godot/drivers/d3d12/d3d12_context.h
2024-01-25 10:42:39 +01:00

262 lines
10 KiB
C++

/**************************************************************************/
/* d3d12_context.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef D3D12_CONTEXT_H
#define D3D12_CONTEXT_H
#include "core/error/error_list.h"
#include "core/os/mutex.h"
#include "core/string/ustring.h"
#include "core/templates/rid_owner.h"
#include "rendering_device_driver_d3d12.h"
#include "servers/display_server.h"
#include "servers/rendering/renderer_rd/api_context_rd.h"
#if defined(__GNUC__) && !defined(__clang__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wnon-virtual-dtor"
#pragma GCC diagnostic ignored "-Wshadow"
#pragma GCC diagnostic ignored "-Wswitch"
#pragma GCC diagnostic ignored "-Wmissing-field-initializers"
#pragma GCC diagnostic ignored "-Wimplicit-fallthrough"
#endif
#if defined(AS)
#undef AS
#endif
#include "d3dx12.h"
#include <dxgi1_6.h>
#include <wrl/client.h>
#if defined(__GNUC__) && !defined(__clang__)
#pragma GCC diagnostic pop
#endif
using Microsoft::WRL::ComPtr;
#define ARRAY_SIZE(a) (sizeof(a) / sizeof(a[0]))
class D3D12Context : public ApiContextRD {
public:
struct DeviceLimits {
uint64_t max_srvs_per_shader_stage;
uint64_t max_cbvs_per_shader_stage;
uint64_t max_samplers_across_all_stages;
uint64_t max_uavs_across_all_stages;
uint64_t timestamp_frequency;
};
struct SubgroupCapabilities {
uint32_t size;
bool wave_ops_supported;
uint32_t supported_stages_flags_rd() const;
uint32_t supported_operations_flags_rd() const;
};
struct VRSCapabilities {
bool draw_call_supported; // We can specify our fragment rate on a draw call level.
bool primitive_supported; // We can specify our fragment rate on each drawcall.
bool primitive_in_multiviewport;
bool ss_image_supported; // We can provide a density map attachment on our framebuffer.
uint32_t ss_image_tile_size;
bool additional_rates_supported;
};
struct ShaderCapabilities {
D3D_SHADER_MODEL shader_model;
bool native_16bit_ops;
};
struct StorageBufferCapabilities {
bool storage_buffer_16_bit_access_is_supported;
};
struct FormatCapabilities {
bool relaxed_casting_supported;
};
private:
enum {
FRAME_LAG = 2,
IMAGE_COUNT = FRAME_LAG + 1,
};
ComPtr<ID3D12DeviceFactory> device_factory;
ComPtr<IDXGIFactory2> dxgi_factory;
ComPtr<IDXGIAdapter> gpu;
DeviceLimits gpu_limits = {};
struct DeviceBasics {
ComPtr<ID3D12Device> device;
ComPtr<ID3D12CommandQueue> queue;
ComPtr<ID3D12Fence> fence;
HANDLE fence_event = nullptr;
UINT64 fence_value = 0;
RenderingDeviceDriverD3D12 *driver = nullptr;
} md; // 'Main device', as opposed to local device.
uint32_t feature_level = 0; // Major * 10 + minor.
bool tearing_supported = false;
SubgroupCapabilities subgroup_capabilities;
RDD::MultiviewCapabilities multiview_capabilities;
VRSCapabilities vrs_capabilities;
ShaderCapabilities shader_capabilities;
StorageBufferCapabilities storage_buffer_capabilities;
FormatCapabilities format_capabilities;
String adapter_vendor;
String adapter_name;
RenderingDevice::DeviceType adapter_type = {};
String pipeline_cache_id;
bool buffers_prepared = false;
DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
uint32_t frame = 0;
ComPtr<ID3D12Fence> frame_fence;
HANDLE frame_fence_event = nullptr;
struct Window {
HWND hwnd = nullptr;
ComPtr<IDXGISwapChain3> swapchain;
UINT swapchain_flags = 0;
UINT sync_interval = 1;
UINT present_flags = 0;
ComPtr<ID3D12Resource> render_targets[IMAGE_COUNT];
uint32_t current_buffer = 0;
int width = 0;
int height = 0;
DisplayServer::VSyncMode vsync_mode = DisplayServer::VSYNC_ENABLED;
RenderingDeviceDriverD3D12::RenderPassInfo render_pass;
RenderingDeviceDriverD3D12::FramebufferInfo framebuffers[IMAGE_COUNT];
};
struct LocalDevice : public DeviceBasics {
bool waiting = false;
HANDLE fence_event = nullptr;
UINT64 fence_value = 0;
};
RID_Owner<LocalDevice, true> local_device_owner;
HashMap<DisplayServer::WindowID, Window> windows;
// Commands.
LocalVector<ID3D12CommandList *> command_list_queue;
uint32_t command_list_count = 1;
static void STDMETHODCALLTYPE _debug_message_func(
D3D12_MESSAGE_CATEGORY p_category,
D3D12_MESSAGE_SEVERITY p_severity,
D3D12_MESSAGE_ID p_id,
LPCSTR p_description,
void *p_context);
Error _initialize_debug_layers();
void _init_device_factory();
Error _select_adapter(int &r_index);
void _dump_adapter_info(int p_index);
Error _create_device(DeviceBasics &r_basics);
Error _get_device_limits();
Error _check_capabilities();
Error _update_swap_chain(Window *window);
void _wait_for_idle_queue(ID3D12CommandQueue *p_queue);
protected:
virtual bool _use_validation_layers();
public:
virtual const char *get_api_name() const override final { return "D3D12"; };
virtual RenderingDevice::Capabilities get_device_capabilities() const override final;
const SubgroupCapabilities &get_subgroup_capabilities() const { return subgroup_capabilities; };
virtual const RDD::MultiviewCapabilities &get_multiview_capabilities() const override final { return multiview_capabilities; };
const VRSCapabilities &get_vrs_capabilities() const { return vrs_capabilities; };
const ShaderCapabilities &get_shader_capabilities() const { return shader_capabilities; };
const StorageBufferCapabilities &get_storage_buffer_capabilities() const { return storage_buffer_capabilities; };
const FormatCapabilities &get_format_capabilities() const { return format_capabilities; };
ID3D12Device *get_device();
IDXGIAdapter *get_adapter();
virtual int get_swapchain_image_count() const override final;
struct WindowPlatformData {
HWND window;
};
virtual Error window_create(DisplayServer::WindowID p_window_id, DisplayServer::VSyncMode p_vsync_mode, int p_width, int p_height, const void *p_platform_data) override final;
virtual void window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height) override final;
virtual int window_get_width(DisplayServer::WindowID p_window = 0) override final;
virtual int window_get_height(DisplayServer::WindowID p_window = 0) override final;
virtual bool window_is_valid_swapchain(DisplayServer::WindowID p_window = 0) override final;
virtual void window_destroy(DisplayServer::WindowID p_window_id) override final;
virtual RDD::RenderPassID window_get_render_pass(DisplayServer::WindowID p_window = 0) override final;
virtual RDD::FramebufferID window_get_framebuffer(DisplayServer::WindowID p_window = 0) override final;
virtual RID local_device_create() override final;
virtual void local_device_push_command_buffers(RID p_local_device, const RDD::CommandBufferID *p_buffers, int p_count) override final;
virtual void local_device_sync(RID p_local_device) override final;
virtual void local_device_free(RID p_local_device) override final;
DXGI_FORMAT get_screen_format() const;
const DeviceLimits &get_device_limits() const;
virtual void set_setup_buffer(RDD::CommandBufferID p_command_buffer) override final;
virtual void append_command_buffer(RDD::CommandBufferID p_command_buffer) override final;
void resize_notify();
virtual void flush(bool p_flush_setup = false, bool p_flush_pending = false, bool p_sync = true) override final;
virtual Error prepare_buffers(RDD::CommandBufferID p_command_buffer) override final;
virtual void postpare_buffers(RDD::CommandBufferID p_command_buffer) override final;
virtual Error swap_buffers() override final;
virtual Error initialize() override final;
void set_object_name(ID3D12Object *p_object, String p_object_name);
virtual String get_device_vendor_name() const override final;
virtual String get_device_name() const override final;
virtual RDD::DeviceType get_device_type() const override final;
virtual String get_device_api_version() const override final;
virtual String get_device_pipeline_cache_uuid() const override final;
virtual void set_vsync_mode(DisplayServer::WindowID p_window, DisplayServer::VSyncMode p_mode) override final;
virtual DisplayServer::VSyncMode get_vsync_mode(DisplayServer::WindowID p_window = 0) const override final;
virtual RenderingDeviceDriver *get_driver(RID p_local_device = RID()) override final;
virtual bool is_debug_utils_enabled() const override final;
D3D12Context();
virtual ~D3D12Context();
};
#endif // D3D12_CONTEXT_H