swap_chains.size(); i++) {
  2101. SwapChain *swap_chain = (SwapChain *)(p_swap_chains[i].id);
  2102. res = swap_chain->d3d_swap_chain->Present(swap_chain->sync_interval, swap_chain->present_flags);
  2103. if (!SUCCEEDED(res)) {
  2104. print_verbose(vformat("D3D12: Presenting swapchain failed with error 0x%08ux.", (uint64_t)res));
  2105. any_present_failed = true;
  2106. }
  2107. }
  2108. return any_present_failed ? FAILED : OK;
  2109. }
  2110. void RenderingDeviceDriverD3D12::command_queue_free(CommandQueueID p_cmd_queue) {
  2111. CommandQueueInfo *command_queue = (CommandQueueInfo *)(p_cmd_queue.id);
  2112. memdelete(command_queue);
  2113. }
  2114. // ----- POOL -----
  2115. RDD::CommandPoolID RenderingDeviceDriverD3D12::command_pool_create(CommandQueueFamilyID p_cmd_queue_family, CommandBufferType p_cmd_buffer_type) {
  2116. CommandPoolInfo *command_pool = memnew(CommandPoolInfo);
  2117. command_pool->queue_family = p_cmd_queue_family;
  2118. command_pool->buffer_type = p_cmd_buffer_type;
  2119. return CommandPoolID(command_pool);
  2120. }
  2121. bool RenderingDeviceDriverD3D12::command_pool_reset(CommandPoolID p_cmd_pool) {
  2122. return true;
  2123. }
  2124. void RenderingDeviceDriverD3D12::command_pool_free(CommandPoolID p_cmd_pool) {
  2125. CommandPoolInfo *command_pool = (CommandPoolInfo *)(p_cmd_pool.id);
  2126. // Destroy all command buffers associated with this command pool, mirroring Vulkan's behavior.
  2127. SelfList<CommandBufferInfo> *cmd_buf_elem = command_pool->command_buffers.first();
  2128. while (cmd_buf_elem != nullptr) {
  2129. CommandBufferInfo *cmd_buf_info = cmd_buf_elem->self();
  2130. cmd_buf_elem = cmd_buf_elem->next();
  2131. cmd_buf_info->cmd_list.Reset();
  2132. cmd_buf_info->cmd_allocator.Reset();
  2133. VersatileResource::free(resources_allocator, cmd_buf_info);
  2134. }
  2135. memdelete(command_pool);
  2136. }
  2137. // ----- BUFFER -----
  2138. RDD::CommandBufferID RenderingDeviceDriverD3D12::command_buffer_create(CommandPoolID p_cmd_pool) {
  2139. DEV_ASSERT(p_cmd_pool);
  2140. CommandPoolInfo *command_pool = (CommandPoolInfo *)(p_cmd_pool.id);
  2141. D3D12_COMMAND_LIST_TYPE list_type;
  2142. if (command_pool->buffer_type == COMMAND_BUFFER_TYPE_SECONDARY) {
  2143. list_type = D3D12_COMMAND_LIST_TYPE_BUNDLE;
  2144. } else {
  2145. list_type = D3D12_COMMAND_LIST_TYPE(command_pool->queue_family.id - 1);
  2146. }
  2147. ID3D12CommandAllocator *cmd_allocator = nullptr;
  2148. {
  2149. HRESULT res = device->CreateCommandAllocator(list_type, IID_PPV_ARGS(&cmd_allocator));
  2150. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), CommandBufferID(), "CreateCommandAllocator failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2151. }
  2152. ID3D12GraphicsCommandList *cmd_list = nullptr;
  2153. {
  2154. ComPtr<ID3D12Device4> device_4;
  2155. device->QueryInterface(device_4.GetAddressOf());
  2156. HRESULT res = E_FAIL;
  2157. if (device_4) {
  2158. res = device_4->CreateCommandList1(0, list_type, D3D12_COMMAND_LIST_FLAG_NONE, IID_PPV_ARGS(&cmd_list));
  2159. } else {
  2160. res = device->CreateCommandList(0, list_type, cmd_allocator, nullptr, IID_PPV_ARGS(&cmd_list));
  2161. }
  2162. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), CommandBufferID(), "CreateCommandList failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2163. if (!device_4) {
  2164. cmd_list->Close();
  2165. }
  2166. }
  2167. // Bookkeep
  2168. CommandBufferInfo *cmd_buf_info = VersatileResource::allocate<CommandBufferInfo>(resources_allocator);
  2169. cmd_buf_info->cmd_allocator = cmd_allocator;
  2170. cmd_buf_info->cmd_list = cmd_list;
  2171. // Add this command buffer to the command pool's list of command buffers.
  2172. command_pool->command_buffers.add(&cmd_buf_info->command_buffer_info_elem);
  2173. return CommandBufferID(cmd_buf_info);
  2174. }
  2175. bool RenderingDeviceDriverD3D12::command_buffer_begin(CommandBufferID p_cmd_buffer) {
  2176. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  2177. HRESULT res = cmd_buf_info->cmd_allocator->Reset();
  2178. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2179. res = cmd_buf_info->cmd_list->Reset(cmd_buf_info->cmd_allocator.Get(), nullptr);
  2180. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2181. return true;
  2182. }
  2183. bool RenderingDeviceDriverD3D12::command_buffer_begin_secondary(CommandBufferID p_cmd_buffer, RenderPassID p_render_pass, uint32_t p_subpass, FramebufferID p_framebuffer) {
  2184. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  2185. HRESULT res = cmd_buf_info->cmd_allocator->Reset();
  2186. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2187. res = cmd_buf_info->cmd_list->Reset(cmd_buf_info->cmd_allocator.Get(), nullptr);
  2188. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2189. return true;
  2190. }
  2191. void RenderingDeviceDriverD3D12::command_buffer_end(CommandBufferID p_cmd_buffer) {
  2192. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  2193. HRESULT res = cmd_buf_info->cmd_list->Close();
  2194. ERR_FAIL_COND_MSG(!SUCCEEDED(res), "Close failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2195. cmd_buf_info->graphics_pso = nullptr;
  2196. cmd_buf_info->graphics_root_signature_crc = 0;
  2197. cmd_buf_info->compute_pso = nullptr;
  2198. cmd_buf_info->compute_root_signature_crc = 0;
  2199. cmd_buf_info->descriptor_heaps_set = false;
  2200. }
  2201. void RenderingDeviceDriverD3D12::command_buffer_execute_secondary(CommandBufferID p_cmd_buffer, VectorView<CommandBufferID> p_secondary_cmd_buffers) {
  2202. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  2203. for (uint32_t i = 0; i < p_secondary_cmd_buffers.size(); i++) {
  2204. const CommandBufferInfo *secondary_cb_info = (const CommandBufferInfo *)p_secondary_cmd_buffers[i].id;
  2205. cmd_buf_info->cmd_list->ExecuteBundle(secondary_cb_info->cmd_list.Get());
  2206. }
  2207. }
  2208. /********************/
  2209. /**** SWAP CHAIN ****/
  2210. /********************/
  2211. void RenderingDeviceDriverD3D12::_swap_chain_release(SwapChain *p_swap_chain) {
  2212. _swap_chain_release_buffers(p_swap_chain);
  2213. p_swap_chain->d3d_swap_chain.Reset();
  2214. }
  2215. void RenderingDeviceDriverD3D12::_swap_chain_release_buffers(SwapChain *p_swap_chain) {
  2216. for (ID3D12Resource *render_target : p_swap_chain->render_targets) {
  2217. render_target->Release();
  2218. }
  2219. p_swap_chain->render_targets.clear();
  2220. p_swap_chain->render_targets_info.clear();
  2221. for (RDD::FramebufferID framebuffer : p_swap_chain->framebuffers) {
  2222. framebuffer_free(framebuffer);
  2223. }
  2224. p_swap_chain->framebuffers.clear();
  2225. }
  2226. RDD::SwapChainID RenderingDeviceDriverD3D12::swap_chain_create(RenderingContextDriver::SurfaceID p_surface) {
  2227. // Create the render pass that will be used to draw to the swap chain's framebuffers.
  2228. RDD::Attachment attachment;
  2229. attachment.format = DATA_FORMAT_R8G8B8A8_UNORM;
  2230. attachment.samples = RDD::TEXTURE_SAMPLES_1;
  2231. attachment.load_op = RDD::ATTACHMENT_LOAD_OP_CLEAR;
  2232. attachment.store_op = RDD::ATTACHMENT_STORE_OP_STORE;
  2233. RDD::Subpass subpass;
  2234. RDD::AttachmentReference color_ref;
  2235. color_ref.attachment = 0;
  2236. color_ref.aspect.set_flag(RDD::TEXTURE_ASPECT_COLOR_BIT);
  2237. subpass.color_references.push_back(color_ref);
  2238. RenderPassID render_pass = render_pass_create(attachment, subpass, {}, 1, AttachmentReference());
  2239. ERR_FAIL_COND_V(!render_pass, SwapChainID());
  2240. // Create the empty swap chain until it is resized.
  2241. SwapChain *swap_chain = memnew(SwapChain);
  2242. swap_chain->surface = p_surface;
  2243. swap_chain->data_format = attachment.format;
  2244. swap_chain->render_pass = render_pass;
  2245. return SwapChainID(swap_chain);
  2246. }
  2247. Error RenderingDeviceDriverD3D12::swap_chain_resize(CommandQueueID p_cmd_queue, SwapChainID p_swap_chain, uint32_t p_desired_framebuffer_count) {
  2248. DEV_ASSERT(p_cmd_queue.id != 0);
  2249. DEV_ASSERT(p_swap_chain.id != 0);
  2250. CommandQueueInfo *command_queue = (CommandQueueInfo *)(p_cmd_queue.id);
  2251. SwapChain *swap_chain = (SwapChain *)(p_swap_chain.id);
  2252. RenderingContextDriverD3D12::Surface *surface = (RenderingContextDriverD3D12::Surface *)(swap_chain->surface);
  2253. if (surface->width == 0 || surface->height == 0) {
  2254. // Very likely the window is minimized, don't create a swap chain.
  2255. return ERR_SKIP;
  2256. }
  2257. HRESULT res;
  2258. const bool is_tearing_supported = context_driver->get_tearing_supported();
  2259. UINT sync_interval = 0;
  2260. UINT present_flags = 0;
  2261. UINT creation_flags = 0;
  2262. switch (surface->vsync_mode) {
  2263. case DisplayServer::VSYNC_MAILBOX: {
  2264. sync_interval = 1;
  2265. present_flags = DXGI_PRESENT_RESTART;
  2266. } break;
  2267. case DisplayServer::VSYNC_ENABLED: {
  2268. sync_interval = 1;
  2269. present_flags = 0;
  2270. } break;
  2271. case DisplayServer::VSYNC_DISABLED: {
  2272. sync_interval = 0;
  2273. present_flags = is_tearing_supported ? DXGI_PRESENT_ALLOW_TEARING : 0;
  2274. creation_flags = is_tearing_supported ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
  2275. } break;
  2276. case DisplayServer::VSYNC_ADAPTIVE: // Unsupported.
  2277. default:
  2278. sync_interval = 1;
  2279. present_flags = 0;
  2280. break;
  2281. }
  2282. if (swap_chain->d3d_swap_chain != nullptr && creation_flags != swap_chain->creation_flags) {
  2283. // The swap chain must be recreated if the creation flags are different.
  2284. _swap_chain_release(swap_chain);
  2285. }
  2286. DXGI_SWAP_CHAIN_DESC1 swap_chain_desc = {};
  2287. if (swap_chain->d3d_swap_chain != nullptr) {
  2288. _swap_chain_release_buffers(swap_chain);
  2289. res = swap_chain->d3d_swap_chain->ResizeBuffers(p_desired_framebuffer_count, surface->width, surface->height, DXGI_FORMAT_UNKNOWN, creation_flags);
  2290. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_UNAVAILABLE);
  2291. } else {
  2292. swap_chain_desc.BufferCount = p_desired_framebuffer_count;
  2293. swap_chain_desc.Format = RD_TO_D3D12_FORMAT[swap_chain->data_format].general_format;
  2294. swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  2295. swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  2296. swap_chain_desc.SampleDesc.Count = 1;
  2297. swap_chain_desc.Flags = creation_flags;
  2298. swap_chain_desc.Scaling = DXGI_SCALING_STRETCH;
  2299. if (OS::get_singleton()->is_layered_allowed()) {
  2300. swap_chain_desc.AlphaMode = DXGI_ALPHA_MODE_PREMULTIPLIED;
  2301. has_comp_alpha[(uint64_t)p_cmd_queue.id] = true;
  2302. } else {
  2303. swap_chain_desc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  2304. has_comp_alpha[(uint64_t)p_cmd_queue.id] = false;
  2305. }
  2306. swap_chain_desc.Width = surface->width;
  2307. swap_chain_desc.Height = surface->height;
  2308. ComPtr<IDXGISwapChain1> swap_chain_1;
  2309. #ifdef DCOMP_ENABLED
  2310. res = context_driver->dxgi_factory_get()->CreateSwapChainForComposition(command_queue->d3d_queue.Get(), &swap_chain_desc, nullptr, swap_chain_1.GetAddressOf());
  2311. #else
  2312. res = context_driver->dxgi_factory_get()->CreateSwapChainForHwnd(command_queue->d3d_queue.Get(), surface->hwnd, &swap_chain_desc, nullptr, nullptr, swap_chain_1.GetAddressOf());
  2313. if (!SUCCEEDED(res) && swap_chain_desc.AlphaMode != DXGI_ALPHA_MODE_IGNORE) {
  2314. swap_chain_desc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  2315. has_comp_alpha[(uint64_t)p_cmd_queue.id] = false;
  2316. res = context_driver->dxgi_factory_get()->CreateSwapChainForHwnd(command_queue->d3d_queue.Get(), surface->hwnd, &swap_chain_desc, nullptr, nullptr, swap_chain_1.GetAddressOf());
  2317. }
  2318. #endif
  2319. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2320. swap_chain_1.As(&swap_chain->d3d_swap_chain);
  2321. ERR_FAIL_NULL_V(swap_chain->d3d_swap_chain, ERR_CANT_CREATE);
  2322. res = context_driver->dxgi_factory_get()->MakeWindowAssociation(surface->hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES);
  2323. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2324. }
  2325. #ifdef DCOMP_ENABLED
  2326. if (surface->composition_device.Get() == nullptr) {
  2327. using PFN_DCompositionCreateDevice = HRESULT(WINAPI *)(IDXGIDevice *, REFIID, void **);
  2328. PFN_DCompositionCreateDevice pfn_DCompositionCreateDevice = (PFN_DCompositionCreateDevice)(void *)GetProcAddress(context_driver->lib_dcomp, "DCompositionCreateDevice");
  2329. ERR_FAIL_NULL_V(pfn_DCompositionCreateDevice, ERR_CANT_CREATE);
  2330. res = pfn_DCompositionCreateDevice(nullptr, IID_PPV_ARGS(surface->composition_device.GetAddressOf()));
  2331. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2332. res = surface->composition_device->CreateTargetForHwnd(surface->hwnd, TRUE, surface->composition_target.GetAddressOf());
  2333. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2334. res = surface->composition_device->CreateVisual(surface->composition_visual.GetAddressOf());
  2335. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2336. res = surface->composition_visual->SetContent(swap_chain->d3d_swap_chain.Get());
  2337. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2338. res = surface->composition_target->SetRoot(surface->composition_visual.Get());
  2339. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2340. res = surface->composition_device->Commit();
  2341. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2342. } else {
  2343. res = surface->composition_visual->SetContent(swap_chain->d3d_swap_chain.Get());
  2344. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2345. res = surface->composition_device->Commit();
  2346. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2347. }
  2348. #endif
  2349. res = swap_chain->d3d_swap_chain->GetDesc1(&swap_chain_desc);
  2350. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2351. ERR_FAIL_COND_V(swap_chain_desc.BufferCount == 0, ERR_CANT_CREATE);
  2352. surface->width = swap_chain_desc.Width;
  2353. surface->height = swap_chain_desc.Height;
  2354. swap_chain->creation_flags = creation_flags;
  2355. swap_chain->sync_interval = sync_interval;
  2356. swap_chain->present_flags = present_flags;
  2357. // Retrieve the render targets associated to the swap chain and recreate the framebuffers. The following code
  2358. // relies on the address of the elements remaining static when new elements are inserted, so the container must
  2359. // follow this restriction when reserving the right amount of elements beforehand.
  2360. swap_chain->render_targets.reserve(swap_chain_desc.BufferCount);
  2361. swap_chain->render_targets_info.reserve(swap_chain_desc.BufferCount);
  2362. swap_chain->framebuffers.reserve(swap_chain_desc.BufferCount);
  2363. for (uint32_t i = 0; i < swap_chain_desc.BufferCount; i++) {
  2364. // Retrieve the resource corresponding to the swap chain's buffer.
  2365. ID3D12Resource *render_target = nullptr;
  2366. res = swap_chain->d3d_swap_chain->GetBuffer(i, IID_PPV_ARGS(&render_target));
  2367. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2368. swap_chain->render_targets.push_back(render_target);
  2369. // Create texture information for the framebuffer to reference the resource. Since the states pointer must
  2370. // reference an address of the element itself, we must insert it first and then modify it.
  2371. swap_chain->render_targets_info.push_back(TextureInfo());
  2372. TextureInfo &texture_info = swap_chain->render_targets_info[i];
  2373. texture_info.owner_info.states.subresource_states.push_back(D3D12_RESOURCE_STATE_PRESENT);
  2374. texture_info.states_ptr = &texture_info.owner_info.states;
  2375. texture_info.format = swap_chain->data_format;
  2376. #if defined(_MSC_VER) || !defined(_WIN32)
  2377. texture_info.desc = CD3DX12_RESOURCE_DESC(render_target->GetDesc());
  2378. #else
  2379. render_target->GetDesc(&texture_info.desc);
  2380. #endif
  2381. texture_info.layers = 1;
  2382. texture_info.mipmaps = 1;
  2383. texture_info.resource = render_target;
  2384. texture_info.view_descs.srv.Format = texture_info.desc.Format;
  2385. texture_info.view_descs.srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
  2386. // Create the framebuffer for this buffer.
  2387. FramebufferID framebuffer = _framebuffer_create(swap_chain->render_pass, TextureID(&swap_chain->render_targets_info[i]), swap_chain_desc.Width, swap_chain_desc.Height, true);
  2388. ERR_FAIL_COND_V(!framebuffer, ERR_CANT_CREATE);
  2389. swap_chain->framebuffers.push_back(framebuffer);
  2390. }
  2391. // Once everything's been created correctly, indicate the surface no longer needs to be resized.
  2392. context_driver->surface_set_needs_resize(swap_chain->surface, false);
  2393. return OK;
  2394. }
  2395. RDD::FramebufferID RenderingDeviceDriverD3D12::swap_chain_acquire_framebuffer(CommandQueueID p_cmd_queue, SwapChainID p_swap_chain, bool &r_resize_required) {
  2396. DEV_ASSERT(p_swap_chain.id != 0);
  2397. const SwapChain *swap_chain = (const SwapChain *)(p_swap_chain.id);
  2398. if (context_driver->surface_get_needs_resize(swap_chain->surface)) {
  2399. r_resize_required = true;
  2400. return FramebufferID();
  2401. }
  2402. const uint32_t buffer_index = swap_chain->d3d_swap_chain->GetCurrentBackBufferIndex();
  2403. DEV_ASSERT(buffer_index < swap_chain->framebuffers.size());
  2404. return swap_chain->framebuffers[buffer_index];
  2405. }
  2406. RDD::RenderPassID RenderingDeviceDriverD3D12::swap_chain_get_render_pass(SwapChainID p_swap_chain) {
  2407. const SwapChain *swap_chain = (const SwapChain *)(p_swap_chain.id);
  2408. return swap_chain->render_pass;
  2409. }
  2410. RDD::DataFormat RenderingDeviceDriverD3D12::swap_chain_get_format(SwapChainID p_swap_chain) {
  2411. const SwapChain *swap_chain = (const SwapChain *)(p_swap_chain.id);
  2412. return swap_chain->data_format;
  2413. }
  2414. void RenderingDeviceDriverD3D12::swap_chain_free(SwapChainID p_swap_chain) {
  2415. SwapChain *swap_chain = (SwapChain *)(p_swap_chain.id);
  2416. _swap_chain_release(swap_chain);
  2417. render_pass_free(swap_chain->render_pass);
  2418. memdelete(swap_chain);
  2419. }
  2420. /*********************/
  2421. /**** FRAMEBUFFER ****/
  2422. /*********************/
  2423. 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) {
  2424. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = {};
  2425. rtv_desc.Format = p_texture_info->view_descs.srv.Format;
  2426. switch (p_texture_info->view_descs.srv.ViewDimension) {
  2427. case D3D12_SRV_DIMENSION_TEXTURE1D: {
  2428. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE1D;
  2429. rtv_desc.Texture1D.MipSlice = p_texture_info->base_mip + p_mipmap_offset;
  2430. } break;
  2431. case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
  2432. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE1DARRAY;
  2433. rtv_desc.Texture1DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2434. rtv_desc.Texture1DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2435. rtv_desc.Texture1DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture1DArray.ArraySize : p_layers;
  2436. } break;
  2437. case D3D12_SRV_DIMENSION_TEXTURE2D: {
  2438. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  2439. rtv_desc.Texture2D.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2440. rtv_desc.Texture2D.PlaneSlice = p_texture_info->view_descs.srv.Texture2D.PlaneSlice;
  2441. } break;
  2442. case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
  2443. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  2444. rtv_desc.Texture2DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2445. rtv_desc.Texture2DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2446. rtv_desc.Texture2DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture2DArray.ArraySize : p_layers;
  2447. rtv_desc.Texture2DArray.PlaneSlice = p_texture_info->view_descs.srv.Texture2DArray.PlaneSlice;
  2448. } break;
  2449. case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
  2450. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
  2451. } break;
  2452. case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
  2453. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  2454. rtv_desc.Texture2DMSArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2455. rtv_desc.Texture2DMSArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture2DMSArray.ArraySize : p_layers;
  2456. } break;
  2457. case D3D12_SRV_DIMENSION_TEXTURE3D: {
  2458. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
  2459. rtv_desc.Texture3D.MipSlice = p_texture_info->view_descs.srv.Texture3D.MostDetailedMip + p_mipmap_offset;
  2460. rtv_desc.Texture3D.FirstWSlice = 0;
  2461. rtv_desc.Texture3D.WSize = -1;
  2462. } break;
  2463. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2464. case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY: {
  2465. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  2466. rtv_desc.Texture2DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2467. rtv_desc.Texture2DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2468. rtv_desc.Texture2DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->layers : p_layers;
  2469. rtv_desc.Texture2DArray.PlaneSlice = 0;
  2470. } break;
  2471. default: {
  2472. DEV_ASSERT(false);
  2473. }
  2474. }
  2475. return rtv_desc;
  2476. }
  2477. 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) {
  2478. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = p_texture_info->view_descs.uav;
  2479. uint32_t mip = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2480. switch (p_texture_info->view_descs.uav.ViewDimension) {
  2481. case D3D12_UAV_DIMENSION_TEXTURE1D: {
  2482. uav_desc.Texture1DArray.MipSlice = mip;
  2483. } break;
  2484. case D3D12_UAV_DIMENSION_TEXTURE1DARRAY: {
  2485. uav_desc.Texture1DArray.MipSlice = mip;
  2486. uav_desc.Texture1DArray.FirstArraySlice = mip;
  2487. uav_desc.Texture1DArray.ArraySize = p_layers;
  2488. } break;
  2489. case D3D12_UAV_DIMENSION_TEXTURE2D: {
  2490. uav_desc.Texture2D.MipSlice = mip;
  2491. } break;
  2492. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY: {
  2493. uav_desc.Texture2DArray.MipSlice = mip;
  2494. uav_desc.Texture2DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2495. uav_desc.Texture2DArray.ArraySize = p_layers;
  2496. } break;
  2497. case D3D12_UAV_DIMENSION_TEXTURE3D: {
  2498. uav_desc.Texture3D.MipSlice = mip;
  2499. uav_desc.Texture3D.WSize >>= p_mipmap_offset;
  2500. } break;
  2501. default:
  2502. break;
  2503. }
  2504. return uav_desc;
  2505. }
  2506. D3D12_DEPTH_STENCIL_VIEW_DESC RenderingDeviceDriverD3D12::_make_dsv_for_texture(const TextureInfo *p_texture_info) {
  2507. D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = {};
  2508. dsv_desc.Format = RD_TO_D3D12_FORMAT[p_texture_info->format].dsv_format;
  2509. dsv_desc.Flags = D3D12_DSV_FLAG_NONE;
  2510. switch (p_texture_info->view_descs.srv.ViewDimension) {
  2511. case D3D12_SRV_DIMENSION_TEXTURE1D: {
  2512. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE1D;
  2513. dsv_desc.Texture1D.MipSlice = p_texture_info->base_mip;
  2514. } break;
  2515. case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
  2516. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE1DARRAY;
  2517. dsv_desc.Texture1DArray.MipSlice = p_texture_info->base_mip;
  2518. dsv_desc.Texture1DArray.FirstArraySlice = p_texture_info->base_layer;
  2519. dsv_desc.Texture1DArray.ArraySize = p_texture_info->view_descs.srv.Texture1DArray.ArraySize;
  2520. } break;
  2521. case D3D12_SRV_DIMENSION_TEXTURE2D: {
  2522. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  2523. dsv_desc.Texture2D.MipSlice = p_texture_info->view_descs.srv.Texture2D.MostDetailedMip;
  2524. } break;
  2525. case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
  2526. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
  2527. dsv_desc.Texture2DArray.MipSlice = p_texture_info->base_mip;
  2528. dsv_desc.Texture2DArray.FirstArraySlice = p_texture_info->base_layer;
  2529. dsv_desc.Texture2DArray.ArraySize = p_texture_info->view_descs.srv.Texture2DArray.ArraySize;
  2530. } break;
  2531. case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
  2532. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS;
  2533. dsv_desc.Texture2DMS.UnusedField_NothingToDefine = p_texture_info->view_descs.srv.Texture2DMS.UnusedField_NothingToDefine;
  2534. } break;
  2535. case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
  2536. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY;
  2537. dsv_desc.Texture2DMSArray.FirstArraySlice = p_texture_info->base_layer;
  2538. dsv_desc.Texture2DMSArray.ArraySize = p_texture_info->view_descs.srv.Texture2DMSArray.ArraySize;
  2539. } break;
  2540. default: {
  2541. DEV_ASSERT(false);
  2542. }
  2543. }
  2544. return dsv_desc;
  2545. }
  2546. 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) {
  2547. // Pre-bookkeep.
  2548. FramebufferInfo *fb_info = VersatileResource::allocate<FramebufferInfo>(resources_allocator);
  2549. fb_info->is_screen = p_is_screen;
  2550. const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id;
  2551. uint32_t num_color = 0;
  2552. uint32_t num_depth_stencil = 0;
  2553. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  2554. const TextureInfo *tex_info = (const TextureInfo *)p_attachments[i].id;
  2555. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  2556. num_color++;
  2557. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  2558. num_depth_stencil++;
  2559. }
  2560. }
  2561. uint32_t vrs_index = UINT32_MAX;
  2562. for (const Subpass &E : pass_info->subpasses) {
  2563. if (E.fragment_shading_rate_reference.attachment != AttachmentReference::UNUSED) {
  2564. vrs_index = E.fragment_shading_rate_reference.attachment;
  2565. }
  2566. }
  2567. if (num_color) {
  2568. Error err = fb_info->rtv_heap.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_RTV, num_color, false);
  2569. if (err) {
  2570. VersatileResource::free(resources_allocator, fb_info);
  2571. ERR_FAIL_V(FramebufferID());
  2572. }
  2573. }
  2574. DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker();
  2575. if (num_depth_stencil) {
  2576. Error err = fb_info->dsv_heap.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_DSV, num_depth_stencil, false);
  2577. if (err) {
  2578. VersatileResource::free(resources_allocator, fb_info);
  2579. ERR_FAIL_V(FramebufferID());
  2580. }
  2581. }
  2582. DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker();
  2583. fb_info->attachments_handle_inds.resize(p_attachments.size());
  2584. fb_info->attachments.reserve(num_color + num_depth_stencil);
  2585. uint32_t color_idx = 0;
  2586. uint32_t depth_stencil_idx = 0;
  2587. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  2588. const TextureInfo *tex_info = (const TextureInfo *)p_attachments[i].id;
  2589. if (fb_info->size.x == 0) {
  2590. fb_info->size = Size2i(tex_info->desc.Width, tex_info->desc.Height);
  2591. }
  2592. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  2593. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = _make_rtv_for_texture(tex_info, 0, 0, UINT32_MAX);
  2594. device->CreateRenderTargetView(tex_info->resource, &rtv_desc, rtv_heap_walker.get_curr_cpu_handle());
  2595. rtv_heap_walker.advance();
  2596. fb_info->attachments_handle_inds[i] = color_idx;
  2597. fb_info->attachments.push_back(p_attachments[i]);
  2598. color_idx++;
  2599. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  2600. D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = _make_dsv_for_texture(tex_info);
  2601. device->CreateDepthStencilView(tex_info->resource, &dsv_desc, dsv_heap_walker.get_curr_cpu_handle());
  2602. dsv_heap_walker.advance();
  2603. fb_info->attachments_handle_inds[i] = depth_stencil_idx;
  2604. fb_info->attachments.push_back(p_attachments[i]);
  2605. depth_stencil_idx++;
  2606. } else if (i == vrs_index) {
  2607. fb_info->vrs_attachment = p_attachments[i];
  2608. } else {
  2609. DEV_ASSERT(false);
  2610. }
  2611. }
  2612. DEV_ASSERT(fb_info->attachments.size() == color_idx + depth_stencil_idx);
  2613. DEV_ASSERT((fb_info->vrs_attachment.id != 0) == (vrs_index != UINT32_MAX));
  2614. DEV_ASSERT(rtv_heap_walker.is_at_eof());
  2615. DEV_ASSERT(dsv_heap_walker.is_at_eof());
  2616. return FramebufferID(fb_info);
  2617. }
  2618. RDD::FramebufferID RenderingDeviceDriverD3D12::framebuffer_create(RenderPassID p_render_pass, VectorView<TextureID> p_attachments, uint32_t p_width, uint32_t p_height) {
  2619. return _framebuffer_create(p_render_pass, p_attachments, p_width, p_height, false);
  2620. }
  2621. void RenderingDeviceDriverD3D12::framebuffer_free(FramebufferID p_framebuffer) {
  2622. FramebufferInfo *fb_info = (FramebufferInfo *)p_framebuffer.id;
  2623. VersatileResource::free(resources_allocator, fb_info);
  2624. }
  2625. /****************/
  2626. /**** SHADER ****/
  2627. /****************/
  2628. bool RenderingDeviceDriverD3D12::_shader_apply_specialization_constants(
  2629. const ShaderInfo *p_shader_info,
  2630. VectorView<PipelineSpecializationConstant> p_specialization_constants,
  2631. HashMap<ShaderStage, Vector<uint8_t>> &r_final_stages_bytecode) {
  2632. // If something needs to be patched, COW will do the trick.
  2633. r_final_stages_bytecode = p_shader_info->stages_bytecode;
  2634. uint32_t stages_re_sign_mask = 0;
  2635. for (uint32_t i = 0; i < p_specialization_constants.size(); i++) {
  2636. const PipelineSpecializationConstant &psc = p_specialization_constants[i];
  2637. if (!(p_shader_info->spirv_specialization_constants_ids_mask & (1 << psc.constant_id))) {
  2638. // This SC wasn't even in the original SPIR-V shader.
  2639. continue;
  2640. }
  2641. for (const ShaderInfo::SpecializationConstant &sc : p_shader_info->specialization_constants) {
  2642. if (psc.constant_id == sc.constant_id) {
  2643. if (psc.int_value != sc.int_value) {
  2644. stages_re_sign_mask |= RenderingDXIL::patch_specialization_constant(psc.type, &psc.int_value, sc.stages_bit_offsets, r_final_stages_bytecode, false);
  2645. }
  2646. break;
  2647. }
  2648. }
  2649. }
  2650. // Re-sign patched stages.
  2651. for (KeyValue<ShaderStage, Vector<uint8_t>> &E : r_final_stages_bytecode) {
  2652. ShaderStage stage = E.key;
  2653. if ((stages_re_sign_mask & (1 << stage))) {
  2654. Vector<uint8_t> &bytecode = E.value;
  2655. RenderingDXIL::sign_bytecode(stage, bytecode);
  2656. }
  2657. }
  2658. return true;
  2659. }
  2660. RDD::ShaderID RenderingDeviceDriverD3D12::shader_create_from_container(const Ref<RenderingShaderContainer> &p_shader_container, const Vector<ImmutableSampler> &p_immutable_samplers) {
  2661. ShaderReflection shader_refl = p_shader_container->get_shader_reflection();
  2662. ShaderInfo shader_info_in;
  2663. const RenderingShaderContainerD3D12 *shader_container_d3d12 = Object::cast_to<RenderingShaderContainerD3D12>(p_shader_container.ptr());
  2664. ERR_FAIL_NULL_V_MSG(shader_container_d3d12, ShaderID(), "Shader container is not a recognized format.");
  2665. RenderingShaderContainerD3D12::ShaderReflectionD3D12 shader_refl_d3d12 = shader_container_d3d12->get_shader_reflection_d3d12();
  2666. if (shader_refl_d3d12.dxil_push_constant_stages != 0) {
  2667. shader_info_in.dxil_push_constant_size = shader_refl.push_constant_size;
  2668. }
  2669. shader_info_in.spirv_specialization_constants_ids_mask = shader_refl_d3d12.spirv_specialization_constants_ids_mask;
  2670. shader_info_in.nir_runtime_data_root_param_idx = shader_refl_d3d12.nir_runtime_data_root_param_idx;
  2671. shader_info_in.is_compute = shader_refl.is_compute;
  2672. shader_info_in.sets.resize(shader_refl.uniform_sets.size());
  2673. for (uint32_t i = 0; i < shader_info_in.sets.size(); i++) {
  2674. shader_info_in.sets[i].bindings.resize(shader_refl.uniform_sets[i].size());
  2675. for (uint32_t j = 0; j < shader_info_in.sets[i].bindings.size(); j++) {
  2676. const ShaderUniform &uniform = shader_refl.uniform_sets[i][j];
  2677. const RenderingShaderContainerD3D12::ReflectionBindingDataD3D12 &uniform_d3d12 = shader_refl_d3d12.reflection_binding_set_uniforms_d3d12[i][j];
  2678. ShaderInfo::UniformBindingInfo &binding = shader_info_in.sets[i].bindings[j];
  2679. binding.stages = uniform_d3d12.dxil_stages;
  2680. binding.res_class = (ResourceClass)(uniform_d3d12.resource_class);
  2681. binding.type = UniformType(uniform.type);
  2682. binding.length = uniform.length;
  2683. #ifdef DEV_ENABLED
  2684. binding.writable = uniform.writable;
  2685. #endif
  2686. static_assert(sizeof(ShaderInfo::UniformBindingInfo::root_sig_locations) == sizeof(RenderingShaderContainerD3D12::ReflectionBindingDataD3D12::root_signature_locations));
  2687. memcpy((void *)&binding.root_sig_locations, (void *)&uniform_d3d12.root_signature_locations, sizeof(ShaderInfo::UniformBindingInfo::root_sig_locations));
  2688. if (binding.root_sig_locations.resource.root_param_idx != UINT32_MAX) {
  2689. shader_info_in.sets[i].num_root_params.resources++;
  2690. }
  2691. if (binding.root_sig_locations.sampler.root_param_idx != UINT32_MAX) {
  2692. shader_info_in.sets[i].num_root_params.samplers++;
  2693. }
  2694. }
  2695. }
  2696. shader_info_in.specialization_constants.resize(shader_refl.specialization_constants.size());
  2697. for (uint32_t i = 0; i < shader_info_in.specialization_constants.size(); i++) {
  2698. ShaderInfo::SpecializationConstant &sc = shader_info_in.specialization_constants[i];
  2699. const ShaderSpecializationConstant &src_sc = shader_refl.specialization_constants[i];
  2700. const RenderingShaderContainerD3D12::ReflectionSpecializationDataD3D12 &src_sc_d3d12 = shader_refl_d3d12.reflection_specialization_data_d3d12[i];
  2701. sc.constant_id = src_sc.constant_id;
  2702. sc.int_value = src_sc.int_value;
  2703. memcpy(sc.stages_bit_offsets, src_sc_d3d12.stages_bit_offsets, sizeof(sc.stages_bit_offsets));
  2704. }
  2705. Vector<uint8_t> decompressed_code;
  2706. for (uint32_t i = 0; i < shader_refl.stages_vector.size(); i++) {
  2707. const RenderingShaderContainer::Shader &shader = p_shader_container->shaders[i];
  2708. bool requires_decompression = (shader.code_decompressed_size > 0);
  2709. if (requires_decompression) {
  2710. decompressed_code.resize(shader.code_decompressed_size);
  2711. 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());
  2712. 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]])));
  2713. }
  2714. if (requires_decompression) {
  2715. shader_info_in.stages_bytecode[shader.shader_stage] = decompressed_code;
  2716. } else {
  2717. shader_info_in.stages_bytecode[shader.shader_stage] = shader.code_compressed_bytes;
  2718. }
  2719. }
  2720. PFN_D3D12_CREATE_ROOT_SIGNATURE_DESERIALIZER d3d_D3D12CreateRootSignatureDeserializer = (PFN_D3D12_CREATE_ROOT_SIGNATURE_DESERIALIZER)(void *)GetProcAddress(context_driver->lib_d3d12, "D3D12CreateRootSignatureDeserializer");
  2721. ERR_FAIL_NULL_V(d3d_D3D12CreateRootSignatureDeserializer, ShaderID());
  2722. 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()));
  2723. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ShaderID(), "D3D12CreateRootSignatureDeserializer failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2724. ComPtr<ID3D12RootSignature> root_signature;
  2725. 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()));
  2726. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ShaderID(), "CreateRootSignature failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2727. shader_info_in.root_signature_desc = shader_info_in.root_signature_deserializer->GetRootSignatureDesc();
  2728. shader_info_in.root_signature_crc = shader_refl_d3d12.root_signature_crc;
  2729. // Bookkeep.
  2730. ShaderInfo *shader_info_ptr = VersatileResource::allocate<ShaderInfo>(resources_allocator);
  2731. *shader_info_ptr = shader_info_in;
  2732. return ShaderID(shader_info_ptr);
  2733. }
  2734. uint32_t RenderingDeviceDriverD3D12::shader_get_layout_hash(ShaderID p_shader) {
  2735. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  2736. return shader_info_in->root_signature_crc;
  2737. }
  2738. void RenderingDeviceDriverD3D12::shader_free(ShaderID p_shader) {
  2739. ShaderInfo *shader_info_in = (ShaderInfo *)p_shader.id;
  2740. VersatileResource::free(resources_allocator, shader_info_in);
  2741. }
  2742. void RenderingDeviceDriverD3D12::shader_destroy_modules(ShaderID p_shader) {
  2743. ShaderInfo *shader_info_in = (ShaderInfo *)p_shader.id;
  2744. shader_info_in->stages_bytecode.clear();
  2745. }
  2746. /*********************/
  2747. /**** UNIFORM SET ****/
  2748. /*********************/
  2749. 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) {
  2750. r_srv_uav_ambiguity = false;
  2751. // Some resource types can be SRV or UAV, depending on what NIR-DXIL decided for a specific shader variant.
  2752. // The goal is to generate both SRV and UAV for the descriptor sets' heaps and copy only the relevant one
  2753. // to the frame descriptor heap at binding time.
  2754. // [[SRV_UAV_AMBIGUITY]]
  2755. switch (p_type) {
  2756. case RenderingDevice::UNIFORM_TYPE_SAMPLER: {
  2757. r_num_samplers += p_binding_length;
  2758. } break;
  2759. case RenderingDevice::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE:
  2760. case RenderingDevice::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER: {
  2761. r_num_resources += p_binding_length;
  2762. r_num_samplers += p_binding_length;
  2763. } break;
  2764. case RenderingDevice::UNIFORM_TYPE_UNIFORM_BUFFER: {
  2765. r_num_resources += 1;
  2766. } break;
  2767. case RenderingDevice::UNIFORM_TYPE_STORAGE_BUFFER: {
  2768. r_num_resources += p_double_srv_uav_ambiguous ? 2 : 1;
  2769. r_srv_uav_ambiguity = true;
  2770. } break;
  2771. case RenderingDevice::UNIFORM_TYPE_IMAGE: {
  2772. r_num_resources += p_binding_length * (p_double_srv_uav_ambiguous ? 2 : 1);
  2773. r_srv_uav_ambiguity = true;
  2774. } break;
  2775. default: {
  2776. r_num_resources += p_binding_length;
  2777. }
  2778. }
  2779. }
  2780. RDD::UniformSetID RenderingDeviceDriverD3D12::uniform_set_create(VectorView<BoundUniform> p_uniforms, ShaderID p_shader, uint32_t p_set_index, int p_linear_pool_index) {
  2781. //p_linear_pool_index = -1; // TODO:? Linear pools not implemented or not supported by API backend.
  2782. // Pre-bookkeep.
  2783. UniformSetInfo *uniform_set_info = VersatileResource::allocate<UniformSetInfo>(resources_allocator);
  2784. // Do a first pass to count resources and samplers.
  2785. uint32_t num_resource_descs = 0;
  2786. uint32_t num_sampler_descs = 0;
  2787. for (uint32_t i = 0; i < p_uniforms.size(); i++) {
  2788. const BoundUniform &uniform = p_uniforms[i];
  2789. // Since the uniform set may be created for a shader different than the one that will be actually bound,
  2790. // which may have a different set of uniforms optimized out, the stages mask we can check now is not reliable.
  2791. // Therefore, we can't make any assumptions here about descriptors that we may not need to create,
  2792. // pixel or vertex-only shader resource states, etc.
  2793. bool srv_uav_ambiguity = false;
  2794. uint32_t binding_length = uniform.ids.size();
  2795. if (uniform.type == UNIFORM_TYPE_SAMPLER_WITH_TEXTURE || uniform.type == UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER) {
  2796. binding_length /= 2;
  2797. }
  2798. _add_descriptor_count_for_uniform(uniform.type, binding_length, true, num_resource_descs, num_sampler_descs, srv_uav_ambiguity);
  2799. }
  2800. #ifdef DEV_ENABLED
  2801. uniform_set_info->resources_desc_info.reserve(num_resource_descs);
  2802. #endif
  2803. if (num_resource_descs) {
  2804. Error err = uniform_set_info->desc_heaps.resources.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, num_resource_descs, false);
  2805. if (err) {
  2806. VersatileResource::free(resources_allocator, uniform_set_info);
  2807. ERR_FAIL_V(UniformSetID());
  2808. }
  2809. }
  2810. if (num_sampler_descs) {
  2811. Error err = uniform_set_info->desc_heaps.samplers.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, num_sampler_descs, false);
  2812. if (err) {
  2813. VersatileResource::free(resources_allocator, uniform_set_info);
  2814. ERR_FAIL_V(UniformSetID());
  2815. }
  2816. }
  2817. struct {
  2818. DescriptorsHeap::Walker resources;
  2819. DescriptorsHeap::Walker samplers;
  2820. } desc_heap_walkers;
  2821. desc_heap_walkers.resources = uniform_set_info->desc_heaps.resources.make_walker();
  2822. desc_heap_walkers.samplers = uniform_set_info->desc_heaps.samplers.make_walker();
  2823. struct NeededState {
  2824. bool is_buffer = false;
  2825. uint64_t shader_uniform_idx_mask = 0;
  2826. D3D12_RESOURCE_STATES states = {};
  2827. };
  2828. HashMap<ResourceInfo *, NeededState> resource_states;
  2829. for (uint32_t i = 0; i < p_uniforms.size(); i++) {
  2830. const BoundUniform &uniform = p_uniforms[i];
  2831. #ifdef DEV_ENABLED
  2832. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  2833. const ShaderInfo::UniformBindingInfo &shader_uniform = shader_info_in->sets[p_set_index].bindings[i];
  2834. bool is_compute = shader_info_in->stages_bytecode.has(SHADER_STAGE_COMPUTE);
  2835. DEV_ASSERT(!(is_compute && (shader_uniform.stages & (SHADER_STAGE_VERTEX_BIT | SHADER_STAGE_FRAGMENT_BIT))));
  2836. DEV_ASSERT(!(!is_compute && (shader_uniform.stages & SHADER_STAGE_COMPUTE_BIT)));
  2837. #endif
  2838. switch (uniform.type) {
  2839. case UNIFORM_TYPE_SAMPLER: {
  2840. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  2841. const D3D12_SAMPLER_DESC &sampler_desc = samplers[uniform.ids[j].id];
  2842. device->CreateSampler(&sampler_desc, desc_heap_walkers.samplers.get_curr_cpu_handle());
  2843. desc_heap_walkers.samplers.advance();
  2844. }
  2845. } break;
  2846. case UNIFORM_TYPE_SAMPLER_WITH_TEXTURE: {
  2847. for (uint32_t j = 0; j < uniform.ids.size(); j += 2) {
  2848. const D3D12_SAMPLER_DESC &sampler_desc = samplers[uniform.ids[j].id];
  2849. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j + 1].id;
  2850. device->CreateSampler(&sampler_desc, desc_heap_walkers.samplers.get_curr_cpu_handle());
  2851. desc_heap_walkers.samplers.advance();
  2852. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  2853. #ifdef DEV_ENABLED
  2854. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  2855. #endif
  2856. desc_heap_walkers.resources.advance();
  2857. NeededState &ns = resource_states[texture_info];
  2858. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  2859. ns.states |= D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
  2860. }
  2861. } break;
  2862. case UNIFORM_TYPE_TEXTURE: {
  2863. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  2864. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  2865. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  2866. #ifdef DEV_ENABLED
  2867. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  2868. #endif
  2869. desc_heap_walkers.resources.advance();
  2870. NeededState &ns = resource_states[texture_info];
  2871. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  2872. ns.states |= D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
  2873. }
  2874. } break;
  2875. case UNIFORM_TYPE_IMAGE: {
  2876. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  2877. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  2878. NeededState &ns = resource_states[texture_info];
  2879. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  2880. ns.states |= (D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  2881. }
  2882. // SRVs first. [[SRV_UAV_AMBIGUITY]]
  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. }
  2891. // UAVs then. [[SRV_UAV_AMBIGUITY]]
  2892. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  2893. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  2894. device->CreateUnorderedAccessView(texture_info->resource, nullptr, &texture_info->view_descs.uav, desc_heap_walkers.resources.get_curr_cpu_handle());
  2895. #ifdef DEV_ENABLED
  2896. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, {} });
  2897. #endif
  2898. desc_heap_walkers.resources.advance();
  2899. }
  2900. } break;
  2901. case UNIFORM_TYPE_TEXTURE_BUFFER:
  2902. case UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER: {
  2903. CRASH_NOW_MSG("Unimplemented!");
  2904. } break;
  2905. case UNIFORM_TYPE_IMAGE_BUFFER: {
  2906. CRASH_NOW_MSG("Unimplemented!");
  2907. } break;
  2908. case UNIFORM_TYPE_UNIFORM_BUFFER: {
  2909. BufferInfo *buf_info = (BufferInfo *)uniform.ids[0].id;
  2910. D3D12_CONSTANT_BUFFER_VIEW_DESC cbv_desc = {};
  2911. cbv_desc.BufferLocation = buf_info->resource->GetGPUVirtualAddress();
  2912. cbv_desc.SizeInBytes = STEPIFY(buf_info->size, 256);
  2913. device->CreateConstantBufferView(&cbv_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
  2914. desc_heap_walkers.resources.advance();
  2915. #ifdef DEV_ENABLED
  2916. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_CBV, {} });
  2917. #endif
  2918. NeededState &ns = resource_states[buf_info];
  2919. ns.is_buffer = true;
  2920. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  2921. ns.states |= D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
  2922. } break;
  2923. case UNIFORM_TYPE_STORAGE_BUFFER: {
  2924. BufferInfo *buf_info = (BufferInfo *)uniform.ids[0].id;
  2925. // SRV first. [[SRV_UAV_AMBIGUITY]]
  2926. {
  2927. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
  2928. srv_desc.Format = DXGI_FORMAT_R32_TYPELESS;
  2929. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  2930. srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  2931. srv_desc.Buffer.FirstElement = 0;
  2932. srv_desc.Buffer.NumElements = (buf_info->size + 3) / 4;
  2933. srv_desc.Buffer.StructureByteStride = 0;
  2934. srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
  2935. device->CreateShaderResourceView(buf_info->resource, &srv_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
  2936. #ifdef DEV_ENABLED
  2937. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, srv_desc.ViewDimension });
  2938. #endif
  2939. desc_heap_walkers.resources.advance();
  2940. }
  2941. // UAV then. [[SRV_UAV_AMBIGUITY]]
  2942. {
  2943. if (buf_info->flags.usable_as_uav) {
  2944. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
  2945. uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
  2946. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  2947. uav_desc.Buffer.FirstElement = 0;
  2948. uav_desc.Buffer.NumElements = (buf_info->size + 3) / 4;
  2949. uav_desc.Buffer.StructureByteStride = 0;
  2950. uav_desc.Buffer.CounterOffsetInBytes = 0;
  2951. uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
  2952. device->CreateUnorderedAccessView(buf_info->resource, nullptr, &uav_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
  2953. #ifdef DEV_ENABLED
  2954. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, {} });
  2955. #endif
  2956. } else {
  2957. // If can't transition to UAV, leave this one empty since it won't be
  2958. // used, and trying to create an UAV view would trigger a validation error.
  2959. }
  2960. desc_heap_walkers.resources.advance();
  2961. }
  2962. NeededState &ns = resource_states[buf_info];
  2963. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  2964. ns.is_buffer = true;
  2965. ns.states |= (D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  2966. } break;
  2967. case UNIFORM_TYPE_INPUT_ATTACHMENT: {
  2968. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  2969. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  2970. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  2971. #ifdef DEV_ENABLED
  2972. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  2973. #endif
  2974. desc_heap_walkers.resources.advance();
  2975. NeededState &ns = resource_states[texture_info];
  2976. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  2977. ns.states |= D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  2978. }
  2979. } break;
  2980. default: {
  2981. DEV_ASSERT(false);
  2982. }
  2983. }
  2984. }
  2985. DEV_ASSERT(desc_heap_walkers.resources.is_at_eof());
  2986. DEV_ASSERT(desc_heap_walkers.samplers.is_at_eof());
  2987. {
  2988. uniform_set_info->resource_states.reserve(resource_states.size());
  2989. for (const KeyValue<ResourceInfo *, NeededState> &E : resource_states) {
  2990. UniformSetInfo::StateRequirement sr;
  2991. sr.resource = E.key;
  2992. sr.is_buffer = E.value.is_buffer;
  2993. sr.states = E.value.states;
  2994. sr.shader_uniform_idx_mask = E.value.shader_uniform_idx_mask;
  2995. uniform_set_info->resource_states.push_back(sr);
  2996. }
  2997. }
  2998. return UniformSetID(uniform_set_info);
  2999. }
  3000. void RenderingDeviceDriverD3D12::uniform_set_free(UniformSetID p_uniform_set) {
  3001. UniformSetInfo *uniform_set_info = (UniformSetInfo *)p_uniform_set.id;
  3002. VersatileResource::free(resources_allocator, uniform_set_info);
  3003. }
  3004. // ----- COMMANDS -----
  3005. void RenderingDeviceDriverD3D12::command_uniform_set_prepare_for_use(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) {
  3006. if (barrier_capabilities.enhanced_barriers_supported) {
  3007. return;
  3008. }
  3009. // Perform pending blackouts.
  3010. {
  3011. SelfList<TextureInfo> *E = textures_pending_clear.first();
  3012. while (E) {
  3013. TextureSubresourceRange subresources;
  3014. subresources.layer_count = E->self()->layers;
  3015. subresources.mipmap_count = E->self()->mipmaps;
  3016. command_clear_color_texture(p_cmd_buffer, TextureID(E->self()), TEXTURE_LAYOUT_UNDEFINED, Color(), subresources);
  3017. SelfList<TextureInfo> *next = E->next();
  3018. E->remove_from_list();
  3019. E = next;
  3020. }
  3021. }
  3022. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3023. const UniformSetInfo *uniform_set_info = (const UniformSetInfo *)p_uniform_set.id;
  3024. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  3025. const ShaderInfo::UniformSet &shader_set = shader_info_in->sets[p_set_index];
  3026. for (const UniformSetInfo::StateRequirement &sr : uniform_set_info->resource_states) {
  3027. #ifdef DEV_ENABLED
  3028. {
  3029. uint32_t stages = 0;
  3030. D3D12_RESOURCE_STATES wanted_state = {};
  3031. bool writable = false;
  3032. // Doing the full loop for debugging since the real one below may break early,
  3033. // but we want an exhaustive check
  3034. uint64_t inv_uniforms_mask = ~sr.shader_uniform_idx_mask; // Inverting the mask saves operations.
  3035. for (uint8_t bit = 0; inv_uniforms_mask != UINT64_MAX; bit++) {
  3036. uint64_t bit_mask = ((uint64_t)1 << bit);
  3037. if (likely((inv_uniforms_mask & bit_mask))) {
  3038. continue;
  3039. }
  3040. inv_uniforms_mask |= bit_mask;
  3041. const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[bit];
  3042. if (unlikely(!binding.stages)) {
  3043. continue;
  3044. }
  3045. D3D12_RESOURCE_STATES required_states = sr.states;
  3046. // Resolve a case of SRV/UAV ambiguity now. [[SRV_UAV_AMBIGUITY]]
  3047. if ((required_states & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE) && (required_states & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)) {
  3048. if (binding.res_class == RES_CLASS_SRV) {
  3049. required_states &= ~D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  3050. } else {
  3051. required_states = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  3052. }
  3053. }
  3054. if (stages) { // Second occurrence at least?
  3055. 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.");
  3056. 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.");
  3057. } else {
  3058. wanted_state = required_states;
  3059. stages |= binding.stages;
  3060. writable = binding.writable;
  3061. }
  3062. DEV_ASSERT((wanted_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS) == (bool)(wanted_state & D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
  3063. }
  3064. }
  3065. #endif
  3066. // We may have assumed D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE for a resource,
  3067. // because at uniform set creation time we couldn't know for sure which stages
  3068. // it would be used in (due to the fact that a set can be created against a different,
  3069. // albeit compatible, shader, which may make a different usage in the end).
  3070. // However, now we know and can exclude up to one unneeded states.
  3071. // TODO: If subresources involved already in the needed states, or scheduled for it,
  3072. // maybe it's more optimal not to do anything here
  3073. uint32_t stages = 0;
  3074. D3D12_RESOURCE_STATES wanted_state = {};
  3075. uint64_t inv_uniforms_mask = ~sr.shader_uniform_idx_mask; // Inverting the mask saves operations.
  3076. for (uint8_t bit = 0; inv_uniforms_mask != UINT64_MAX; bit++) {
  3077. uint64_t bit_mask = ((uint64_t)1 << bit);
  3078. if (likely((inv_uniforms_mask & bit_mask))) {
  3079. continue;
  3080. }
  3081. inv_uniforms_mask |= bit_mask;
  3082. const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[bit];
  3083. if (unlikely(!binding.stages)) {
  3084. continue;
  3085. }
  3086. if (!stages) {
  3087. D3D12_RESOURCE_STATES required_states = sr.states;
  3088. // Resolve a case of SRV/UAV ambiguity now. [[SRV_UAV_AMBIGUITY]]
  3089. if ((required_states & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE) && (required_states & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)) {
  3090. if (binding.res_class == RES_CLASS_SRV) {
  3091. required_states &= ~D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  3092. } else {
  3093. required_states = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  3094. }
  3095. }
  3096. wanted_state = required_states;
  3097. if (!(wanted_state & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE)) {
  3098. // By now, we already know the resource is used, and with no PS/NON_PS disjuntive; no need to check further.
  3099. break;
  3100. }
  3101. }
  3102. stages |= binding.stages;
  3103. if (stages == (SHADER_STAGE_VERTEX_BIT | SHADER_STAGE_FRAGMENT_BIT) || stages == SHADER_STAGE_COMPUTE_BIT) {
  3104. // By now, we already know the resource is used, and as both PS/NON_PS; no need to check further.
  3105. break;
  3106. }
  3107. }
  3108. if (likely(wanted_state)) {
  3109. if ((wanted_state & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE)) {
  3110. if (stages == SHADER_STAGE_VERTEX_BIT || stages == SHADER_STAGE_COMPUTE_BIT) {
  3111. D3D12_RESOURCE_STATES unneeded_states = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3112. wanted_state &= ~unneeded_states;
  3113. } else if (stages == SHADER_STAGE_FRAGMENT_BIT) {
  3114. D3D12_RESOURCE_STATES unneeded_states = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
  3115. wanted_state &= ~unneeded_states;
  3116. }
  3117. }
  3118. if (likely(wanted_state)) {
  3119. if (sr.is_buffer) {
  3120. _resource_transition_batch(cmd_buf_info, sr.resource, 0, 1, wanted_state);
  3121. } else {
  3122. TextureInfo *tex_info = (TextureInfo *)sr.resource;
  3123. uint32_t planes = 1;
  3124. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  3125. planes = format_get_plane_count(tex_info->format);
  3126. }
  3127. for (uint32_t i = 0; i < tex_info->layers; i++) {
  3128. for (uint32_t j = 0; j < tex_info->mipmaps; j++) {
  3129. uint32_t subresource = D3D12CalcSubresource(tex_info->base_mip + j, tex_info->base_layer + i, 0, tex_info->desc.MipLevels, tex_info->desc.ArraySize());
  3130. _resource_transition_batch(cmd_buf_info, tex_info, subresource, planes, wanted_state);
  3131. }
  3132. }
  3133. }
  3134. }
  3135. }
  3136. }
  3137. if (p_set_index == shader_info_in->sets.size() - 1) {
  3138. _resource_transitions_flush(cmd_buf_info);
  3139. }
  3140. }
  3141. void RenderingDeviceDriverD3D12::_command_check_descriptor_sets(CommandBufferID p_cmd_buffer) {
  3142. DEV_ASSERT(segment_begun && "Unable to use commands that rely on descriptors because a segment was never begun.");
  3143. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3144. if (!cmd_buf_info->descriptor_heaps_set) {
  3145. // Set descriptor heaps for the command buffer if they haven't been set yet.
  3146. ID3D12DescriptorHeap *heaps[] = {
  3147. frames[frame_idx].desc_heaps.resources.get_heap(),
  3148. frames[frame_idx].desc_heaps.samplers.get_heap(),
  3149. };
  3150. cmd_buf_info->cmd_list->SetDescriptorHeaps(2, heaps);
  3151. cmd_buf_info->descriptor_heaps_set = true;
  3152. }
  3153. }
  3154. 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) {
  3155. _command_check_descriptor_sets(p_cmd_buffer);
  3156. UniformSetInfo *uniform_set_info = (UniformSetInfo *)p_uniform_set.id;
  3157. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  3158. const ShaderInfo::UniformSet &shader_set = shader_info_in->sets[p_set_index];
  3159. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3160. using SetRootDescriptorTableFn = void (STDMETHODCALLTYPE ID3D12GraphicsCommandList::*)(UINT, D3D12_GPU_DESCRIPTOR_HANDLE);
  3161. SetRootDescriptorTableFn set_root_desc_table_fn = p_for_compute ? &ID3D12GraphicsCommandList::SetComputeRootDescriptorTable : &ID3D12GraphicsCommandList1::SetGraphicsRootDescriptorTable;
  3162. // If this set's descriptors have already been set for the current execution and a compatible root signature, reuse!
  3163. uint32_t root_sig_crc = p_for_compute ? cmd_buf_info->compute_root_signature_crc : cmd_buf_info->graphics_root_signature_crc;
  3164. UniformSetInfo::RecentBind *last_bind = nullptr;
  3165. for (int i = 0; i < (int)ARRAY_SIZE(uniform_set_info->recent_binds); i++) {
  3166. if (uniform_set_info->recent_binds[i].segment_serial == frames[frame_idx].segment_serial) {
  3167. if (uniform_set_info->recent_binds[i].root_signature_crc == root_sig_crc) {
  3168. for (const RootDescriptorTable &table : uniform_set_info->recent_binds[i].root_tables.resources) {
  3169. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(table.root_param_idx, table.start_gpu_handle);
  3170. }
  3171. for (const RootDescriptorTable &table : uniform_set_info->recent_binds[i].root_tables.samplers) {
  3172. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(table.root_param_idx, table.start_gpu_handle);
  3173. }
  3174. #ifdef DEV_ENABLED
  3175. uniform_set_info->recent_binds[i].uses++;
  3176. frames[frame_idx].uniform_set_reused++;
  3177. #endif
  3178. return;
  3179. } else {
  3180. if (!last_bind || uniform_set_info->recent_binds[i].uses < last_bind->uses) {
  3181. // Prefer this one since it's been used less or we still haven't a better option.
  3182. last_bind = &uniform_set_info->recent_binds[i];
  3183. }
  3184. }
  3185. } else {
  3186. // Prefer this one since it's unused.
  3187. last_bind = &uniform_set_info->recent_binds[i];
  3188. last_bind->uses = 0;
  3189. }
  3190. }
  3191. struct {
  3192. DescriptorsHeap::Walker *resources = nullptr;
  3193. DescriptorsHeap::Walker *samplers = nullptr;
  3194. } frame_heap_walkers;
  3195. frame_heap_walkers.resources = &frames[frame_idx].desc_heap_walkers.resources;
  3196. frame_heap_walkers.samplers = &frames[frame_idx].desc_heap_walkers.samplers;
  3197. struct {
  3198. DescriptorsHeap::Walker resources;
  3199. DescriptorsHeap::Walker samplers;
  3200. } set_heap_walkers;
  3201. set_heap_walkers.resources = uniform_set_info->desc_heaps.resources.make_walker();
  3202. set_heap_walkers.samplers = uniform_set_info->desc_heaps.samplers.make_walker();
  3203. #ifdef DEV_ENABLED
  3204. // Whether we have stages where the uniform is actually used should match
  3205. // whether we have any root signature locations for it.
  3206. for (uint32_t i = 0; i < shader_set.bindings.size(); i++) {
  3207. bool has_rs_locations = false;
  3208. if (shader_set.bindings[i].root_sig_locations.resource.root_param_idx != UINT32_MAX ||
  3209. shader_set.bindings[i].root_sig_locations.sampler.root_param_idx != UINT32_MAX) {
  3210. has_rs_locations = true;
  3211. break;
  3212. }
  3213. bool has_stages = shader_set.bindings[i].stages;
  3214. DEV_ASSERT(has_rs_locations == has_stages);
  3215. }
  3216. #endif
  3217. last_bind->root_tables.resources.clear();
  3218. last_bind->root_tables.samplers.clear();
  3219. last_bind->root_tables.resources.reserve(shader_set.num_root_params.resources);
  3220. last_bind->root_tables.samplers.reserve(shader_set.num_root_params.samplers);
  3221. last_bind->uses++;
  3222. struct {
  3223. RootDescriptorTable *resources = nullptr;
  3224. RootDescriptorTable *samplers = nullptr;
  3225. } tables;
  3226. for (uint32_t i = 0; i < shader_set.bindings.size(); i++) {
  3227. const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[i];
  3228. uint32_t num_resource_descs = 0;
  3229. uint32_t num_sampler_descs = 0;
  3230. bool srv_uav_ambiguity = false;
  3231. _add_descriptor_count_for_uniform(binding.type, binding.length, false, num_resource_descs, num_sampler_descs, srv_uav_ambiguity);
  3232. bool resource_used = false;
  3233. if (shader_set.bindings[i].stages) {
  3234. {
  3235. const ShaderInfo::UniformBindingInfo::RootSignatureLocation &rs_loc_resource = shader_set.bindings[i].root_sig_locations.resource;
  3236. if (rs_loc_resource.root_param_idx != UINT32_MAX) { // Location used?
  3237. DEV_ASSERT(num_resource_descs);
  3238. 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]]
  3239. bool must_flush_table = tables.resources && rs_loc_resource.root_param_idx != tables.resources->root_param_idx;
  3240. if (must_flush_table) {
  3241. // Check the root signature data has been filled ordered.
  3242. DEV_ASSERT(rs_loc_resource.root_param_idx > tables.resources->root_param_idx);
  3243. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.resources->root_param_idx, tables.resources->start_gpu_handle);
  3244. tables.resources = nullptr;
  3245. }
  3246. if (unlikely(frame_heap_walkers.resources->get_free_handles() < num_resource_descs)) {
  3247. if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) {
  3248. frames[frame_idx].desc_heaps_exhausted_reported.resources = true;
  3249. ERR_FAIL_MSG("Cannot bind uniform set because there's no enough room in current frame's RESOURCES descriptor heap.\n"
  3250. "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
  3251. } else {
  3252. return;
  3253. }
  3254. }
  3255. if (!tables.resources) {
  3256. DEV_ASSERT(last_bind->root_tables.resources.size() < last_bind->root_tables.resources.get_capacity());
  3257. last_bind->root_tables.resources.resize(last_bind->root_tables.resources.size() + 1);
  3258. tables.resources = &last_bind->root_tables.resources[last_bind->root_tables.resources.size() - 1];
  3259. tables.resources->root_param_idx = rs_loc_resource.root_param_idx;
  3260. tables.resources->start_gpu_handle = frame_heap_walkers.resources->get_curr_gpu_handle();
  3261. }
  3262. // If there is ambiguity and it didn't clarify as SRVs, skip them, which come first. [[SRV_UAV_AMBIGUITY]]
  3263. if (srv_uav_ambiguity && shader_set.bindings[i].res_class != RES_CLASS_SRV) {
  3264. set_heap_walkers.resources.advance(num_resource_descs);
  3265. }
  3266. // TODO: Batch to avoid multiple calls where possible (in any case, flush before setting root descriptor tables, or even batch that as well).
  3267. device->CopyDescriptorsSimple(
  3268. num_resource_descs,
  3269. frame_heap_walkers.resources->get_curr_cpu_handle(),
  3270. set_heap_walkers.resources.get_curr_cpu_handle(),
  3271. D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  3272. frame_heap_walkers.resources->advance(num_resource_descs);
  3273. // If there is ambiguity and it didn't clarify as UAVs, skip them, which come later. [[SRV_UAV_AMBIGUITY]]
  3274. if (srv_uav_ambiguity && shader_set.bindings[i].res_class != RES_CLASS_UAV) {
  3275. set_heap_walkers.resources.advance(num_resource_descs);
  3276. }
  3277. resource_used = true;
  3278. }
  3279. }
  3280. {
  3281. const ShaderInfo::UniformBindingInfo::RootSignatureLocation &rs_loc_sampler = shader_set.bindings[i].root_sig_locations.sampler;
  3282. if (rs_loc_sampler.root_param_idx != UINT32_MAX) { // Location used?
  3283. DEV_ASSERT(num_sampler_descs);
  3284. DEV_ASSERT(!srv_uav_ambiguity); // [[SRV_UAV_AMBIGUITY]]
  3285. bool must_flush_table = tables.samplers && rs_loc_sampler.root_param_idx != tables.samplers->root_param_idx;
  3286. if (must_flush_table) {
  3287. // Check the root signature data has been filled ordered.
  3288. DEV_ASSERT(rs_loc_sampler.root_param_idx > tables.samplers->root_param_idx);
  3289. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.samplers->root_param_idx, tables.samplers->start_gpu_handle);
  3290. tables.samplers = nullptr;
  3291. }
  3292. if (unlikely(frame_heap_walkers.samplers->get_free_handles() < num_sampler_descs)) {
  3293. if (!frames[frame_idx].desc_heaps_exhausted_reported.samplers) {
  3294. frames[frame_idx].desc_heaps_exhausted_reported.samplers = true;
  3295. ERR_FAIL_MSG("Cannot bind uniform set because there's no enough room in current frame's SAMPLERS descriptors heap.\n"
  3296. "Please increase the value of the rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame project setting.");
  3297. } else {
  3298. return;
  3299. }
  3300. }
  3301. if (!tables.samplers) {
  3302. DEV_ASSERT(last_bind->root_tables.samplers.size() < last_bind->root_tables.samplers.get_capacity());
  3303. last_bind->root_tables.samplers.resize(last_bind->root_tables.samplers.size() + 1);
  3304. tables.samplers = &last_bind->root_tables.samplers[last_bind->root_tables.samplers.size() - 1];
  3305. tables.samplers->root_param_idx = rs_loc_sampler.root_param_idx;
  3306. tables.samplers->start_gpu_handle = frame_heap_walkers.samplers->get_curr_gpu_handle();
  3307. }
  3308. // TODO: Batch to avoid multiple calls where possible (in any case, flush before setting root descriptor tables, or even batch that as well).
  3309. device->CopyDescriptorsSimple(
  3310. num_sampler_descs,
  3311. frame_heap_walkers.samplers->get_curr_cpu_handle(),
  3312. set_heap_walkers.samplers.get_curr_cpu_handle(),
  3313. D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
  3314. frame_heap_walkers.samplers->advance(num_sampler_descs);
  3315. }
  3316. }
  3317. }
  3318. // Uniform set descriptor heaps are always full (descriptors are created for every uniform in them) despite
  3319. // the shader variant a given set is created upon may not need all of them due to DXC optimizations.
  3320. // Therefore, at this point we have to advance through the descriptor set descriptor's heap unconditionally.
  3321. set_heap_walkers.resources.advance(num_resource_descs);
  3322. if (srv_uav_ambiguity) {
  3323. DEV_ASSERT(num_resource_descs);
  3324. if (!resource_used) {
  3325. set_heap_walkers.resources.advance(num_resource_descs); // Additional skip, since both SRVs and UAVs have to be bypassed.
  3326. }
  3327. }
  3328. set_heap_walkers.samplers.advance(num_sampler_descs);
  3329. }
  3330. DEV_ASSERT(set_heap_walkers.resources.is_at_eof());
  3331. DEV_ASSERT(set_heap_walkers.samplers.is_at_eof());
  3332. {
  3333. bool must_flush_table = tables.resources;
  3334. if (must_flush_table) {
  3335. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.resources->root_param_idx, tables.resources->start_gpu_handle);
  3336. }
  3337. }
  3338. {
  3339. bool must_flush_table = tables.samplers;
  3340. if (must_flush_table) {
  3341. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.samplers->root_param_idx, tables.samplers->start_gpu_handle);
  3342. }
  3343. }
  3344. last_bind->root_signature_crc = root_sig_crc;
  3345. last_bind->segment_serial = frames[frame_idx].segment_serial;
  3346. }
  3347. /******************/
  3348. /**** TRANSFER ****/
  3349. /******************/
  3350. void RenderingDeviceDriverD3D12::command_clear_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, uint64_t p_offset, uint64_t p_size) {
  3351. _command_check_descriptor_sets(p_cmd_buffer);
  3352. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3353. BufferInfo *buf_info = (BufferInfo *)p_buffer.id;
  3354. if (frames[frame_idx].desc_heap_walkers.resources.is_at_eof()) {
  3355. if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) {
  3356. frames[frame_idx].desc_heaps_exhausted_reported.resources = true;
  3357. ERR_FAIL_MSG(
  3358. "Cannot clear buffer because there's no enough room in current frame's RESOURCE descriptors heap.\n"
  3359. "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
  3360. } else {
  3361. return;
  3362. }
  3363. }
  3364. if (frames[frame_idx].desc_heap_walkers.aux.is_at_eof()) {
  3365. if (!frames[frame_idx].desc_heaps_exhausted_reported.aux) {
  3366. frames[frame_idx].desc_heaps_exhausted_reported.aux = true;
  3367. ERR_FAIL_MSG(
  3368. "Cannot clear buffer because there's no enough room in current frame's AUX descriptors heap.\n"
  3369. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  3370. } else {
  3371. return;
  3372. }
  3373. }
  3374. if (!barrier_capabilities.enhanced_barriers_supported) {
  3375. _resource_transition_batch(cmd_buf_info, buf_info, 0, 1, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  3376. _resource_transitions_flush(cmd_buf_info);
  3377. }
  3378. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
  3379. uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
  3380. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3381. uav_desc.Buffer.FirstElement = 0;
  3382. uav_desc.Buffer.NumElements = (buf_info->size + 3) / 4;
  3383. uav_desc.Buffer.StructureByteStride = 0;
  3384. uav_desc.Buffer.CounterOffsetInBytes = 0;
  3385. uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
  3386. device->CreateUnorderedAccessView(
  3387. buf_info->resource,
  3388. nullptr,
  3389. &uav_desc,
  3390. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle());
  3391. device->CopyDescriptorsSimple(
  3392. 1,
  3393. frames[frame_idx].desc_heap_walkers.resources.get_curr_cpu_handle(),
  3394. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3395. D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  3396. static const UINT values[4] = {};
  3397. cmd_buf_info->cmd_list->ClearUnorderedAccessViewUint(
  3398. frames[frame_idx].desc_heap_walkers.resources.get_curr_gpu_handle(),
  3399. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3400. buf_info->resource,
  3401. values,
  3402. 0,
  3403. nullptr);
  3404. frames[frame_idx].desc_heap_walkers.resources.advance();
  3405. frames[frame_idx].desc_heap_walkers.aux.advance();
  3406. }
  3407. void RenderingDeviceDriverD3D12::command_copy_buffer(CommandBufferID p_cmd_buffer, BufferID p_src_buffer, BufferID p_buf_locfer, VectorView<BufferCopyRegion> p_regions) {
  3408. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3409. BufferInfo *src_buf_info = (BufferInfo *)p_src_buffer.id;
  3410. BufferInfo *buf_loc_info = (BufferInfo *)p_buf_locfer.id;
  3411. if (!barrier_capabilities.enhanced_barriers_supported) {
  3412. _resource_transition_batch(cmd_buf_info, src_buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
  3413. _resource_transition_batch(cmd_buf_info, buf_loc_info, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST);
  3414. _resource_transitions_flush(cmd_buf_info);
  3415. }
  3416. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3417. 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);
  3418. }
  3419. }
  3420. 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) {
  3421. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3422. TextureInfo *src_tex_info = (TextureInfo *)p_src_texture.id;
  3423. TextureInfo *dst_tex_info = (TextureInfo *)p_dst_texture.id;
  3424. if (!barrier_capabilities.enhanced_barriers_supported) {
  3425. // Batch all barrier transitions for the textures before performing the copies.
  3426. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3427. uint32_t layer_count = MIN(p_regions[i].src_subresources.layer_count, p_regions[i].dst_subresources.layer_count);
  3428. for (uint32_t j = 0; j < layer_count; j++) {
  3429. UINT src_subresource = _compute_subresource_from_layers(src_tex_info, p_regions[i].src_subresources, j);
  3430. UINT dst_subresource = _compute_subresource_from_layers(dst_tex_info, p_regions[i].dst_subresources, j);
  3431. _resource_transition_batch(cmd_buf_info, src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
  3432. _resource_transition_batch(cmd_buf_info, dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_COPY_DEST);
  3433. }
  3434. }
  3435. _resource_transitions_flush(cmd_buf_info);
  3436. }
  3437. CD3DX12_BOX src_box;
  3438. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3439. uint32_t layer_count = MIN(p_regions[i].src_subresources.layer_count, p_regions[i].dst_subresources.layer_count);
  3440. for (uint32_t j = 0; j < layer_count; j++) {
  3441. UINT src_subresource = _compute_subresource_from_layers(src_tex_info, p_regions[i].src_subresources, j);
  3442. UINT dst_subresource = _compute_subresource_from_layers(dst_tex_info, p_regions[i].dst_subresources, j);
  3443. CD3DX12_TEXTURE_COPY_LOCATION src_location(src_tex_info->resource, src_subresource);
  3444. CD3DX12_TEXTURE_COPY_LOCATION dst_location(dst_tex_info->resource, dst_subresource);
  3445. src_box.left = p_regions[i].src_offset.x;
  3446. src_box.top = p_regions[i].src_offset.y;
  3447. src_box.front = p_regions[i].src_offset.z;
  3448. src_box.right = p_regions[i].src_offset.x + p_regions[i].size.x;
  3449. src_box.bottom = p_regions[i].src_offset.y + p_regions[i].size.y;
  3450. src_box.back = p_regions[i].src_offset.z + p_regions[i].size.z;
  3451. 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);
  3452. }
  3453. }
  3454. }
  3455. 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) {
  3456. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3457. TextureInfo *src_tex_info = (TextureInfo *)p_src_texture.id;
  3458. TextureInfo *dst_tex_info = (TextureInfo *)p_dst_texture.id;
  3459. UINT src_subresource = D3D12CalcSubresource(p_src_mipmap, p_src_layer, 0, src_tex_info->desc.MipLevels, src_tex_info->desc.ArraySize());
  3460. UINT dst_subresource = D3D12CalcSubresource(p_dst_mipmap, p_dst_layer, 0, dst_tex_info->desc.MipLevels, dst_tex_info->desc.ArraySize());
  3461. if (!barrier_capabilities.enhanced_barriers_supported) {
  3462. _resource_transition_batch(cmd_buf_info, src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
  3463. _resource_transition_batch(cmd_buf_info, dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_DEST);
  3464. _resource_transitions_flush(cmd_buf_info);
  3465. }
  3466. 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);
  3467. }
  3468. 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) {
  3469. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3470. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  3471. if (tex_info->main_texture) {
  3472. tex_info = tex_info->main_texture;
  3473. }
  3474. auto _transition_subresources = [&](D3D12_RESOURCE_STATES p_new_state) {
  3475. for (uint32_t i = 0; i < p_subresources.layer_count; i++) {
  3476. for (uint32_t j = 0; j < p_subresources.mipmap_count; j++) {
  3477. UINT subresource = D3D12CalcSubresource(
  3478. p_subresources.base_mipmap + j,
  3479. p_subresources.base_layer + i,
  3480. 0,
  3481. tex_info->desc.MipLevels,
  3482. tex_info->desc.ArraySize());
  3483. _resource_transition_batch(cmd_buf_info, tex_info, subresource, 1, p_new_state);
  3484. }
  3485. }
  3486. _resource_transitions_flush(cmd_buf_info);
  3487. };
  3488. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  3489. // Clear via RTV.
  3490. if (frames[frame_idx].desc_heap_walkers.rtv.get_free_handles() < p_subresources.mipmap_count) {
  3491. if (!frames[frame_idx].desc_heaps_exhausted_reported.rtv) {
  3492. frames[frame_idx].desc_heaps_exhausted_reported.rtv = true;
  3493. ERR_FAIL_MSG(
  3494. "Cannot clear texture because there's no enough room in current frame's RENDER TARGET descriptors heap.\n"
  3495. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  3496. } else {
  3497. return;
  3498. }
  3499. }
  3500. if (!barrier_capabilities.enhanced_barriers_supported) {
  3501. _transition_subresources(D3D12_RESOURCE_STATE_RENDER_TARGET);
  3502. }
  3503. for (uint32_t i = 0; i < p_subresources.mipmap_count; i++) {
  3504. 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);
  3505. rtv_desc.Format = tex_info->view_descs.uav.Format;
  3506. device->CreateRenderTargetView(
  3507. tex_info->resource,
  3508. &rtv_desc,
  3509. frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle());
  3510. cmd_buf_info->cmd_list->ClearRenderTargetView(
  3511. frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle(),
  3512. p_color.components,
  3513. 0,
  3514. nullptr);
  3515. frames[frame_idx].desc_heap_walkers.rtv.advance();
  3516. }
  3517. } else if (tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS) {
  3518. // Clear via UAV.
  3519. _command_check_descriptor_sets(p_cmd_buffer);
  3520. if (frames[frame_idx].desc_heap_walkers.resources.get_free_handles() < p_subresources.mipmap_count) {
  3521. if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) {
  3522. frames[frame_idx].desc_heaps_exhausted_reported.resources = true;
  3523. ERR_FAIL_MSG(
  3524. "Cannot clear texture because there's no enough room in current frame's RESOURCE descriptors heap.\n"
  3525. "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
  3526. } else {
  3527. return;
  3528. }
  3529. }
  3530. if (frames[frame_idx].desc_heap_walkers.aux.get_free_handles() < p_subresources.mipmap_count) {
  3531. if (!frames[frame_idx].desc_heaps_exhausted_reported.aux) {
  3532. frames[frame_idx].desc_heaps_exhausted_reported.aux = true;
  3533. ERR_FAIL_MSG(
  3534. "Cannot clear texture because there's no enough room in current frame's AUX descriptors heap.\n"
  3535. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  3536. } else {
  3537. return;
  3538. }
  3539. }
  3540. if (!barrier_capabilities.enhanced_barriers_supported) {
  3541. _transition_subresources(D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  3542. }
  3543. for (uint32_t i = 0; i < p_subresources.mipmap_count; i++) {
  3544. 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);
  3545. device->CreateUnorderedAccessView(
  3546. tex_info->resource,
  3547. nullptr,
  3548. &uav_desc,
  3549. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle());
  3550. device->CopyDescriptorsSimple(
  3551. 1,
  3552. frames[frame_idx].desc_heap_walkers.resources.get_curr_cpu_handle(),
  3553. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3554. D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  3555. UINT values[4] = {
  3556. (UINT)p_color.get_r8(),
  3557. (UINT)p_color.get_g8(),
  3558. (UINT)p_color.get_b8(),
  3559. (UINT)p_color.get_a8(),
  3560. };
  3561. cmd_buf_info->cmd_list->ClearUnorderedAccessViewUint(
  3562. frames[frame_idx].desc_heap_walkers.resources.get_curr_gpu_handle(),
  3563. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3564. tex_info->resource,
  3565. values,
  3566. 0,
  3567. nullptr);
  3568. frames[frame_idx].desc_heap_walkers.resources.advance();
  3569. frames[frame_idx].desc_heap_walkers.aux.advance();
  3570. }
  3571. } else {
  3572. ERR_FAIL_MSG("Cannot clear texture because its format does not support UAV writes. You'll need to update its contents through another method.");
  3573. }
  3574. }
  3575. 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) {
  3576. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3577. BufferInfo *buf_info = (BufferInfo *)p_src_buffer.id;
  3578. TextureInfo *tex_info = (TextureInfo *)p_dst_texture.id;
  3579. if (!barrier_capabilities.enhanced_barriers_supported) {
  3580. _resource_transition_batch(cmd_buf_info, buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
  3581. }
  3582. uint32_t pixel_size = get_image_format_pixel_size(tex_info->format);
  3583. uint32_t block_w = 0, block_h = 0;
  3584. get_compressed_image_format_block_dimensions(tex_info->format, block_w, block_h);
  3585. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3586. uint32_t region_pitch = (p_regions[i].texture_region_size.x * pixel_size * block_w) >> get_compressed_image_format_pixel_rshift(tex_info->format);
  3587. region_pitch = STEPIFY(region_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3588. D3D12_PLACED_SUBRESOURCE_FOOTPRINT src_footprint = {};
  3589. src_footprint.Offset = p_regions[i].buffer_offset;
  3590. src_footprint.Footprint = CD3DX12_SUBRESOURCE_FOOTPRINT(
  3591. RD_TO_D3D12_FORMAT[tex_info->format].family,
  3592. STEPIFY(p_regions[i].texture_region_size.x, block_w),
  3593. STEPIFY(p_regions[i].texture_region_size.y, block_h),
  3594. p_regions[i].texture_region_size.z,
  3595. region_pitch);
  3596. CD3DX12_TEXTURE_COPY_LOCATION copy_src(buf_info->resource, src_footprint);
  3597. CD3DX12_BOX src_box(
  3598. 0, 0, 0,
  3599. STEPIFY(p_regions[i].texture_region_size.x, block_w),
  3600. STEPIFY(p_regions[i].texture_region_size.y, block_h),
  3601. p_regions[i].texture_region_size.z);
  3602. if (!barrier_capabilities.enhanced_barriers_supported) {
  3603. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  3604. UINT dst_subresource = D3D12CalcSubresource(
  3605. p_regions[i].texture_subresources.mipmap,
  3606. p_regions[i].texture_subresources.base_layer + j,
  3607. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  3608. tex_info->desc.MipLevels,
  3609. tex_info->desc.ArraySize());
  3610. CD3DX12_TEXTURE_COPY_LOCATION copy_dst(tex_info->resource, dst_subresource);
  3611. _resource_transition_batch(cmd_buf_info, tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_COPY_DEST);
  3612. }
  3613. _resource_transitions_flush(cmd_buf_info);
  3614. }
  3615. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  3616. UINT dst_subresource = D3D12CalcSubresource(
  3617. p_regions[i].texture_subresources.mipmap,
  3618. p_regions[i].texture_subresources.base_layer + j,
  3619. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  3620. tex_info->desc.MipLevels,
  3621. tex_info->desc.ArraySize());
  3622. CD3DX12_TEXTURE_COPY_LOCATION copy_dst(tex_info->resource, dst_subresource);
  3623. cmd_buf_info->cmd_list->CopyTextureRegion(
  3624. &copy_dst,
  3625. p_regions[i].texture_offset.x,
  3626. p_regions[i].texture_offset.y,
  3627. p_regions[i].texture_offset.z,
  3628. &copy_src,
  3629. &src_box);
  3630. }
  3631. }
  3632. }
  3633. 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) {
  3634. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3635. TextureInfo *tex_info = (TextureInfo *)p_src_texture.id;
  3636. BufferInfo *buf_info = (BufferInfo *)p_buf_locfer.id;
  3637. if (!barrier_capabilities.enhanced_barriers_supported) {
  3638. _resource_transition_batch(cmd_buf_info, buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST);
  3639. }
  3640. uint32_t block_w = 0, block_h = 0;
  3641. get_compressed_image_format_block_dimensions(tex_info->format, block_w, block_h);
  3642. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3643. if (!barrier_capabilities.enhanced_barriers_supported) {
  3644. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  3645. UINT src_subresource = D3D12CalcSubresource(
  3646. p_regions[i].texture_subresources.mipmap,
  3647. p_regions[i].texture_subresources.base_layer + j,
  3648. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  3649. tex_info->desc.MipLevels,
  3650. tex_info->desc.ArraySize());
  3651. _resource_transition_batch(cmd_buf_info, tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
  3652. }
  3653. _resource_transitions_flush(cmd_buf_info);
  3654. }
  3655. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  3656. UINT src_subresource = D3D12CalcSubresource(
  3657. p_regions[i].texture_subresources.mipmap,
  3658. p_regions[i].texture_subresources.base_layer + j,
  3659. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  3660. tex_info->desc.MipLevels,
  3661. tex_info->desc.ArraySize());
  3662. CD3DX12_TEXTURE_COPY_LOCATION copy_src(tex_info->resource, src_subresource);
  3663. uint32_t computed_d = MAX(1, tex_info->desc.DepthOrArraySize >> p_regions[i].texture_subresources.mipmap);
  3664. uint32_t image_size = get_image_format_required_size(
  3665. tex_info->format,
  3666. MAX(1u, tex_info->desc.Width >> p_regions[i].texture_subresources.mipmap),
  3667. MAX(1u, tex_info->desc.Height >> p_regions[i].texture_subresources.mipmap),
  3668. computed_d,
  3669. 1);
  3670. uint32_t row_pitch = image_size / (p_regions[i].texture_region_size.y * computed_d) * block_h;
  3671. row_pitch = STEPIFY(row_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3672. D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = {};
  3673. dst_footprint.Offset = p_regions[i].buffer_offset;
  3674. dst_footprint.Footprint.Width = STEPIFY(p_regions[i].texture_region_size.x, block_w);
  3675. dst_footprint.Footprint.Height = STEPIFY(p_regions[i].texture_region_size.y, block_h);
  3676. dst_footprint.Footprint.Depth = p_regions[i].texture_region_size.z;
  3677. dst_footprint.Footprint.RowPitch = row_pitch;
  3678. dst_footprint.Footprint.Format = RD_TO_D3D12_FORMAT[tex_info->format].family;
  3679. CD3DX12_TEXTURE_COPY_LOCATION copy_dst(buf_info->resource, dst_footprint);
  3680. cmd_buf_info->cmd_list->CopyTextureRegion(&copy_dst, 0, 0, 0, &copy_src, nullptr);
  3681. }
  3682. }
  3683. }
  3684. /******************/
  3685. /**** PIPELINE ****/
  3686. /******************/
  3687. void RenderingDeviceDriverD3D12::pipeline_free(PipelineID p_pipeline) {
  3688. PipelineInfo *pipeline_info = (PipelineInfo *)(p_pipeline.id);
  3689. pipeline_info->pso->Release();
  3690. memdelete(pipeline_info);
  3691. }
  3692. // ----- BINDING -----
  3693. void RenderingDeviceDriverD3D12::command_bind_push_constants(CommandBufferID p_cmd_buffer, ShaderID p_shader, uint32_t p_dst_first_index, VectorView<uint32_t> p_data) {
  3694. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3695. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  3696. if (!shader_info_in->dxil_push_constant_size) {
  3697. return;
  3698. }
  3699. if (shader_info_in->is_compute) {
  3700. cmd_buf_info->cmd_list->SetComputeRoot32BitConstants(0, p_data.size(), p_data.ptr(), p_dst_first_index);
  3701. } else {
  3702. cmd_buf_info->cmd_list->SetGraphicsRoot32BitConstants(0, p_data.size(), p_data.ptr(), p_dst_first_index);
  3703. }
  3704. }
  3705. // ----- CACHE -----
  3706. bool RenderingDeviceDriverD3D12::pipeline_cache_create(const Vector<uint8_t> &p_data) {
  3707. WARN_PRINT("PSO caching is not implemented yet in the Direct3D 12 driver.");
  3708. return false;
  3709. }
  3710. void RenderingDeviceDriverD3D12::pipeline_cache_free() {
  3711. ERR_FAIL_MSG("Not implemented.");
  3712. }
  3713. size_t RenderingDeviceDriverD3D12::pipeline_cache_query_size() {
  3714. ERR_FAIL_V_MSG(0, "Not implemented.");
  3715. }
  3716. Vector<uint8_t> RenderingDeviceDriverD3D12::pipeline_cache_serialize() {
  3717. ERR_FAIL_V_MSG(Vector<uint8_t>(), "Not implemented.");
  3718. }
  3719. /*******************/
  3720. /**** RENDERING ****/
  3721. /*******************/
  3722. // ----- SUBPASS -----
  3723. 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) {
  3724. ERR_FAIL_COND_V_MSG(p_fragment_density_map_attachment.attachment != AttachmentReference::UNUSED, RenderPassID(), "Fragment density maps are not supported in D3D12.");
  3725. // Pre-bookkeep.
  3726. RenderPassInfo *pass_info = VersatileResource::allocate<RenderPassInfo>(resources_allocator);
  3727. pass_info->attachments.resize(p_attachments.size());
  3728. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  3729. pass_info->attachments[i] = p_attachments[i];
  3730. }
  3731. pass_info->subpasses.resize(p_subpasses.size());
  3732. for (uint32_t i = 0; i < p_subpasses.size(); i++) {
  3733. pass_info->subpasses[i] = p_subpasses[i];
  3734. }
  3735. pass_info->view_count = p_view_count;
  3736. DXGI_FORMAT *formats = ALLOCA_ARRAY(DXGI_FORMAT, p_attachments.size());
  3737. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  3738. const D3D12Format &format = RD_TO_D3D12_FORMAT[p_attachments[i].format];
  3739. if (format.dsv_format != DXGI_FORMAT_UNKNOWN) {
  3740. formats[i] = format.dsv_format;
  3741. } else {
  3742. formats[i] = format.general_format;
  3743. }
  3744. }
  3745. pass_info->max_supported_sample_count = _find_max_common_supported_sample_count(VectorView(formats, p_attachments.size()));
  3746. return RenderPassID(pass_info);
  3747. }
  3748. void RenderingDeviceDriverD3D12::render_pass_free(RenderPassID p_render_pass) {
  3749. RenderPassInfo *pass_info = (RenderPassInfo *)p_render_pass.id;
  3750. VersatileResource::free(resources_allocator, pass_info);
  3751. }
  3752. // ----- COMMANDS -----
  3753. 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) {
  3754. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3755. const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id;
  3756. const FramebufferInfo *fb_info = (const FramebufferInfo *)p_framebuffer.id;
  3757. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass == UINT32_MAX);
  3758. auto _transition_subresources = [&](TextureInfo *p_texture_info, D3D12_RESOURCE_STATES p_states) {
  3759. uint32_t planes = 1;
  3760. if ((p_texture_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  3761. planes = format_get_plane_count(p_texture_info->format);
  3762. }
  3763. for (uint32_t i = 0; i < p_texture_info->layers; i++) {
  3764. for (uint32_t j = 0; j < p_texture_info->mipmaps; j++) {
  3765. uint32_t subresource = D3D12CalcSubresource(
  3766. p_texture_info->base_mip + j,
  3767. p_texture_info->base_layer + i,
  3768. 0,
  3769. p_texture_info->desc.MipLevels,
  3770. p_texture_info->desc.ArraySize());
  3771. _resource_transition_batch(cmd_buf_info, p_texture_info, subresource, planes, p_states);
  3772. }
  3773. }
  3774. };
  3775. if (fb_info->is_screen || !barrier_capabilities.enhanced_barriers_supported) {
  3776. // Screen framebuffers must perform this transition even if enhanced barriers are supported.
  3777. for (uint32_t i = 0; i < fb_info->attachments.size(); i++) {
  3778. TextureInfo *tex_info = (TextureInfo *)fb_info->attachments[i].id;
  3779. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  3780. _transition_subresources(tex_info, D3D12_RESOURCE_STATE_RENDER_TARGET);
  3781. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  3782. _transition_subresources(tex_info, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  3783. } else {
  3784. DEV_ASSERT(false);
  3785. }
  3786. }
  3787. if (fb_info->vrs_attachment) {
  3788. TextureInfo *tex_info = (TextureInfo *)fb_info->vrs_attachment.id;
  3789. _transition_subresources(tex_info, D3D12_RESOURCE_STATE_SHADING_RATE_SOURCE);
  3790. }
  3791. _resource_transitions_flush(cmd_buf_info);
  3792. }
  3793. cmd_buf_info->render_pass_state.region_rect = CD3DX12_RECT(
  3794. p_rect.position.x,
  3795. p_rect.position.y,
  3796. p_rect.position.x + p_rect.size.x,
  3797. p_rect.position.y + p_rect.size.y);
  3798. cmd_buf_info->render_pass_state.region_is_all = !(
  3799. cmd_buf_info->render_pass_state.region_rect.left == 0 &&
  3800. cmd_buf_info->render_pass_state.region_rect.top == 0 &&
  3801. cmd_buf_info->render_pass_state.region_rect.right == fb_info->size.x &&
  3802. cmd_buf_info->render_pass_state.region_rect.bottom == fb_info->size.y);
  3803. for (uint32_t i = 0; i < pass_info->attachments.size(); i++) {
  3804. if (pass_info->attachments[i].load_op == ATTACHMENT_LOAD_OP_DONT_CARE) {
  3805. const TextureInfo *tex_info = (const TextureInfo *)fb_info->attachments[i].id;
  3806. _discard_texture_subresources(tex_info, cmd_buf_info);
  3807. }
  3808. }
  3809. if (fb_info->vrs_attachment && fsr_capabilities.attachment_supported) {
  3810. ComPtr<ID3D12GraphicsCommandList5> cmd_list_5;
  3811. cmd_buf_info->cmd_list->QueryInterface(cmd_list_5.GetAddressOf());
  3812. if (cmd_list_5) {
  3813. static const D3D12_SHADING_RATE_COMBINER COMBINERS[D3D12_RS_SET_SHADING_RATE_COMBINER_COUNT] = {
  3814. D3D12_SHADING_RATE_COMBINER_PASSTHROUGH,
  3815. D3D12_SHADING_RATE_COMBINER_OVERRIDE,
  3816. };
  3817. cmd_list_5->RSSetShadingRate(D3D12_SHADING_RATE_1X1, COMBINERS);
  3818. }
  3819. }
  3820. cmd_buf_info->render_pass_state.current_subpass = UINT32_MAX;
  3821. cmd_buf_info->render_pass_state.fb_info = fb_info;
  3822. cmd_buf_info->render_pass_state.pass_info = pass_info;
  3823. command_next_render_subpass(p_cmd_buffer, p_cmd_buffer_type);
  3824. AttachmentClear *clears = ALLOCA_ARRAY(AttachmentClear, pass_info->attachments.size());
  3825. Rect2i *clear_rects = ALLOCA_ARRAY(Rect2i, pass_info->attachments.size());
  3826. uint32_t num_clears = 0;
  3827. for (uint32_t i = 0; i < pass_info->attachments.size(); i++) {
  3828. TextureInfo *tex_info = (TextureInfo *)fb_info->attachments[i].id;
  3829. if (!tex_info) {
  3830. continue;
  3831. }
  3832. AttachmentClear clear;
  3833. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  3834. if (pass_info->attachments[i].load_op == ATTACHMENT_LOAD_OP_CLEAR) {
  3835. clear.aspect.set_flag(TEXTURE_ASPECT_COLOR_BIT);
  3836. clear.color_attachment = i;
  3837. tex_info->pending_clear.remove_from_list();
  3838. }
  3839. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  3840. if (pass_info->attachments[i].stencil_load_op == ATTACHMENT_LOAD_OP_CLEAR) {
  3841. clear.aspect.set_flag(TEXTURE_ASPECT_DEPTH_BIT);
  3842. }
  3843. }
  3844. if (!clear.aspect.is_empty()) {
  3845. clear.value = p_attachment_clears[i];
  3846. clears[num_clears] = clear;
  3847. clear_rects[num_clears] = p_rect;
  3848. num_clears++;
  3849. }
  3850. }
  3851. if (num_clears) {
  3852. command_render_clear_attachments(p_cmd_buffer, VectorView(clears, num_clears), VectorView(clear_rects, num_clears));
  3853. }
  3854. }
  3855. void RenderingDeviceDriverD3D12::_end_render_pass(CommandBufferID p_cmd_buffer) {
  3856. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3857. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  3858. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  3859. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  3860. const Subpass &subpass = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass];
  3861. if (fb_info->is_screen) {
  3862. // Screen framebuffers must transition back to present state when the render pass is finished.
  3863. for (uint32_t i = 0; i < fb_info->attachments.size(); i++) {
  3864. TextureInfo *src_tex_info = (TextureInfo *)(fb_info->attachments[i].id);
  3865. 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());
  3866. _resource_transition_batch(cmd_buf_info, src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_PRESENT);
  3867. }
  3868. }
  3869. struct Resolve {
  3870. ID3D12Resource *src_res = nullptr;
  3871. uint32_t src_subres = 0;
  3872. ID3D12Resource *dst_res = nullptr;
  3873. uint32_t dst_subres = 0;
  3874. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  3875. };
  3876. Resolve *resolves = ALLOCA_ARRAY(Resolve, subpass.resolve_references.size());
  3877. uint32_t num_resolves = 0;
  3878. for (uint32_t i = 0; i < subpass.resolve_references.size(); i++) {
  3879. uint32_t color_index = subpass.color_references[i].attachment;
  3880. uint32_t resolve_index = subpass.resolve_references[i].attachment;
  3881. DEV_ASSERT((color_index == AttachmentReference::UNUSED) == (resolve_index == AttachmentReference::UNUSED));
  3882. if (color_index == AttachmentReference::UNUSED || !fb_info->attachments[color_index]) {
  3883. continue;
  3884. }
  3885. TextureInfo *src_tex_info = (TextureInfo *)fb_info->attachments[color_index].id;
  3886. 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());
  3887. _resource_transition_batch(cmd_buf_info, src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
  3888. TextureInfo *dst_tex_info = (TextureInfo *)fb_info->attachments[resolve_index].id;
  3889. 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());
  3890. _resource_transition_batch(cmd_buf_info, dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_DEST);
  3891. resolves[num_resolves].src_res = src_tex_info->resource;
  3892. resolves[num_resolves].src_subres = src_subresource;
  3893. resolves[num_resolves].dst_res = dst_tex_info->resource;
  3894. resolves[num_resolves].dst_subres = dst_subresource;
  3895. resolves[num_resolves].format = RD_TO_D3D12_FORMAT[src_tex_info->format].general_format;
  3896. num_resolves++;
  3897. }
  3898. _resource_transitions_flush(cmd_buf_info);
  3899. for (uint32_t i = 0; i < num_resolves; i++) {
  3900. 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);
  3901. }
  3902. }
  3903. void RenderingDeviceDriverD3D12::command_end_render_pass(CommandBufferID p_cmd_buffer) {
  3904. _end_render_pass(p_cmd_buffer);
  3905. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3906. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  3907. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  3908. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  3909. if (fsr_capabilities.attachment_supported) {
  3910. ComPtr<ID3D12GraphicsCommandList5> cmd_list_5;
  3911. cmd_buf_info->cmd_list->QueryInterface(cmd_list_5.GetAddressOf());
  3912. if (cmd_list_5) {
  3913. cmd_list_5->RSSetShadingRateImage(nullptr);
  3914. }
  3915. }
  3916. for (uint32_t i = 0; i < pass_info->attachments.size(); i++) {
  3917. if (pass_info->attachments[i].store_op == ATTACHMENT_STORE_OP_DONT_CARE) {
  3918. const TextureInfo *tex_info = (const TextureInfo *)fb_info->attachments[i].id;
  3919. _discard_texture_subresources(tex_info, cmd_buf_info);
  3920. }
  3921. }
  3922. cmd_buf_info->render_pass_state.current_subpass = UINT32_MAX;
  3923. }
  3924. void RenderingDeviceDriverD3D12::command_next_render_subpass(CommandBufferID p_cmd_buffer, CommandBufferType p_cmd_buffer_type) {
  3925. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3926. if (cmd_buf_info->render_pass_state.current_subpass == UINT32_MAX) {
  3927. cmd_buf_info->render_pass_state.current_subpass = 0;
  3928. } else {
  3929. _end_render_pass(p_cmd_buffer);
  3930. cmd_buf_info->render_pass_state.current_subpass++;
  3931. }
  3932. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  3933. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  3934. const Subpass &subpass = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass];
  3935. D3D12_CPU_DESCRIPTOR_HANDLE *rtv_handles = ALLOCA_ARRAY(D3D12_CPU_DESCRIPTOR_HANDLE, subpass.color_references.size());
  3936. DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker();
  3937. for (uint32_t i = 0; i < subpass.color_references.size(); i++) {
  3938. uint32_t attachment = subpass.color_references[i].attachment;
  3939. if (attachment == AttachmentReference::UNUSED) {
  3940. if (!frames[frame_idx].null_rtv_handle.ptr) {
  3941. // No null descriptor-handle created for this frame yet.
  3942. if (frames[frame_idx].desc_heap_walkers.rtv.is_at_eof()) {
  3943. if (!frames[frame_idx].desc_heaps_exhausted_reported.rtv) {
  3944. frames[frame_idx].desc_heaps_exhausted_reported.rtv = true;
  3945. ERR_FAIL_MSG("Cannot begin subpass because there's no enough room in current frame's RENDER TARGET descriptors heap.\n"
  3946. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  3947. } else {
  3948. return;
  3949. }
  3950. }
  3951. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc_null = {};
  3952. rtv_desc_null.Format = DXGI_FORMAT_R8_UINT;
  3953. rtv_desc_null.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  3954. frames[frame_idx].null_rtv_handle = frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle();
  3955. device->CreateRenderTargetView(nullptr, &rtv_desc_null, frames[frame_idx].null_rtv_handle);
  3956. frames[frame_idx].desc_heap_walkers.rtv.advance();
  3957. }
  3958. rtv_handles[i] = frames[frame_idx].null_rtv_handle;
  3959. } else {
  3960. uint32_t rt_index = fb_info->attachments_handle_inds[attachment];
  3961. rtv_heap_walker.rewind();
  3962. rtv_heap_walker.advance(rt_index);
  3963. rtv_handles[i] = rtv_heap_walker.get_curr_cpu_handle();
  3964. }
  3965. }
  3966. D3D12_CPU_DESCRIPTOR_HANDLE dsv_handle = {};
  3967. {
  3968. DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker();
  3969. if (subpass.depth_stencil_reference.attachment != AttachmentReference::UNUSED) {
  3970. uint32_t ds_index = fb_info->attachments_handle_inds[subpass.depth_stencil_reference.attachment];
  3971. dsv_heap_walker.rewind();
  3972. dsv_heap_walker.advance(ds_index);
  3973. dsv_handle = dsv_heap_walker.get_curr_cpu_handle();
  3974. }
  3975. }
  3976. cmd_buf_info->cmd_list->OMSetRenderTargets(subpass.color_references.size(), rtv_handles, false, dsv_handle.ptr ? &dsv_handle : nullptr);
  3977. }
  3978. void RenderingDeviceDriverD3D12::command_render_set_viewport(CommandBufferID p_cmd_buffer, VectorView<Rect2i> p_viewports) {
  3979. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3980. D3D12_VIEWPORT *d3d12_viewports = ALLOCA_ARRAY(D3D12_VIEWPORT, p_viewports.size());
  3981. for (uint32_t i = 0; i < p_viewports.size(); i++) {
  3982. d3d12_viewports[i] = CD3DX12_VIEWPORT(
  3983. p_viewports[i].position.x,
  3984. p_viewports[i].position.y,
  3985. p_viewports[i].size.x,
  3986. p_viewports[i].size.y);
  3987. }
  3988. cmd_buf_info->cmd_list->RSSetViewports(p_viewports.size(), d3d12_viewports);
  3989. }
  3990. void RenderingDeviceDriverD3D12::command_render_set_scissor(CommandBufferID p_cmd_buffer, VectorView<Rect2i> p_scissors) {
  3991. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3992. D3D12_RECT *d3d12_scissors = ALLOCA_ARRAY(D3D12_RECT, p_scissors.size());
  3993. for (uint32_t i = 0; i < p_scissors.size(); i++) {
  3994. d3d12_scissors[i] = CD3DX12_RECT(
  3995. p_scissors[i].position.x,
  3996. p_scissors[i].position.y,
  3997. p_scissors[i].position.x + p_scissors[i].size.x,
  3998. p_scissors[i].position.y + p_scissors[i].size.y);
  3999. }
  4000. cmd_buf_info->cmd_list->RSSetScissorRects(p_scissors.size(), d3d12_scissors);
  4001. }
  4002. void RenderingDeviceDriverD3D12::command_render_clear_attachments(CommandBufferID p_cmd_buffer, VectorView<AttachmentClear> p_attachment_clears, VectorView<Rect2i> p_rects) {
  4003. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4004. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  4005. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  4006. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  4007. DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker();
  4008. DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker();
  4009. for (uint32_t i = 0; i < p_attachment_clears.size(); i++) {
  4010. uint32_t attachment = UINT32_MAX;
  4011. bool is_render_target = false;
  4012. if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_COLOR_BIT)) {
  4013. attachment = p_attachment_clears[i].color_attachment;
  4014. is_render_target = true;
  4015. } else {
  4016. attachment = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass].depth_stencil_reference.attachment;
  4017. }
  4018. for (uint32_t j = 0; j < p_rects.size(); j++) {
  4019. D3D12_RECT rect = CD3DX12_RECT(
  4020. p_rects[j].position.x,
  4021. p_rects[j].position.y,
  4022. p_rects[j].position.x + p_rects[j].size.x,
  4023. p_rects[j].position.y + p_rects[j].size.y);
  4024. const D3D12_RECT *rect_ptr = cmd_buf_info->render_pass_state.region_is_all ? nullptr : &rect;
  4025. if (is_render_target) {
  4026. uint32_t color_idx = fb_info->attachments_handle_inds[attachment];
  4027. rtv_heap_walker.rewind();
  4028. rtv_heap_walker.advance(color_idx);
  4029. cmd_buf_info->cmd_list->ClearRenderTargetView(
  4030. rtv_heap_walker.get_curr_cpu_handle(),
  4031. p_attachment_clears[i].value.color.components,
  4032. rect_ptr ? 1 : 0,
  4033. rect_ptr);
  4034. } else {
  4035. uint32_t depth_stencil_idx = fb_info->attachments_handle_inds[attachment];
  4036. dsv_heap_walker.rewind();
  4037. dsv_heap_walker.advance(depth_stencil_idx);
  4038. D3D12_CLEAR_FLAGS flags = {};
  4039. if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_DEPTH_BIT)) {
  4040. flags |= D3D12_CLEAR_FLAG_DEPTH;
  4041. }
  4042. if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_STENCIL_BIT)) {
  4043. flags |= D3D12_CLEAR_FLAG_STENCIL;
  4044. }
  4045. cmd_buf_info->cmd_list->ClearDepthStencilView(
  4046. dsv_heap_walker.get_curr_cpu_handle(),
  4047. flags,
  4048. p_attachment_clears[i].value.depth,
  4049. p_attachment_clears[i].value.stencil,
  4050. rect_ptr ? 1 : 0,
  4051. rect_ptr);
  4052. }
  4053. }
  4054. }
  4055. }
  4056. void RenderingDeviceDriverD3D12::command_bind_render_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) {
  4057. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4058. const PipelineInfo *pipeline_info = (const PipelineInfo *)p_pipeline.id;
  4059. if (cmd_buf_info->graphics_pso == pipeline_info->pso) {
  4060. return;
  4061. }
  4062. const ShaderInfo *shader_info_in = pipeline_info->shader_info;
  4063. const RenderPipelineInfo &render_info = pipeline_info->render_info;
  4064. cmd_buf_info->cmd_list->SetPipelineState(pipeline_info->pso);
  4065. if (cmd_buf_info->graphics_root_signature_crc != shader_info_in->root_signature_crc) {
  4066. cmd_buf_info->cmd_list->SetGraphicsRootSignature(shader_info_in->root_signature.Get());
  4067. cmd_buf_info->graphics_root_signature_crc = shader_info_in->root_signature_crc;
  4068. }
  4069. cmd_buf_info->cmd_list->IASetPrimitiveTopology(render_info.dyn_params.primitive_topology);
  4070. cmd_buf_info->cmd_list->OMSetBlendFactor(render_info.dyn_params.blend_constant.components);
  4071. cmd_buf_info->cmd_list->OMSetStencilRef(render_info.dyn_params.stencil_reference);
  4072. if (misc_features_support.depth_bounds_supported) {
  4073. ComPtr<ID3D12GraphicsCommandList1> command_list_1;
  4074. cmd_buf_info->cmd_list->QueryInterface(command_list_1.GetAddressOf());
  4075. if (command_list_1) {
  4076. command_list_1->OMSetDepthBounds(render_info.dyn_params.depth_bounds_min, render_info.dyn_params.depth_bounds_max);
  4077. }
  4078. }
  4079. cmd_buf_info->render_pass_state.vf_info = render_info.vf_info;
  4080. cmd_buf_info->graphics_pso = pipeline_info->pso;
  4081. cmd_buf_info->compute_pso = nullptr;
  4082. }
  4083. void RenderingDeviceDriverD3D12::command_bind_render_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) {
  4084. _command_bind_uniform_set(p_cmd_buffer, p_uniform_set, p_shader, p_set_index, false);
  4085. }
  4086. 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) {
  4087. for (uint32_t i = 0u; i < p_set_count; ++i) {
  4088. // 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.
  4089. _command_bind_uniform_set(p_cmd_buffer, p_uniform_sets[i], p_shader, p_first_set_index + i, false);
  4090. }
  4091. }
  4092. 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) {
  4093. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4094. _bind_vertex_buffers(cmd_buf_info);
  4095. cmd_buf_info->cmd_list->DrawInstanced(p_vertex_count, p_instance_count, p_base_vertex, p_first_instance);
  4096. }
  4097. 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) {
  4098. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4099. _bind_vertex_buffers(cmd_buf_info);
  4100. cmd_buf_info->cmd_list->DrawIndexedInstanced(p_index_count, p_instance_count, p_first_index, p_vertex_offset, p_first_instance);
  4101. }
  4102. 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) {
  4103. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4104. _bind_vertex_buffers(cmd_buf_info);
  4105. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4106. if (!barrier_capabilities.enhanced_barriers_supported) {
  4107. _resource_transition_batch(cmd_buf_info, indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4108. _resource_transitions_flush(cmd_buf_info);
  4109. }
  4110. cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw_indexed.Get(), p_draw_count, indirect_buf_info->resource, p_offset, nullptr, 0);
  4111. }
  4112. 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) {
  4113. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4114. _bind_vertex_buffers(cmd_buf_info);
  4115. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4116. BufferInfo *count_buf_info = (BufferInfo *)p_count_buffer.id;
  4117. if (!barrier_capabilities.enhanced_barriers_supported) {
  4118. _resource_transition_batch(cmd_buf_info, indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4119. _resource_transition_batch(cmd_buf_info, count_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4120. _resource_transitions_flush(cmd_buf_info);
  4121. }
  4122. 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);
  4123. }
  4124. 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) {
  4125. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4126. _bind_vertex_buffers(cmd_buf_info);
  4127. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4128. if (!barrier_capabilities.enhanced_barriers_supported) {
  4129. _resource_transition_batch(cmd_buf_info, indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4130. _resource_transitions_flush(cmd_buf_info);
  4131. }
  4132. cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw.Get(), p_draw_count, indirect_buf_info->resource, p_offset, nullptr, 0);
  4133. }
  4134. 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) {
  4135. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4136. _bind_vertex_buffers(cmd_buf_info);
  4137. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4138. BufferInfo *count_buf_info = (BufferInfo *)p_count_buffer.id;
  4139. if (!barrier_capabilities.enhanced_barriers_supported) {
  4140. _resource_transition_batch(cmd_buf_info, indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4141. _resource_transition_batch(cmd_buf_info, count_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4142. _resource_transitions_flush(cmd_buf_info);
  4143. }
  4144. 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);
  4145. }
  4146. 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) {
  4147. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4148. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  4149. // Vertex buffer views are set deferredly, to be sure we already know the strides by then,
  4150. // which is only true once the pipeline has been bound. Otherwise, we'd need that the pipeline
  4151. // is always bound first, which would be not kind of us. [[DEFERRED_VERTEX_BUFFERS]]
  4152. DEV_ASSERT(p_binding_count <= ARRAY_SIZE(cmd_buf_info->render_pass_state.vertex_buffer_views));
  4153. for (uint32_t i = 0; i < p_binding_count; i++) {
  4154. BufferInfo *buffer_info = (BufferInfo *)p_buffers[i].id;
  4155. cmd_buf_info->render_pass_state.vertex_buffer_views[i] = {};
  4156. cmd_buf_info->render_pass_state.vertex_buffer_views[i].BufferLocation = buffer_info->resource->GetGPUVirtualAddress() + p_offsets[i];
  4157. cmd_buf_info->render_pass_state.vertex_buffer_views[i].SizeInBytes = buffer_info->size - p_offsets[i];
  4158. if (!barrier_capabilities.enhanced_barriers_supported) {
  4159. _resource_transition_batch(cmd_buf_info, buffer_info, 0, 1, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
  4160. }
  4161. }
  4162. if (!barrier_capabilities.enhanced_barriers_supported) {
  4163. _resource_transitions_flush(cmd_buf_info);
  4164. }
  4165. cmd_buf_info->render_pass_state.vertex_buffer_count = p_binding_count;
  4166. }
  4167. void RenderingDeviceDriverD3D12::command_render_bind_index_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, IndexBufferFormat p_format, uint64_t p_offset) {
  4168. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4169. BufferInfo *buffer_info = (BufferInfo *)p_buffer.id;
  4170. D3D12_INDEX_BUFFER_VIEW d3d12_ib_view = {};
  4171. d3d12_ib_view.BufferLocation = buffer_info->resource->GetGPUVirtualAddress() + p_offset;
  4172. d3d12_ib_view.SizeInBytes = buffer_info->size - p_offset;
  4173. d3d12_ib_view.Format = p_format == INDEX_BUFFER_FORMAT_UINT16 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
  4174. if (!barrier_capabilities.enhanced_barriers_supported) {
  4175. _resource_transition_batch(cmd_buf_info, buffer_info, 0, 1, D3D12_RESOURCE_STATE_INDEX_BUFFER);
  4176. _resource_transitions_flush(cmd_buf_info);
  4177. }
  4178. cmd_buf_info->cmd_list->IASetIndexBuffer(&d3d12_ib_view);
  4179. }
  4180. // [[DEFERRED_VERTEX_BUFFERS]]
  4181. void RenderingDeviceDriverD3D12::_bind_vertex_buffers(CommandBufferInfo *p_cmd_buf_info) {
  4182. RenderPassState &render_pass_state = p_cmd_buf_info->render_pass_state;
  4183. if (render_pass_state.vertex_buffer_count && render_pass_state.vf_info) {
  4184. for (uint32_t i = 0; i < render_pass_state.vertex_buffer_count; i++) {
  4185. render_pass_state.vertex_buffer_views[i].StrideInBytes = render_pass_state.vf_info->vertex_buffer_strides[i];
  4186. }
  4187. p_cmd_buf_info->cmd_list->IASetVertexBuffers(0, render_pass_state.vertex_buffer_count, render_pass_state.vertex_buffer_views);
  4188. render_pass_state.vertex_buffer_count = 0;
  4189. }
  4190. }
  4191. void RenderingDeviceDriverD3D12::command_render_set_blend_constants(CommandBufferID p_cmd_buffer, const Color &p_constants) {
  4192. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4193. cmd_buf_info->cmd_list->OMSetBlendFactor(p_constants.components);
  4194. }
  4195. void RenderingDeviceDriverD3D12::command_render_set_line_width(CommandBufferID p_cmd_buffer, float p_width) {
  4196. if (!Math::is_equal_approx(p_width, 1.0f)) {
  4197. ERR_FAIL_MSG("Setting line widths other than 1.0 is not supported by the Direct3D 12 rendering driver.");
  4198. }
  4199. }
  4200. // ----- PIPELINE -----
  4201. static const D3D12_PRIMITIVE_TOPOLOGY_TYPE RD_PRIMITIVE_TO_D3D12_TOPOLOGY_TYPE[RDD::RENDER_PRIMITIVE_MAX] = {
  4202. D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT,
  4203. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4204. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4205. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4206. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4207. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4208. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4209. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4210. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4211. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4212. D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH,
  4213. };
  4214. static const D3D12_PRIMITIVE_TOPOLOGY RD_PRIMITIVE_TO_D3D12_TOPOLOGY[RDD::RENDER_PRIMITIVE_MAX] = {
  4215. D3D_PRIMITIVE_TOPOLOGY_POINTLIST,
  4216. D3D_PRIMITIVE_TOPOLOGY_LINELIST,
  4217. D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ,
  4218. D3D_PRIMITIVE_TOPOLOGY_LINESTRIP,
  4219. D3D_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ,
  4220. D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
  4221. D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ,
  4222. D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
  4223. D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ,
  4224. D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
  4225. D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST,
  4226. };
  4227. static const D3D12_CULL_MODE RD_POLYGON_CULL_TO_D3D12_CULL_MODE[RDD::POLYGON_CULL_MAX] = {
  4228. D3D12_CULL_MODE_NONE,
  4229. D3D12_CULL_MODE_FRONT,
  4230. D3D12_CULL_MODE_BACK,
  4231. };
  4232. static const D3D12_STENCIL_OP RD_TO_D3D12_STENCIL_OP[RDD::STENCIL_OP_MAX] = {
  4233. D3D12_STENCIL_OP_KEEP,
  4234. D3D12_STENCIL_OP_ZERO,
  4235. D3D12_STENCIL_OP_REPLACE,
  4236. D3D12_STENCIL_OP_INCR_SAT,
  4237. D3D12_STENCIL_OP_DECR_SAT,
  4238. D3D12_STENCIL_OP_INVERT,
  4239. D3D12_STENCIL_OP_INCR,
  4240. D3D12_STENCIL_OP_DECR,
  4241. };
  4242. static const D3D12_LOGIC_OP RD_TO_D3D12_LOGIC_OP[RDD::LOGIC_OP_MAX] = {
  4243. D3D12_LOGIC_OP_CLEAR,
  4244. D3D12_LOGIC_OP_AND,
  4245. D3D12_LOGIC_OP_AND_REVERSE,
  4246. D3D12_LOGIC_OP_COPY,
  4247. D3D12_LOGIC_OP_AND_INVERTED,
  4248. D3D12_LOGIC_OP_NOOP,
  4249. D3D12_LOGIC_OP_XOR,
  4250. D3D12_LOGIC_OP_OR,
  4251. D3D12_LOGIC_OP_NOR,
  4252. D3D12_LOGIC_OP_EQUIV,
  4253. D3D12_LOGIC_OP_INVERT,
  4254. D3D12_LOGIC_OP_OR_REVERSE,
  4255. D3D12_LOGIC_OP_COPY_INVERTED,
  4256. D3D12_LOGIC_OP_OR_INVERTED,
  4257. D3D12_LOGIC_OP_NAND,
  4258. D3D12_LOGIC_OP_SET,
  4259. };
  4260. static const D3D12_BLEND RD_TO_D3D12_BLEND_FACTOR[RDD::BLEND_FACTOR_MAX] = {
  4261. D3D12_BLEND_ZERO,
  4262. D3D12_BLEND_ONE,
  4263. D3D12_BLEND_SRC_COLOR,
  4264. D3D12_BLEND_INV_SRC_COLOR,
  4265. D3D12_BLEND_DEST_COLOR,
  4266. D3D12_BLEND_INV_DEST_COLOR,
  4267. D3D12_BLEND_SRC_ALPHA,
  4268. D3D12_BLEND_INV_SRC_ALPHA,
  4269. D3D12_BLEND_DEST_ALPHA,
  4270. D3D12_BLEND_INV_DEST_ALPHA,
  4271. D3D12_BLEND_BLEND_FACTOR,
  4272. D3D12_BLEND_INV_BLEND_FACTOR,
  4273. D3D12_BLEND_BLEND_FACTOR,
  4274. D3D12_BLEND_INV_BLEND_FACTOR,
  4275. D3D12_BLEND_SRC_ALPHA_SAT,
  4276. D3D12_BLEND_SRC1_COLOR,
  4277. D3D12_BLEND_INV_SRC1_COLOR,
  4278. D3D12_BLEND_SRC1_ALPHA,
  4279. D3D12_BLEND_INV_SRC1_ALPHA,
  4280. };
  4281. static const D3D12_BLEND_OP RD_TO_D3D12_BLEND_OP[RDD::BLEND_OP_MAX] = {
  4282. D3D12_BLEND_OP_ADD,
  4283. D3D12_BLEND_OP_SUBTRACT,
  4284. D3D12_BLEND_OP_REV_SUBTRACT,
  4285. D3D12_BLEND_OP_MIN,
  4286. D3D12_BLEND_OP_MAX,
  4287. };
  4288. RDD::PipelineID RenderingDeviceDriverD3D12::render_pipeline_create(
  4289. ShaderID p_shader,
  4290. VertexFormatID p_vertex_format,
  4291. RenderPrimitive p_render_primitive,
  4292. PipelineRasterizationState p_rasterization_state,
  4293. PipelineMultisampleState p_multisample_state,
  4294. PipelineDepthStencilState p_depth_stencil_state,
  4295. PipelineColorBlendState p_blend_state,
  4296. VectorView<int32_t> p_color_attachments,
  4297. BitField<PipelineDynamicStateFlags> p_dynamic_state,
  4298. RenderPassID p_render_pass,
  4299. uint32_t p_render_subpass,
  4300. VectorView<PipelineSpecializationConstant> p_specialization_constants) {
  4301. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  4302. CD3DX12_PIPELINE_STATE_STREAM1 pipeline_desc = {};
  4303. const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id;
  4304. RenderPipelineInfo render_info;
  4305. // Attachments.
  4306. LocalVector<uint32_t> color_attachments;
  4307. {
  4308. const Subpass &subpass = pass_info->subpasses[p_render_subpass];
  4309. for (uint32_t i = 0; i < ARRAY_SIZE((&pipeline_desc.RTVFormats)->RTFormats); i++) {
  4310. (&pipeline_desc.RTVFormats)->RTFormats[i] = DXGI_FORMAT_UNKNOWN;
  4311. }
  4312. for (uint32_t i = 0; i < subpass.color_references.size(); i++) {
  4313. const AttachmentReference &ref = subpass.color_references[i];
  4314. if (ref.attachment != AttachmentReference::UNUSED) {
  4315. const Attachment &attachment = pass_info->attachments[ref.attachment];
  4316. DEV_ASSERT((&pipeline_desc.RTVFormats)->RTFormats[i] == DXGI_FORMAT_UNKNOWN);
  4317. (&pipeline_desc.RTVFormats)->RTFormats[i] = RD_TO_D3D12_FORMAT[attachment.format].general_format;
  4318. }
  4319. }
  4320. (&pipeline_desc.RTVFormats)->NumRenderTargets = p_color_attachments.size();
  4321. if (subpass.depth_stencil_reference.attachment != AttachmentReference::UNUSED) {
  4322. const Attachment &attachment = pass_info->attachments[subpass.depth_stencil_reference.attachment];
  4323. pipeline_desc.DSVFormat = RD_TO_D3D12_FORMAT[attachment.format].dsv_format;
  4324. } else {
  4325. pipeline_desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  4326. }
  4327. }
  4328. // Vertex.
  4329. if (p_vertex_format) {
  4330. const VertexFormatInfo *vf_info = (const VertexFormatInfo *)p_vertex_format.id;
  4331. (&pipeline_desc.InputLayout)->pInputElementDescs = vf_info->input_elem_descs.ptr();
  4332. (&pipeline_desc.InputLayout)->NumElements = vf_info->input_elem_descs.size();
  4333. render_info.vf_info = vf_info;
  4334. }
  4335. // Input assembly & tessellation.
  4336. pipeline_desc.PrimitiveTopologyType = RD_PRIMITIVE_TO_D3D12_TOPOLOGY_TYPE[p_render_primitive];
  4337. if (p_render_primitive == RENDER_PRIMITIVE_TESSELATION_PATCH) {
  4338. // Is there any way to get the true point count limit?
  4339. ERR_FAIL_COND_V(p_rasterization_state.patch_control_points < 1 || p_rasterization_state.patch_control_points > 32, PipelineID());
  4340. render_info.dyn_params.primitive_topology = (D3D12_PRIMITIVE_TOPOLOGY)((int)D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST + p_rasterization_state.patch_control_points);
  4341. } else {
  4342. render_info.dyn_params.primitive_topology = RD_PRIMITIVE_TO_D3D12_TOPOLOGY[p_render_primitive];
  4343. }
  4344. if (p_render_primitive == RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_RESTART_INDEX) {
  4345. // 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.
  4346. pipeline_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF;
  4347. } else {
  4348. pipeline_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
  4349. }
  4350. // Rasterization.
  4351. (&pipeline_desc.RasterizerState)->DepthClipEnable = !p_rasterization_state.enable_depth_clamp;
  4352. // In D3D12, discard can be supported with some extra effort (empty pixel shader + disable depth/stencil test); that said, unsupported by now.
  4353. ERR_FAIL_COND_V(p_rasterization_state.discard_primitives, PipelineID());
  4354. (&pipeline_desc.RasterizerState)->FillMode = p_rasterization_state.wireframe ? D3D12_FILL_MODE_WIREFRAME : D3D12_FILL_MODE_SOLID;
  4355. (&pipeline_desc.RasterizerState)->CullMode = RD_POLYGON_CULL_TO_D3D12_CULL_MODE[p_rasterization_state.cull_mode];
  4356. (&pipeline_desc.RasterizerState)->FrontCounterClockwise = p_rasterization_state.front_face == POLYGON_FRONT_FACE_COUNTER_CLOCKWISE;
  4357. // 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.
  4358. if (p_rasterization_state.depth_bias_enabled && pipeline_desc.DSVFormat != DXGI_FORMAT_UNKNOWN) {
  4359. (&pipeline_desc.RasterizerState)->DepthBias = p_rasterization_state.depth_bias_constant_factor;
  4360. (&pipeline_desc.RasterizerState)->DepthBiasClamp = p_rasterization_state.depth_bias_clamp;
  4361. (&pipeline_desc.RasterizerState)->SlopeScaledDepthBias = p_rasterization_state.depth_bias_slope_factor;
  4362. (&pipeline_desc.RasterizerState)->DepthBias = 0;
  4363. (&pipeline_desc.RasterizerState)->DepthBiasClamp = 0.0f;
  4364. (&pipeline_desc.RasterizerState)->SlopeScaledDepthBias = 0.0f;
  4365. }
  4366. (&pipeline_desc.RasterizerState)->ForcedSampleCount = 0;
  4367. (&pipeline_desc.RasterizerState)->ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  4368. (&pipeline_desc.RasterizerState)->MultisampleEnable = TEXTURE_SAMPLES_COUNT[p_multisample_state.sample_count] != 1;
  4369. (&pipeline_desc.RasterizerState)->AntialiasedLineEnable = true;
  4370. // In D3D12, there's no line width.
  4371. ERR_FAIL_COND_V(!Math::is_equal_approx(p_rasterization_state.line_width, 1.0f), PipelineID());
  4372. // Multisample.
  4373. ERR_FAIL_COND_V(p_multisample_state.enable_sample_shading, PipelineID()); // How one enables this in D3D12?
  4374. if ((&pipeline_desc.RTVFormats)->NumRenderTargets || pipeline_desc.DSVFormat != DXGI_FORMAT_UNKNOWN) {
  4375. uint32_t sample_count = MIN(
  4376. pass_info->max_supported_sample_count,
  4377. TEXTURE_SAMPLES_COUNT[p_multisample_state.sample_count]);
  4378. (&pipeline_desc.SampleDesc)->Count = sample_count;
  4379. } else {
  4380. (&pipeline_desc.SampleDesc)->Count = 1;
  4381. }
  4382. if ((&pipeline_desc.SampleDesc)->Count > 1) {
  4383. (&pipeline_desc.SampleDesc)->Quality = DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN;
  4384. } else {
  4385. (&pipeline_desc.SampleDesc)->Quality = 0;
  4386. }
  4387. if (p_multisample_state.sample_mask.size()) {
  4388. for (int i = 1; i < p_multisample_state.sample_mask.size(); i++) {
  4389. // In D3D12 there's a single sample mask for every pixel.
  4390. ERR_FAIL_COND_V(p_multisample_state.sample_mask[i] != p_multisample_state.sample_mask[0], PipelineID());
  4391. }
  4392. pipeline_desc.SampleMask = p_multisample_state.sample_mask[0];
  4393. } else {
  4394. pipeline_desc.SampleMask = 0xffffffff;
  4395. }
  4396. // Depth stencil.
  4397. if (pipeline_desc.DSVFormat == DXGI_FORMAT_UNKNOWN) {
  4398. (&pipeline_desc.DepthStencilState)->DepthEnable = false;
  4399. (&pipeline_desc.DepthStencilState)->StencilEnable = false;
  4400. } else {
  4401. (&pipeline_desc.DepthStencilState)->DepthEnable = p_depth_stencil_state.enable_depth_test;
  4402. (&pipeline_desc.DepthStencilState)->DepthWriteMask = p_depth_stencil_state.enable_depth_write ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
  4403. (&pipeline_desc.DepthStencilState)->DepthFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.depth_compare_operator];
  4404. (&pipeline_desc.DepthStencilState)->DepthBoundsTestEnable = p_depth_stencil_state.enable_depth_range;
  4405. (&pipeline_desc.DepthStencilState)->StencilEnable = p_depth_stencil_state.enable_stencil;
  4406. // In D3D12 some elements can't be different across front and back.
  4407. ERR_FAIL_COND_V(p_depth_stencil_state.front_op.compare_mask != p_depth_stencil_state.back_op.compare_mask, PipelineID());
  4408. ERR_FAIL_COND_V(p_depth_stencil_state.front_op.write_mask != p_depth_stencil_state.back_op.write_mask, PipelineID());
  4409. ERR_FAIL_COND_V(p_depth_stencil_state.front_op.reference != p_depth_stencil_state.back_op.reference, PipelineID());
  4410. (&pipeline_desc.DepthStencilState)->StencilReadMask = p_depth_stencil_state.front_op.compare_mask;
  4411. (&pipeline_desc.DepthStencilState)->StencilWriteMask = p_depth_stencil_state.front_op.write_mask;
  4412. (&pipeline_desc.DepthStencilState)->FrontFace.StencilFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.fail];
  4413. (&pipeline_desc.DepthStencilState)->FrontFace.StencilPassOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.pass];
  4414. (&pipeline_desc.DepthStencilState)->FrontFace.StencilDepthFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.depth_fail];
  4415. (&pipeline_desc.DepthStencilState)->FrontFace.StencilFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.front_op.compare];
  4416. (&pipeline_desc.DepthStencilState)->BackFace.StencilFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.fail];
  4417. (&pipeline_desc.DepthStencilState)->BackFace.StencilPassOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.pass];
  4418. (&pipeline_desc.DepthStencilState)->BackFace.StencilDepthFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.depth_fail];
  4419. (&pipeline_desc.DepthStencilState)->BackFace.StencilFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.back_op.compare];
  4420. if (misc_features_support.depth_bounds_supported) {
  4421. render_info.dyn_params.depth_bounds_min = p_depth_stencil_state.enable_depth_range ? p_depth_stencil_state.depth_range_min : 0.0f;
  4422. render_info.dyn_params.depth_bounds_max = p_depth_stencil_state.enable_depth_range ? p_depth_stencil_state.depth_range_max : 1.0f;
  4423. } else {
  4424. if (p_depth_stencil_state.enable_depth_range) {
  4425. WARN_PRINT_ONCE("Depth bounds test is not supported by the GPU driver.");
  4426. }
  4427. }
  4428. render_info.dyn_params.stencil_reference = p_depth_stencil_state.front_op.reference;
  4429. }
  4430. // Blend states.
  4431. (&pipeline_desc.BlendState)->AlphaToCoverageEnable = p_multisample_state.enable_alpha_to_coverage;
  4432. {
  4433. bool all_attachments_same_blend = true;
  4434. for (int i = 0; i < p_blend_state.attachments.size(); i++) {
  4435. const PipelineColorBlendState::Attachment &bs = p_blend_state.attachments[i];
  4436. D3D12_RENDER_TARGET_BLEND_DESC &bd = (&pipeline_desc.BlendState)->RenderTarget[i];
  4437. bd.BlendEnable = bs.enable_blend;
  4438. bd.LogicOpEnable = p_blend_state.enable_logic_op;
  4439. bd.LogicOp = RD_TO_D3D12_LOGIC_OP[p_blend_state.logic_op];
  4440. bd.SrcBlend = RD_TO_D3D12_BLEND_FACTOR[bs.src_color_blend_factor];
  4441. bd.DestBlend = RD_TO_D3D12_BLEND_FACTOR[bs.dst_color_blend_factor];
  4442. bd.BlendOp = RD_TO_D3D12_BLEND_OP[bs.color_blend_op];
  4443. bd.SrcBlendAlpha = RD_TO_D3D12_BLEND_FACTOR[bs.src_alpha_blend_factor];
  4444. bd.DestBlendAlpha = RD_TO_D3D12_BLEND_FACTOR[bs.dst_alpha_blend_factor];
  4445. bd.BlendOpAlpha = RD_TO_D3D12_BLEND_OP[bs.alpha_blend_op];
  4446. if (bs.write_r) {
  4447. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_RED;
  4448. }
  4449. if (bs.write_g) {
  4450. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_GREEN;
  4451. }
  4452. if (bs.write_b) {
  4453. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_BLUE;
  4454. }
  4455. if (bs.write_a) {
  4456. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_ALPHA;
  4457. }
  4458. if (i > 0 && all_attachments_same_blend) {
  4459. all_attachments_same_blend = &(&pipeline_desc.BlendState)->RenderTarget[i] == &(&pipeline_desc.BlendState)->RenderTarget[0];
  4460. }
  4461. }
  4462. // Per D3D12 docs, if logic op used, independent blending is not supported.
  4463. ERR_FAIL_COND_V(p_blend_state.enable_logic_op && !all_attachments_same_blend, PipelineID());
  4464. (&pipeline_desc.BlendState)->IndependentBlendEnable = !all_attachments_same_blend;
  4465. }
  4466. render_info.dyn_params.blend_constant = p_blend_state.blend_constant;
  4467. // Multiview
  4468. // We are using render target slices for each view.
  4469. const D3D12_VIEW_INSTANCE_LOCATION viewInstanceLocations[D3D12_MAX_VIEW_INSTANCE_COUNT] = { { 0, 0 }, { 0, 1 }, { 0, 2 }, { 0, 3 } };
  4470. if (pass_info->view_count > 1) {
  4471. (&pipeline_desc.ViewInstancingDesc)->ViewInstanceCount = pass_info->view_count;
  4472. (&pipeline_desc.ViewInstancingDesc)->Flags = D3D12_VIEW_INSTANCING_FLAG_NONE;
  4473. (&pipeline_desc.ViewInstancingDesc)->pViewInstanceLocations = viewInstanceLocations;
  4474. }
  4475. // Stages bytecodes + specialization constants.
  4476. pipeline_desc.pRootSignature = shader_info_in->root_signature.Get();
  4477. HashMap<ShaderStage, Vector<uint8_t>> final_stages_bytecode;
  4478. bool ok = _shader_apply_specialization_constants(shader_info_in, p_specialization_constants, final_stages_bytecode);
  4479. ERR_FAIL_COND_V(!ok, PipelineID());
  4480. pipeline_desc.VS = D3D12_SHADER_BYTECODE{
  4481. final_stages_bytecode[SHADER_STAGE_VERTEX].ptr(),
  4482. (SIZE_T)final_stages_bytecode[SHADER_STAGE_VERTEX].size()
  4483. };
  4484. pipeline_desc.PS = D3D12_SHADER_BYTECODE{
  4485. final_stages_bytecode[SHADER_STAGE_FRAGMENT].ptr(),
  4486. (SIZE_T)final_stages_bytecode[SHADER_STAGE_FRAGMENT].size()
  4487. };
  4488. ComPtr<ID3D12Device2> device_2;
  4489. device->QueryInterface(device_2.GetAddressOf());
  4490. ID3D12PipelineState *pso = nullptr;
  4491. HRESULT res = E_FAIL;
  4492. if (device_2) {
  4493. D3D12_PIPELINE_STATE_STREAM_DESC pssd = {};
  4494. pssd.pPipelineStateSubobjectStream = &pipeline_desc;
  4495. pssd.SizeInBytes = sizeof(pipeline_desc);
  4496. res = device_2->CreatePipelineState(&pssd, IID_PPV_ARGS(&pso));
  4497. } else {
  4498. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = pipeline_desc.GraphicsDescV0();
  4499. res = device->CreateGraphicsPipelineState(&desc, IID_PPV_ARGS(&pso));
  4500. }
  4501. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), PipelineID(), "Create(Graphics)PipelineState failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4502. PipelineInfo *pipeline_info = memnew(PipelineInfo);
  4503. pipeline_info->pso = pso;
  4504. pipeline_info->shader_info = shader_info_in;
  4505. pipeline_info->render_info = render_info;
  4506. return PipelineID(pipeline_info);
  4507. }
  4508. /*****************/
  4509. /**** COMPUTE ****/
  4510. /*****************/
  4511. // ----- COMMANDS -----
  4512. void RenderingDeviceDriverD3D12::command_bind_compute_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) {
  4513. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4514. const PipelineInfo *pipeline_info = (const PipelineInfo *)p_pipeline.id;
  4515. if (cmd_buf_info->compute_pso == pipeline_info->pso) {
  4516. return;
  4517. }
  4518. const ShaderInfo *shader_info_in = pipeline_info->shader_info;
  4519. cmd_buf_info->cmd_list->SetPipelineState(pipeline_info->pso);
  4520. if (cmd_buf_info->compute_root_signature_crc != shader_info_in->root_signature_crc) {
  4521. cmd_buf_info->cmd_list->SetComputeRootSignature(shader_info_in->root_signature.Get());
  4522. cmd_buf_info->compute_root_signature_crc = shader_info_in->root_signature_crc;
  4523. }
  4524. cmd_buf_info->compute_pso = pipeline_info->pso;
  4525. cmd_buf_info->graphics_pso = nullptr;
  4526. }
  4527. void RenderingDeviceDriverD3D12::command_bind_compute_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) {
  4528. _command_bind_uniform_set(p_cmd_buffer, p_uniform_set, p_shader, p_set_index, true);
  4529. }
  4530. 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) {
  4531. for (uint32_t i = 0u; i < p_set_count; ++i) {
  4532. // 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.
  4533. _command_bind_uniform_set(p_cmd_buffer, p_uniform_sets[i], p_shader, p_first_set_index + i, true);
  4534. }
  4535. }
  4536. void RenderingDeviceDriverD3D12::command_compute_dispatch(CommandBufferID p_cmd_buffer, uint32_t p_x_groups, uint32_t p_y_groups, uint32_t p_z_groups) {
  4537. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4538. if (!barrier_capabilities.enhanced_barriers_supported) {
  4539. _resource_transitions_flush(cmd_buf_info);
  4540. }
  4541. cmd_buf_info->cmd_list->Dispatch(p_x_groups, p_y_groups, p_z_groups);
  4542. }
  4543. void RenderingDeviceDriverD3D12::command_compute_dispatch_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset) {
  4544. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4545. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4546. if (!barrier_capabilities.enhanced_barriers_supported) {
  4547. _resource_transition_batch(cmd_buf_info, indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4548. _resource_transitions_flush(cmd_buf_info);
  4549. }
  4550. cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.dispatch.Get(), 1, indirect_buf_info->resource, p_offset, nullptr, 0);
  4551. }
  4552. // ----- PIPELINE -----
  4553. RDD::PipelineID RenderingDeviceDriverD3D12::compute_pipeline_create(ShaderID p_shader, VectorView<PipelineSpecializationConstant> p_specialization_constants) {
  4554. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  4555. CD3DX12_PIPELINE_STATE_STREAM pipeline_desc = {};
  4556. // Stages bytecodes + specialization constants.
  4557. pipeline_desc.pRootSignature = shader_info_in->root_signature.Get();
  4558. HashMap<ShaderStage, Vector<uint8_t>> final_stages_bytecode;
  4559. bool ok = _shader_apply_specialization_constants(shader_info_in, p_specialization_constants, final_stages_bytecode);
  4560. ERR_FAIL_COND_V(!ok, PipelineID());
  4561. pipeline_desc.CS = D3D12_SHADER_BYTECODE{
  4562. final_stages_bytecode[SHADER_STAGE_COMPUTE].ptr(),
  4563. (SIZE_T)final_stages_bytecode[SHADER_STAGE_COMPUTE].size()
  4564. };
  4565. ComPtr<ID3D12Device2> device_2;
  4566. device->QueryInterface(device_2.GetAddressOf());
  4567. ID3D12PipelineState *pso = nullptr;
  4568. HRESULT res = E_FAIL;
  4569. if (device_2) {
  4570. D3D12_PIPELINE_STATE_STREAM_DESC pssd = {};
  4571. pssd.pPipelineStateSubobjectStream = &pipeline_desc;
  4572. pssd.SizeInBytes = sizeof(pipeline_desc);
  4573. res = device_2->CreatePipelineState(&pssd, IID_PPV_ARGS(&pso));
  4574. } else {
  4575. D3D12_COMPUTE_PIPELINE_STATE_DESC desc = pipeline_desc.ComputeDescV0();
  4576. res = device->CreateComputePipelineState(&desc, IID_PPV_ARGS(&pso));
  4577. }
  4578. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), PipelineID(), "Create(Compute)PipelineState failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4579. PipelineInfo *pipeline_info = memnew(PipelineInfo);
  4580. pipeline_info->pso = pso;
  4581. pipeline_info->shader_info = shader_info_in;
  4582. return PipelineID(pipeline_info);
  4583. }
  4584. /*****************/
  4585. /**** QUERIES ****/
  4586. /*****************/
  4587. // ----- TIMESTAMP -----
  4588. RDD::QueryPoolID RenderingDeviceDriverD3D12::timestamp_query_pool_create(uint32_t p_query_count) {
  4589. ComPtr<ID3D12QueryHeap> query_heap;
  4590. {
  4591. D3D12_QUERY_HEAP_DESC qh_desc = {};
  4592. qh_desc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  4593. qh_desc.Count = p_query_count;
  4594. qh_desc.NodeMask = 0;
  4595. HRESULT res = device->CreateQueryHeap(&qh_desc, IID_PPV_ARGS(query_heap.GetAddressOf()));
  4596. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), QueryPoolID(), "CreateQueryHeap failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4597. }
  4598. ComPtr<D3D12MA::Allocation> results_buffer_allocation;
  4599. {
  4600. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  4601. allocation_desc.HeapType = D3D12_HEAP_TYPE_READBACK;
  4602. CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(sizeof(uint64_t) * p_query_count);
  4603. ComPtr<ID3D12Resource> results_buffer;
  4604. HRESULT res = allocator->CreateResource(
  4605. &allocation_desc,
  4606. &resource_desc,
  4607. D3D12_RESOURCE_STATE_COPY_DEST,
  4608. nullptr,
  4609. results_buffer_allocation.GetAddressOf(),
  4610. IID_PPV_ARGS(results_buffer.GetAddressOf()));
  4611. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), QueryPoolID(), "D3D12MA::CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4612. }
  4613. // Bookkeep.
  4614. TimestampQueryPoolInfo *tqp_info = VersatileResource::allocate<TimestampQueryPoolInfo>(resources_allocator);
  4615. tqp_info->query_heap = query_heap;
  4616. tqp_info->query_count = p_query_count;
  4617. tqp_info->results_buffer_allocation = results_buffer_allocation;
  4618. return RDD::QueryPoolID(tqp_info);
  4619. }
  4620. void RenderingDeviceDriverD3D12::timestamp_query_pool_free(QueryPoolID p_pool_id) {
  4621. TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id;
  4622. VersatileResource::free(resources_allocator, tqp_info);
  4623. }
  4624. void RenderingDeviceDriverD3D12::timestamp_query_pool_get_results(QueryPoolID p_pool_id, uint32_t p_query_count, uint64_t *r_results) {
  4625. TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id;
  4626. ID3D12Resource *results_buffer = tqp_info->results_buffer_allocation->GetResource();
  4627. void *results_buffer_data = nullptr;
  4628. results_buffer->Map(0, &VOID_RANGE, &results_buffer_data);
  4629. memcpy(r_results, results_buffer_data, sizeof(uint64_t) * p_query_count);
  4630. results_buffer->Unmap(0, &VOID_RANGE);
  4631. }
  4632. uint64_t RenderingDeviceDriverD3D12::timestamp_query_result_to_time(uint64_t p_result) {
  4633. return p_result / (double)device_limits.timestamp_frequency * 1000000000.0;
  4634. }
  4635. void RenderingDeviceDriverD3D12::command_timestamp_query_pool_reset(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_query_count) {
  4636. }
  4637. void RenderingDeviceDriverD3D12::command_timestamp_write(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_index) {
  4638. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4639. TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id;
  4640. ID3D12Resource *results_buffer = tqp_info->results_buffer_allocation->GetResource();
  4641. cmd_buf_info->cmd_list->EndQuery(tqp_info->query_heap.Get(), D3D12_QUERY_TYPE_TIMESTAMP, p_index);
  4642. 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));
  4643. }
  4644. void RenderingDeviceDriverD3D12::command_begin_label(CommandBufferID p_cmd_buffer, const char *p_label_name, const Color &p_color) {
  4645. #ifdef PIX_ENABLED
  4646. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4647. PIXBeginEvent(cmd_buf_info->cmd_list.Get(), p_color.to_argb32(), p_label_name);
  4648. #endif
  4649. }
  4650. void RenderingDeviceDriverD3D12::command_end_label(CommandBufferID p_cmd_buffer) {
  4651. #ifdef PIX_ENABLED
  4652. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4653. PIXEndEvent(cmd_buf_info->cmd_list.Get());
  4654. #endif
  4655. }
  4656. void RenderingDeviceDriverD3D12::command_insert_breadcrumb(CommandBufferID p_cmd_buffer, uint32_t p_data) {
  4657. // TODO: Implement via DRED.
  4658. }
  4659. /********************/
  4660. /**** SUBMISSION ****/
  4661. /********************/
  4662. void RenderingDeviceDriverD3D12::begin_segment(uint32_t p_frame_index, uint32_t p_frames_drawn) {
  4663. frame_idx = p_frame_index;
  4664. frames_drawn = p_frames_drawn;
  4665. allocator->SetCurrentFrameIndex(p_frames_drawn);
  4666. frames[frame_idx].desc_heap_walkers.resources.rewind();
  4667. frames[frame_idx].desc_heap_walkers.samplers.rewind();
  4668. frames[frame_idx].desc_heap_walkers.aux.rewind();
  4669. frames[frame_idx].desc_heap_walkers.rtv.rewind();
  4670. frames[frame_idx].desc_heaps_exhausted_reported = {};
  4671. frames[frame_idx].null_rtv_handle = CD3DX12_CPU_DESCRIPTOR_HANDLE{};
  4672. frames[frame_idx].segment_serial = segment_serial;
  4673. segment_begun = true;
  4674. }
  4675. void RenderingDeviceDriverD3D12::end_segment() {
  4676. segment_serial++;
  4677. segment_begun = false;
  4678. }
  4679. /**************/
  4680. /**** MISC ****/
  4681. /**************/
  4682. void RenderingDeviceDriverD3D12::_set_object_name(ID3D12Object *p_object, String p_object_name) {
  4683. ERR_FAIL_NULL(p_object);
  4684. int name_len = p_object_name.size();
  4685. WCHAR *name_w = (WCHAR *)alloca(sizeof(WCHAR) * (name_len + 1));
  4686. MultiByteToWideChar(CP_UTF8, 0, p_object_name.utf8().get_data(), -1, name_w, name_len);
  4687. p_object->SetName(name_w);
  4688. }
  4689. void RenderingDeviceDriverD3D12::set_object_name(ObjectType p_type, ID p_driver_id, const String &p_name) {
  4690. switch (p_type) {
  4691. case OBJECT_TYPE_TEXTURE: {
  4692. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  4693. if (tex_info->owner_info.allocation) {
  4694. _set_object_name(tex_info->resource, p_name);
  4695. }
  4696. } break;
  4697. case OBJECT_TYPE_SAMPLER: {
  4698. } break;
  4699. case OBJECT_TYPE_BUFFER: {
  4700. const BufferInfo *buf_info = (const BufferInfo *)p_driver_id.id;
  4701. _set_object_name(buf_info->resource, p_name);
  4702. } break;
  4703. case OBJECT_TYPE_SHADER: {
  4704. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_driver_id.id;
  4705. _set_object_name(shader_info_in->root_signature.Get(), p_name);
  4706. } break;
  4707. case OBJECT_TYPE_UNIFORM_SET: {
  4708. const UniformSetInfo *uniform_set_info = (const UniformSetInfo *)p_driver_id.id;
  4709. if (uniform_set_info->desc_heaps.resources.get_heap()) {
  4710. _set_object_name(uniform_set_info->desc_heaps.resources.get_heap(), p_name + " resources heap");
  4711. }
  4712. if (uniform_set_info->desc_heaps.samplers.get_heap()) {
  4713. _set_object_name(uniform_set_info->desc_heaps.samplers.get_heap(), p_name + " samplers heap");
  4714. }
  4715. } break;
  4716. case OBJECT_TYPE_PIPELINE: {
  4717. const PipelineInfo *pipeline_info = (const PipelineInfo *)p_driver_id.id;
  4718. _set_object_name(pipeline_info->pso, p_name);
  4719. } break;
  4720. default: {
  4721. DEV_ASSERT(false);
  4722. }
  4723. }
  4724. }
  4725. uint64_t RenderingDeviceDriverD3D12::get_resource_native_handle(DriverResource p_type, ID p_driver_id) {
  4726. switch (p_type) {
  4727. case DRIVER_RESOURCE_LOGICAL_DEVICE: {
  4728. return (uint64_t)device.Get();
  4729. }
  4730. case DRIVER_RESOURCE_PHYSICAL_DEVICE: {
  4731. return (uint64_t)adapter.Get();
  4732. }
  4733. case DRIVER_RESOURCE_TOPMOST_OBJECT: {
  4734. return 0;
  4735. }
  4736. case DRIVER_RESOURCE_COMMAND_QUEUE: {
  4737. return (uint64_t)p_driver_id.id;
  4738. }
  4739. case DRIVER_RESOURCE_QUEUE_FAMILY: {
  4740. return 0;
  4741. }
  4742. case DRIVER_RESOURCE_TEXTURE: {
  4743. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  4744. return (uint64_t)tex_info->main_texture;
  4745. } break;
  4746. case DRIVER_RESOURCE_TEXTURE_VIEW: {
  4747. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  4748. return (uint64_t)tex_info->resource;
  4749. }
  4750. case DRIVER_RESOURCE_TEXTURE_DATA_FORMAT: {
  4751. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  4752. return (uint64_t)tex_info->desc.Format;
  4753. }
  4754. case DRIVER_RESOURCE_SAMPLER:
  4755. case DRIVER_RESOURCE_UNIFORM_SET:
  4756. return 0;
  4757. case DRIVER_RESOURCE_BUFFER: {
  4758. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  4759. return (uint64_t)tex_info->resource;
  4760. } break;
  4761. case DRIVER_RESOURCE_COMPUTE_PIPELINE:
  4762. case DRIVER_RESOURCE_RENDER_PIPELINE: {
  4763. return p_driver_id.id;
  4764. }
  4765. default: {
  4766. return 0;
  4767. }
  4768. }
  4769. }
  4770. uint64_t RenderingDeviceDriverD3D12::get_total_memory_used() {
  4771. D3D12MA::TotalStatistics stats;
  4772. allocator->CalculateStatistics(&stats);
  4773. return stats.Total.Stats.BlockBytes;
  4774. }
  4775. uint64_t RenderingDeviceDriverD3D12::get_lazily_memory_used() {
  4776. return 0;
  4777. }
  4778. uint64_t RenderingDeviceDriverD3D12::limit_get(Limit p_limit) {
  4779. uint64_t safe_unbounded = ((uint64_t)1 << 30);
  4780. switch (p_limit) {
  4781. case LIMIT_MAX_BOUND_UNIFORM_SETS:
  4782. return safe_unbounded;
  4783. case LIMIT_MAX_TEXTURE_ARRAY_LAYERS:
  4784. return D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
  4785. case LIMIT_MAX_TEXTURE_SIZE_1D:
  4786. return D3D12_REQ_TEXTURE1D_U_DIMENSION;
  4787. case LIMIT_MAX_TEXTURE_SIZE_2D:
  4788. return D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  4789. case LIMIT_MAX_TEXTURE_SIZE_3D:
  4790. return D3D12_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
  4791. case LIMIT_MAX_TEXTURE_SIZE_CUBE:
  4792. return D3D12_REQ_TEXTURECUBE_DIMENSION;
  4793. case LIMIT_MAX_TEXTURES_PER_SHADER_STAGE:
  4794. return device_limits.max_srvs_per_shader_stage;
  4795. case LIMIT_MAX_UNIFORM_BUFFER_SIZE:
  4796. return 65536;
  4797. case LIMIT_MAX_VIEWPORT_DIMENSIONS_X:
  4798. case LIMIT_MAX_VIEWPORT_DIMENSIONS_Y:
  4799. return 16384; // Based on max. texture size. Maybe not correct.
  4800. case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X:
  4801. return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
  4802. case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Y:
  4803. return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
  4804. case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Z:
  4805. return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
  4806. case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_X:
  4807. return D3D12_CS_THREAD_GROUP_MAX_X;
  4808. case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Y:
  4809. return D3D12_CS_THREAD_GROUP_MAX_Y;
  4810. case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Z:
  4811. return D3D12_CS_THREAD_GROUP_MAX_Z;
  4812. case LIMIT_MAX_COMPUTE_SHARED_MEMORY_SIZE:
  4813. return D3D12_CS_TGSM_REGISTER_COUNT * sizeof(float);
  4814. case LIMIT_SUBGROUP_SIZE:
  4815. // Note in min/max. Shader model 6.6 supports it (see https://microsoft.github.io/DirectX-Specs/d3d/HLSL_SM_6_6_WaveSize.html),
  4816. // but at this time I don't know the implications on the transpilation to DXIL, etc.
  4817. case LIMIT_SUBGROUP_MIN_SIZE:
  4818. case LIMIT_SUBGROUP_MAX_SIZE:
  4819. return subgroup_capabilities.size;
  4820. case LIMIT_SUBGROUP_IN_SHADERS:
  4821. return subgroup_capabilities.supported_stages_flags_rd();
  4822. case LIMIT_SUBGROUP_OPERATIONS:
  4823. return subgroup_capabilities.supported_operations_flags_rd();
  4824. case LIMIT_MAX_SHADER_VARYINGS:
  4825. return MIN(D3D12_VS_OUTPUT_REGISTER_COUNT, D3D12_PS_INPUT_REGISTER_COUNT);
  4826. default: {
  4827. #ifdef DEV_ENABLED
  4828. WARN_PRINT("Returning maximum value for unknown limit " + itos(p_limit) + ".");
  4829. #endif
  4830. return safe_unbounded;
  4831. }
  4832. }
  4833. }
  4834. uint64_t RenderingDeviceDriverD3D12::api_trait_get(ApiTrait p_trait) {
  4835. switch (p_trait) {
  4836. case API_TRAIT_HONORS_PIPELINE_BARRIERS:
  4837. return barrier_capabilities.enhanced_barriers_supported;
  4838. case API_TRAIT_SHADER_CHANGE_INVALIDATION:
  4839. return (uint64_t)SHADER_CHANGE_INVALIDATION_ALL_OR_NONE_ACCORDING_TO_LAYOUT_HASH;
  4840. case API_TRAIT_TEXTURE_TRANSFER_ALIGNMENT:
  4841. return D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT;
  4842. case API_TRAIT_TEXTURE_DATA_ROW_PITCH_STEP:
  4843. return D3D12_TEXTURE_DATA_PITCH_ALIGNMENT;
  4844. case API_TRAIT_SECONDARY_VIEWPORT_SCISSOR:
  4845. return false;
  4846. case API_TRAIT_CLEARS_WITH_COPY_ENGINE:
  4847. return false;
  4848. case API_TRAIT_USE_GENERAL_IN_COPY_QUEUES:
  4849. return true;
  4850. case API_TRAIT_BUFFERS_REQUIRE_TRANSITIONS:
  4851. return !barrier_capabilities.enhanced_barriers_supported;
  4852. default:
  4853. return RenderingDeviceDriver::api_trait_get(p_trait);
  4854. }
  4855. }
  4856. bool RenderingDeviceDriverD3D12::has_feature(Features p_feature) {
  4857. switch (p_feature) {
  4858. case SUPPORTS_HALF_FLOAT:
  4859. return shader_capabilities.native_16bit_ops && storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported;
  4860. case SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS:
  4861. return true;
  4862. case SUPPORTS_BUFFER_DEVICE_ADDRESS:
  4863. return true;
  4864. case SUPPORTS_IMAGE_ATOMIC_32_BIT:
  4865. return true;
  4866. case SUPPORTS_VULKAN_MEMORY_MODEL:
  4867. return false;
  4868. default:
  4869. return false;
  4870. }
  4871. }
  4872. const RDD::MultiviewCapabilities &RenderingDeviceDriverD3D12::get_multiview_capabilities() {
  4873. return multiview_capabilities;
  4874. }
  4875. const RDD::FragmentShadingRateCapabilities &RenderingDeviceDriverD3D12::get_fragment_shading_rate_capabilities() {
  4876. return fsr_capabilities;
  4877. }
  4878. const RDD::FragmentDensityMapCapabilities &RenderingDeviceDriverD3D12::get_fragment_density_map_capabilities() {
  4879. return fdm_capabilities;
  4880. }
  4881. String RenderingDeviceDriverD3D12::get_api_name() const {
  4882. return "D3D12";
  4883. }
  4884. String RenderingDeviceDriverD3D12::get_api_version() const {
  4885. return vformat("%d_%d", feature_level / 10, feature_level % 10);
  4886. }
  4887. String RenderingDeviceDriverD3D12::get_pipeline_cache_uuid() const {
  4888. return pipeline_cache_id;
  4889. }
  4890. const RDD::Capabilities &RenderingDeviceDriverD3D12::get_capabilities() const {
  4891. return device_capabilities;
  4892. }
  4893. const RenderingShaderContainerFormat &RenderingDeviceDriverD3D12::get_shader_container_format() const {
  4894. return shader_container_format;
  4895. }
  4896. bool RenderingDeviceDriverD3D12::is_composite_alpha_supported(CommandQueueID p_queue) const {
  4897. if (has_comp_alpha.has((uint64_t)p_queue.id)) {
  4898. return has_comp_alpha[(uint64_t)p_queue.id];
  4899. }
  4900. return false;
  4901. }
  4902. /******************/
  4903. RenderingDeviceDriverD3D12::RenderingDeviceDriverD3D12(RenderingContextDriverD3D12 *p_context_driver) {
  4904. DEV_ASSERT(p_context_driver != nullptr);
  4905. this->context_driver = p_context_driver;
  4906. }
  4907. RenderingDeviceDriverD3D12::~RenderingDeviceDriverD3D12() {
  4908. if (D3D12Hooks::get_singleton() != nullptr) {
  4909. D3D12Hooks::get_singleton()->cleanup_device();
  4910. }
  4911. glsl_type_singleton_decref();
  4912. }
  4913. bool RenderingDeviceDriverD3D12::is_in_developer_mode() {
  4914. HKEY hkey = nullptr;
  4915. LSTATUS result = RegOpenKeyExW(HKEY_LOCAL_MACHINE, L"SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\AppModelUnlock", 0, KEY_READ, &hkey);
  4916. if (result != ERROR_SUCCESS) {
  4917. return false;
  4918. }
  4919. DWORD value = 0;
  4920. DWORD dword_size = sizeof(DWORD);
  4921. result = RegQueryValueExW(hkey, L"AllowDevelopmentWithoutDevLicense", nullptr, nullptr, (PBYTE)&value, &dword_size);
  4922. RegCloseKey(hkey);
  4923. if (result != ERROR_SUCCESS) {
  4924. return false;
  4925. }
  4926. return (value != 0);
  4927. }
  4928. Error RenderingDeviceDriverD3D12::_initialize_device() {
  4929. HRESULT res;
  4930. if (is_in_developer_mode()) {
  4931. 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 *);
  4932. PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES d3d_D3D12EnableExperimentalFeatures = (PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES)(void *)GetProcAddress(context_driver->lib_d3d12, "D3D12EnableExperimentalFeatures");
  4933. ERR_FAIL_NULL_V(d3d_D3D12EnableExperimentalFeatures, ERR_CANT_CREATE);
  4934. UUID experimental_features[] = { D3D12ExperimentalShaderModels };
  4935. d3d_D3D12EnableExperimentalFeatures(1, experimental_features, nullptr, nullptr);
  4936. }
  4937. D3D_FEATURE_LEVEL requested_feature_level = D3D_FEATURE_LEVEL_11_0;
  4938. // Override the adapter and feature level if needed by the XR backend.
  4939. if (D3D12Hooks::get_singleton() != nullptr) {
  4940. const LUID adapter_luid = D3D12Hooks::get_singleton()->get_adapter_luid();
  4941. requested_feature_level = D3D12Hooks::get_singleton()->get_feature_level();
  4942. ComPtr<IDXGIAdapter1> desired_adapter;
  4943. for (UINT adapter_index = 0;; adapter_index++) {
  4944. // EnumAdapters1 will fail with DXGI_ERROR_NOT_FOUND when there are no more adapters to
  4945. // enumerate.
  4946. if (context_driver->dxgi_factory_get()->EnumAdapters1(adapter_index, desired_adapter.ReleaseAndGetAddressOf()) == DXGI_ERROR_NOT_FOUND) {
  4947. break;
  4948. }
  4949. DXGI_ADAPTER_DESC1 desc;
  4950. desired_adapter->GetDesc1(&desc);
  4951. if (!memcmp(&desc.AdapterLuid, &adapter_luid, sizeof(LUID))) {
  4952. break;
  4953. }
  4954. }
  4955. ERR_FAIL_NULL_V(desired_adapter, ERR_CANT_CREATE);
  4956. adapter = desired_adapter;
  4957. }
  4958. ID3D12DeviceFactory *device_factory = context_driver->device_factory_get();
  4959. if (device_factory != nullptr) {
  4960. res = device_factory->CreateDevice(adapter.Get(), requested_feature_level, IID_PPV_ARGS(device.GetAddressOf()));
  4961. } else {
  4962. PFN_D3D12_CREATE_DEVICE d3d_D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)(void *)GetProcAddress(context_driver->lib_d3d12, "D3D12CreateDevice");
  4963. ERR_FAIL_NULL_V(d3d_D3D12CreateDevice, ERR_CANT_CREATE);
  4964. res = d3d_D3D12CreateDevice(adapter.Get(), requested_feature_level, IID_PPV_ARGS(device.GetAddressOf()));
  4965. }
  4966. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "D3D12CreateDevice failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4967. if (D3D12Hooks::get_singleton() != nullptr) {
  4968. D3D12Hooks::get_singleton()->set_device(device.Get());
  4969. }
  4970. if (context_driver->use_validation_layers()) {
  4971. ComPtr<ID3D12InfoQueue> info_queue;
  4972. res = device.As(&info_queue);
  4973. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  4974. #if CUSTOM_INFO_QUEUE_ENABLED
  4975. ComPtr<ID3D12InfoQueue1> info_queue_1;
  4976. device.As(&info_queue_1);
  4977. if (info_queue_1) {
  4978. // Custom printing supported (added in Windows 10 Release Preview build 20236). Even if the callback cookie is unused, it seems the
  4979. // argument is not optional and the function will fail if it's not specified.
  4980. DWORD callback_cookie;
  4981. info_queue_1->SetMuteDebugOutput(TRUE);
  4982. res = info_queue_1->RegisterMessageCallback(&_debug_message_func, D3D12_MESSAGE_CALLBACK_IGNORE_FILTERS, nullptr, &callback_cookie);
  4983. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  4984. } else
  4985. #endif
  4986. {
  4987. // Rely on D3D12's own debug printing.
  4988. if (Engine::get_singleton()->is_abort_on_gpu_errors_enabled()) {
  4989. res = info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
  4990. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  4991. res = info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
  4992. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  4993. res = info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
  4994. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  4995. }
  4996. }
  4997. D3D12_MESSAGE_SEVERITY severities_to_mute[] = {
  4998. D3D12_MESSAGE_SEVERITY_INFO,
  4999. };
  5000. D3D12_MESSAGE_ID messages_to_mute[] = {
  5001. D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE,
  5002. D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_MISMATCHINGCLEARVALUE,
  5003. // These happen due to how D3D12MA manages buffers; seems benign.
  5004. D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_HAS_NO_RESOURCE,
  5005. D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_INTERSECTS_MULTIPLE_BUFFERS,
  5006. // Seemingly a false positive.
  5007. D3D12_MESSAGE_ID_DATA_STATIC_WHILE_SET_AT_EXECUTE_DESCRIPTOR_INVALID_DATA_CHANGE,
  5008. };
  5009. D3D12_INFO_QUEUE_FILTER filter = {};
  5010. filter.DenyList.NumSeverities = ARRAY_SIZE(severities_to_mute);
  5011. filter.DenyList.pSeverityList = severities_to_mute;
  5012. filter.DenyList.NumIDs = ARRAY_SIZE(messages_to_mute);
  5013. filter.DenyList.pIDList = messages_to_mute;
  5014. res = info_queue->PushStorageFilter(&filter);
  5015. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5016. }
  5017. return OK;
  5018. }
  5019. Error RenderingDeviceDriverD3D12::_check_capabilities() {
  5020. // Check feature levels.
  5021. const D3D_FEATURE_LEVEL FEATURE_LEVELS[] = {
  5022. D3D_FEATURE_LEVEL_11_0,
  5023. D3D_FEATURE_LEVEL_11_1,
  5024. D3D_FEATURE_LEVEL_12_0,
  5025. D3D_FEATURE_LEVEL_12_1,
  5026. D3D_FEATURE_LEVEL_12_2,
  5027. };
  5028. D3D12_FEATURE_DATA_FEATURE_LEVELS feat_levels = {};
  5029. feat_levels.NumFeatureLevels = ARRAY_SIZE(FEATURE_LEVELS);
  5030. feat_levels.pFeatureLevelsRequested = FEATURE_LEVELS;
  5031. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FEATURE_LEVELS, &feat_levels, sizeof(feat_levels));
  5032. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_UNAVAILABLE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5033. // Example: D3D_FEATURE_LEVEL_12_1 = 0xc100.
  5034. uint32_t feat_level_major = feat_levels.MaxSupportedFeatureLevel >> 12;
  5035. uint32_t feat_level_minor = (feat_levels.MaxSupportedFeatureLevel >> 16) & 0xff;
  5036. feature_level = feat_level_major * 10 + feat_level_minor;
  5037. // Fill device capabilities.
  5038. device_capabilities.device_family = DEVICE_DIRECTX;
  5039. device_capabilities.version_major = feature_level / 10;
  5040. device_capabilities.version_minor = feature_level % 10;
  5041. // Assume not supported until proven otherwise.
  5042. multiview_capabilities.is_supported = false;
  5043. multiview_capabilities.geometry_shader_is_supported = false;
  5044. multiview_capabilities.tessellation_shader_is_supported = false;
  5045. multiview_capabilities.max_view_count = 0;
  5046. multiview_capabilities.max_instance_count = 0;
  5047. multiview_capabilities.is_supported = false;
  5048. subgroup_capabilities.size = 0;
  5049. subgroup_capabilities.wave_ops_supported = false;
  5050. shader_capabilities.shader_model = (D3D_SHADER_MODEL)0;
  5051. shader_capabilities.native_16bit_ops = false;
  5052. storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = false;
  5053. format_capabilities.relaxed_casting_supported = false;
  5054. {
  5055. static const D3D_SHADER_MODEL SMS_TO_CHECK[] = {
  5056. D3D_SHADER_MODEL_6_6,
  5057. D3D_SHADER_MODEL_6_5,
  5058. D3D_SHADER_MODEL_6_4,
  5059. D3D_SHADER_MODEL_6_3,
  5060. D3D_SHADER_MODEL_6_2,
  5061. D3D_SHADER_MODEL_6_1,
  5062. D3D_SHADER_MODEL_6_0, // Determined by NIR (dxil_min_shader_model).
  5063. };
  5064. D3D12_FEATURE_DATA_SHADER_MODEL shader_model = {};
  5065. for (uint32_t i = 0; i < ARRAY_SIZE(SMS_TO_CHECK); i++) {
  5066. shader_model.HighestShaderModel = SMS_TO_CHECK[i];
  5067. res = device->CheckFeatureSupport(D3D12_FEATURE_SHADER_MODEL, &shader_model, sizeof(shader_model));
  5068. if (SUCCEEDED(res)) {
  5069. shader_capabilities.shader_model = shader_model.HighestShaderModel;
  5070. break;
  5071. }
  5072. if (res == E_INVALIDARG) {
  5073. continue; // Must assume the device doesn't know about the SM just checked.
  5074. }
  5075. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5076. }
  5077. #define D3D_SHADER_MODEL_TO_STRING(m_sm) vformat("%d.%d", (m_sm >> 4), (m_sm & 0xf))
  5078. ERR_FAIL_COND_V_MSG(!shader_capabilities.shader_model, ERR_UNAVAILABLE,
  5079. 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])));
  5080. print_verbose("- Shader:");
  5081. print_verbose(" model: " + D3D_SHADER_MODEL_TO_STRING(shader_capabilities.shader_model));
  5082. }
  5083. shader_container_format.set_lib_d3d12(context_driver->lib_d3d12);
  5084. D3D12_FEATURE_DATA_D3D12_OPTIONS options = {};
  5085. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options));
  5086. if (SUCCEEDED(res)) {
  5087. storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = options.TypedUAVLoadAdditionalFormats;
  5088. }
  5089. D3D12_FEATURE_DATA_D3D12_OPTIONS1 options1 = {};
  5090. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS1, &options1, sizeof(options1));
  5091. if (SUCCEEDED(res)) {
  5092. subgroup_capabilities.size = options1.WaveLaneCountMin;
  5093. subgroup_capabilities.wave_ops_supported = options1.WaveOps;
  5094. }
  5095. D3D12_FEATURE_DATA_D3D12_OPTIONS2 options2 = {};
  5096. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS2, &options2, sizeof(options2));
  5097. if (SUCCEEDED(res)) {
  5098. misc_features_support.depth_bounds_supported = options2.DepthBoundsTestSupported;
  5099. }
  5100. D3D12_FEATURE_DATA_D3D12_OPTIONS3 options3 = {};
  5101. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS3, &options3, sizeof(options3));
  5102. if (SUCCEEDED(res)) {
  5103. // https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_view_instancing_tier
  5104. // https://microsoft.github.io/DirectX-Specs/d3d/ViewInstancing.html#sv_viewid
  5105. if (options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_1) {
  5106. multiview_capabilities.is_supported = true;
  5107. multiview_capabilities.geometry_shader_is_supported = options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_3;
  5108. multiview_capabilities.tessellation_shader_is_supported = options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_3;
  5109. multiview_capabilities.max_view_count = D3D12_MAX_VIEW_INSTANCE_COUNT;
  5110. multiview_capabilities.max_instance_count = UINT32_MAX;
  5111. }
  5112. }
  5113. D3D12_FEATURE_DATA_D3D12_OPTIONS4 options4 = {};
  5114. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS4, &options4, sizeof(options4));
  5115. if (SUCCEEDED(res)) {
  5116. shader_capabilities.native_16bit_ops = options4.Native16BitShaderOpsSupported;
  5117. }
  5118. D3D12_FEATURE_DATA_D3D12_OPTIONS6 options6 = {};
  5119. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS6, &options6, sizeof(options6));
  5120. if (SUCCEEDED(res)) {
  5121. if (options6.VariableShadingRateTier >= D3D12_VARIABLE_SHADING_RATE_TIER_1) {
  5122. fsr_capabilities.pipeline_supported = true;
  5123. if (options6.VariableShadingRateTier >= D3D12_VARIABLE_SHADING_RATE_TIER_2) {
  5124. fsr_capabilities.primitive_supported = true;
  5125. fsr_capabilities.attachment_supported = true;
  5126. fsr_capabilities.min_texel_size = Size2i(options6.ShadingRateImageTileSize, options6.ShadingRateImageTileSize);
  5127. fsr_capabilities.max_texel_size = Size2i(8, 8);
  5128. }
  5129. }
  5130. }
  5131. D3D12_FEATURE_DATA_D3D12_OPTIONS12 options12 = {};
  5132. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &options12, sizeof(options12));
  5133. if (SUCCEEDED(res)) {
  5134. format_capabilities.relaxed_casting_supported = options12.RelaxedFormatCastingSupported;
  5135. barrier_capabilities.enhanced_barriers_supported = options12.EnhancedBarriersSupported;
  5136. }
  5137. if (fsr_capabilities.pipeline_supported || fsr_capabilities.primitive_supported || fsr_capabilities.attachment_supported) {
  5138. print_verbose("- D3D12 Variable Rate Shading supported:");
  5139. if (fsr_capabilities.pipeline_supported) {
  5140. print_verbose(" Draw call");
  5141. }
  5142. if (fsr_capabilities.primitive_supported) {
  5143. print_verbose(" Primitive");
  5144. }
  5145. if (fsr_capabilities.attachment_supported) {
  5146. print_verbose(String(" Screen-space image (tile size: ") + itos(fsr_capabilities.min_texel_size.x) + ")");
  5147. }
  5148. } else {
  5149. print_verbose("- D3D12 Variable Rate Shading not supported");
  5150. }
  5151. if (multiview_capabilities.is_supported) {
  5152. print_verbose("- D3D12 multiview supported:");
  5153. print_verbose(" max view count: " + itos(multiview_capabilities.max_view_count));
  5154. //print_verbose(" max instances: " + itos(multiview_capabilities.max_instance_count)); // Hardcoded; not very useful at the moment.
  5155. } else {
  5156. print_verbose("- D3D12 multiview not supported");
  5157. }
  5158. if (format_capabilities.relaxed_casting_supported) {
  5159. #if 0
  5160. print_verbose("- Relaxed casting supported");
  5161. #else
  5162. // Certain configurations (Windows 11 with an updated NVIDIA driver) crash when using relaxed casting.
  5163. // Therefore, we disable it temporarily until we can assure that it's reliable.
  5164. // There are fallbacks in place that work in every case, if less efficient.
  5165. format_capabilities.relaxed_casting_supported = false;
  5166. print_verbose("- Relaxed casting supported (but disabled for now)");
  5167. #endif
  5168. } else {
  5169. print_verbose("- Relaxed casting not supported");
  5170. }
  5171. print_verbose(String("- D3D12 16-bit ops supported: ") + (shader_capabilities.native_16bit_ops ? "yes" : "no"));
  5172. if (misc_features_support.depth_bounds_supported) {
  5173. print_verbose("- Depth bounds test supported");
  5174. } else {
  5175. print_verbose("- Depth bounds test not supported");
  5176. }
  5177. return OK;
  5178. }
  5179. Error RenderingDeviceDriverD3D12::_get_device_limits() {
  5180. D3D12_FEATURE_DATA_D3D12_OPTIONS options = {};
  5181. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options));
  5182. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_UNAVAILABLE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5183. // https://docs.microsoft.com/en-us/windows/win32/direct3d12/hardware-support
  5184. device_limits.max_srvs_per_shader_stage = options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1 ? 128 : UINT64_MAX;
  5185. device_limits.max_cbvs_per_shader_stage = options.ResourceBindingTier <= D3D12_RESOURCE_BINDING_TIER_2 ? 14 : UINT64_MAX;
  5186. device_limits.max_samplers_across_all_stages = options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1 ? 16 : 2048;
  5187. if (options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1) {
  5188. device_limits.max_uavs_across_all_stages = feature_level <= 110 ? 8 : 64;
  5189. } else if (options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_2) {
  5190. device_limits.max_uavs_across_all_stages = 64;
  5191. } else {
  5192. device_limits.max_uavs_across_all_stages = UINT64_MAX;
  5193. }
  5194. // Retrieving the timestamp frequency requires creating a command queue that will be discarded immediately.
  5195. ComPtr<ID3D12CommandQueue> unused_command_queue;
  5196. D3D12_COMMAND_QUEUE_DESC queue_desc = {};
  5197. queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  5198. res = device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(unused_command_queue.GetAddressOf()));
  5199. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5200. res = unused_command_queue->GetTimestampFrequency(&device_limits.timestamp_frequency);
  5201. if (!SUCCEEDED(res)) {
  5202. print_verbose("D3D12: GetTimestampFrequency failed with error " + vformat("0x%08ux", (uint64_t)res) + ". Timestamps will be inaccurate.");
  5203. }
  5204. return OK;
  5205. }
  5206. Error RenderingDeviceDriverD3D12::_initialize_allocator() {
  5207. D3D12MA::ALLOCATOR_DESC allocator_desc = {};
  5208. allocator_desc.pDevice = device.Get();
  5209. allocator_desc.pAdapter = adapter.Get();
  5210. allocator_desc.Flags = D3D12MA::ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED;
  5211. HRESULT res = D3D12MA::CreateAllocator(&allocator_desc, &allocator);
  5212. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "D3D12MA::CreateAllocator failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5213. return OK;
  5214. }
  5215. static Error create_command_signature(ID3D12Device *device, D3D12_INDIRECT_ARGUMENT_TYPE p_type, uint32_t p_stride, ComPtr<ID3D12CommandSignature> *r_cmd_sig) {
  5216. D3D12_INDIRECT_ARGUMENT_DESC iarg_desc = {};
  5217. iarg_desc.Type = p_type;
  5218. D3D12_COMMAND_SIGNATURE_DESC cs_desc = {};
  5219. cs_desc.ByteStride = p_stride;
  5220. cs_desc.NumArgumentDescs = 1;
  5221. cs_desc.pArgumentDescs = &iarg_desc;
  5222. cs_desc.NodeMask = 0;
  5223. HRESULT res = device->CreateCommandSignature(&cs_desc, nullptr, IID_PPV_ARGS(r_cmd_sig->GetAddressOf()));
  5224. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "CreateCommandSignature failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5225. return OK;
  5226. }
  5227. Error RenderingDeviceDriverD3D12::_initialize_frames(uint32_t p_frame_count) {
  5228. Error err;
  5229. //CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
  5230. uint32_t resource_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_resource_descriptors_per_frame");
  5231. uint32_t sampler_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame");
  5232. uint32_t misc_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_misc_descriptors_per_frame");
  5233. frames.resize(p_frame_count);
  5234. for (uint32_t i = 0; i < frames.size(); i++) {
  5235. err = frames[i].desc_heaps.resources.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, resource_descriptors_per_frame, true);
  5236. ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's RESOURCE descriptors heap failed.");
  5237. err = frames[i].desc_heaps.samplers.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, sampler_descriptors_per_frame, true);
  5238. ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's SAMPLER descriptors heap failed.");
  5239. err = frames[i].desc_heaps.aux.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, misc_descriptors_per_frame, false);
  5240. ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's AUX descriptors heap failed.");
  5241. err = frames[i].desc_heaps.rtv.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_RTV, misc_descriptors_per_frame, false);
  5242. ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's RENDER TARGET descriptors heap failed.");
  5243. frames[i].desc_heap_walkers.resources = frames[i].desc_heaps.resources.make_walker();
  5244. frames[i].desc_heap_walkers.samplers = frames[i].desc_heaps.samplers.make_walker();
  5245. frames[i].desc_heap_walkers.aux = frames[i].desc_heaps.aux.make_walker();
  5246. frames[i].desc_heap_walkers.rtv = frames[i].desc_heaps.rtv.make_walker();
  5247. }
  5248. return OK;
  5249. }
  5250. Error RenderingDeviceDriverD3D12::_initialize_command_signatures() {
  5251. Error err = create_command_signature(device.Get(), D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, sizeof(D3D12_DRAW_ARGUMENTS), &indirect_cmd_signatures.draw);
  5252. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5253. err = create_command_signature(device.Get(), D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, sizeof(D3D12_DRAW_INDEXED_ARGUMENTS), &indirect_cmd_signatures.draw_indexed);
  5254. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5255. err = create_command_signature(device.Get(), D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH, sizeof(D3D12_DISPATCH_ARGUMENTS), &indirect_cmd_signatures.dispatch);
  5256. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5257. return OK;
  5258. }
  5259. Error RenderingDeviceDriverD3D12::initialize(uint32_t p_device_index, uint32_t p_frame_count) {
  5260. context_device = context_driver->device_get(p_device_index);
  5261. adapter = context_driver->create_adapter(p_device_index);
  5262. ERR_FAIL_NULL_V(adapter, ERR_CANT_CREATE);
  5263. HRESULT res = adapter->GetDesc(&adapter_desc);
  5264. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5265. // Set the pipeline cache ID based on the adapter information.
  5266. pipeline_cache_id = String::hex_encode_buffer((uint8_t *)&adapter_desc.AdapterLuid, sizeof(LUID));
  5267. pipeline_cache_id += "-driver-" + itos(adapter_desc.Revision);
  5268. Error err = _initialize_device();
  5269. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5270. err = _check_capabilities();
  5271. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5272. err = _get_device_limits();
  5273. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5274. err = _initialize_allocator();
  5275. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5276. err = _initialize_frames(p_frame_count);
  5277. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5278. err = _initialize_command_signatures();
  5279. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5280. glsl_type_singleton_init_or_ref();
  5281. return OK;
  5282. }