add null D3D12 backend

This commit is contained in:
Austin Eng 2017-06-05 17:08:55 -04:00 committed by Austin Eng
parent fbab31bada
commit fc2bac7e45
8 changed files with 556 additions and 6 deletions

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@ -24,6 +24,12 @@ if (APPLE)
)
endif()
if (WIN32)
list(APPEND UTILS_SOURCES
D3D12Binding.cpp
)
endif()
add_library(utils STATIC ${UTILS_SOURCES})
target_link_libraries(utils nxt_backend nxt_wire shaderc nxtcpp nxt)
SetCXX14(utils)

36
examples/D3D12Binding.cpp Normal file
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@ -0,0 +1,36 @@
// Copyright 2017 The NXT Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "BackendBinding.h"
namespace backend {
namespace d3d12 {
void Init(nxtProcTable* procs, nxtDevice* device);
}
}
class D3D12Binding : public BackendBinding {
public:
void SetupGLFWWindowHints() override {
}
void GetProcAndDevice(nxtProcTable* procs, nxtDevice* device) override {
backend::d3d12::Init(procs, device);
}
void SwapBuffers() override {
}
};
BackendBinding* CreateD3D12Binding() {
return new D3D12Binding;
}

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@ -32,6 +32,7 @@
#endif
BackendBinding* CreateMetalBinding();
BackendBinding* CreateD3D12Binding();
namespace backend {
namespace opengl {
@ -82,7 +83,6 @@ class NullBinding : public BackendBinding {
}
};
void PrintDeviceError(const char* message, nxt::CallbackUserdata) {
std::cout << "Device error: " << message << std::endl;
}
@ -90,6 +90,7 @@ void PrintDeviceError(const char* message, nxt::CallbackUserdata) {
enum class BackendType {
OpenGL,
Metal,
D3D12,
Null,
};
@ -99,7 +100,14 @@ enum class CmdBufType {
//TODO(cwallez@chromium.org) double terrible cmdbuf
};
#if defined(__APPLE__)
static BackendType backendType = BackendType::Metal;
#elif defined(_WIN32)
static BackendType backendType = BackendType::D3D12;
#else
static BackendType backendType = BackendType::OpenGL;
#endif
static CmdBufType cmdBufType = CmdBufType::Terrible;
static BackendBinding* binding = nullptr;
@ -119,7 +127,14 @@ nxt::Device CreateCppNXTDevice() {
#if defined(__APPLE__)
binding = CreateMetalBinding();
#else
fprintf(stderr, "Metal backend no present on this platform\n");
fprintf(stderr, "Metal backend not present on this platform\n");
#endif
break;
case BackendType::D3D12:
#if defined(_WIN32)
binding = CreateD3D12Binding();
#else
fprintf(stderr, "D3D12 backend not present on this platform\n");
#endif
break;
case BackendType::Null:
@ -269,11 +284,15 @@ extern "C" {
backendType = BackendType::Metal;
continue;
}
if (i < argc && std::string("d3d12") == argv[i]) {
backendType = BackendType::D3D12;
continue;
}
if (i < argc && std::string("null") == argv[i]) {
backendType = BackendType::Null;
continue;
}
fprintf(stderr, "--backend expects a backend name (opengl, metal, null)\n");
fprintf(stderr, "--backend expects a backend name (opengl, metal, d3d12, null)\n");
return false;
}
if (std::string("-c") == argv[i] || std::string("--comand-buffer") == argv[i]) {
@ -291,7 +310,7 @@ extern "C" {
}
if (std::string("-h") == argv[i] || std::string("--help") == argv[i]) {
printf("Usage: %s [-b BACKEND] [-c COMMAND_BUFFER]\n", argv[0]);
printf(" BACKEND is one of: opengl, metal, null\n");
printf(" BACKEND is one of: opengl, metal, d3d12, null\n");
printf(" COMMAND_BUFFER is one of: none, terrible\n");
return false;
}

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@ -347,7 +347,7 @@ def debug(text):
print(text)
def main():
targets = ['nxt', 'nxtcpp', 'mock_nxt', 'opengl', 'metal', 'null', 'wire', 'blink']
targets = ['nxt', 'nxtcpp', 'mock_nxt', 'opengl', 'metal', 'd3d12', 'null', 'wire', 'blink']
parser = argparse.ArgumentParser(
description = 'Generates code for various target for NXT.',
@ -432,10 +432,17 @@ def main():
}
renders.append(FileRender('BackendProcTable.cpp', 'metal/ProcTable.mm', base_backend_params + [metal_params]))
if 'd3d12' in targets:
d3d12_params = {
'namespace': 'd3d12',
}
renders.append(FileRender('BackendProcTable.cpp', 'd3d12/ProcTable.cpp', base_backend_params + [d3d12_params]))
if 'null' in targets:
null_params = {
'namespace': 'null',
}
renders.append(FileRender('BackendProcTable.cpp', 'null/ProcTable.cpp', base_backend_params + [null_params]))
if 'wire' in targets:

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@ -16,6 +16,7 @@ set(COMMON_DIR ${CMAKE_CURRENT_SOURCE_DIR}/common)
set(METAL_DIR ${CMAKE_CURRENT_SOURCE_DIR}/metal)
set(NULL_DIR ${CMAKE_CURRENT_SOURCE_DIR}/null)
set(OPENGL_DIR ${CMAKE_CURRENT_SOURCE_DIR}/opengl)
set(D3D12_DIR ${CMAKE_CURRENT_SOURCE_DIR}/d3d12)
set(TESTS_DIR ${CMAKE_CURRENT_SOURCE_DIR}/tests)
list(APPEND BACKEND_SOURCES
@ -144,10 +145,37 @@ if (APPLE)
)
endif()
# D3D12 Backend
if (WIN32)
Generate(
LIB_NAME d3d12_autogen
LIB_TYPE STATIC
PRINT_NAME "D3D12 backend autogenerated files"
COMMAND_LINE_ARGS
${GENERATOR_COMMON_ARGS}
-T d3d12
)
target_include_directories(d3d12_autogen PRIVATE ${CMAKE_CURRENT_SOURCE_DIR})
target_include_directories(d3d12_autogen PUBLIC ${GENERATED_DIR})
SetCXX14(d3d12_autogen)
SetPIC(d3d12_autogen)
list(APPEND BACKEND_SOURCES
${D3D12_DIR}/D3D12Backend.cpp
${D3D12_DIR}/D3D12Backend.h
)
endif()
add_library(nxt_backend STATIC ${BACKEND_SOURCES})
target_link_libraries(nxt_backend opengl_autogen null_autogen glfw glad spirv-cross)
if (APPLE)
target_link_libraries(nxt_backend metal_autogen)
endif()
if (WIN32)
target_link_libraries(nxt_backend d3d12_autogen)
endif()
target_include_directories(nxt_backend PRIVATE ${CMAKE_CURRENT_SOURCE_DIR})
SetCXX14(nxt_backend)

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@ -0,0 +1,193 @@
// Copyright 2017 The NXT Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "D3D12Backend.h"
namespace backend {
namespace d3d12 {
nxtProcTable GetNonValidatingProcs();
nxtProcTable GetValidatingProcs();
void Init(nxtProcTable* procs, nxtDevice* device) {
*device = nullptr;
*procs = GetValidatingProcs();
}
Device::Device() {
}
Device::~Device() {
}
BindGroupBase* Device::CreateBindGroup(BindGroupBuilder* builder) {
return new BindGroup(this, builder);
}
BindGroupLayoutBase* Device::CreateBindGroupLayout(BindGroupLayoutBuilder* builder) {
return new BindGroupLayout(this, builder);
}
BufferBase* Device::CreateBuffer(BufferBuilder* builder) {
return new Buffer(this, builder);
}
BufferViewBase* Device::CreateBufferView(BufferViewBuilder* builder) {
return new BufferView(this, builder);
}
CommandBufferBase* Device::CreateCommandBuffer(CommandBufferBuilder* builder) {
return new CommandBuffer(this, builder);
}
DepthStencilStateBase* Device::CreateDepthStencilState(DepthStencilStateBuilder* builder) {
return new DepthStencilState(this, builder);
}
InputStateBase* Device::CreateInputState(InputStateBuilder* builder) {
return new InputState(this, builder);
}
FramebufferBase* Device::CreateFramebuffer(FramebufferBuilder* builder) {
return new Framebuffer(this, builder);
}
PipelineBase* Device::CreatePipeline(PipelineBuilder* builder) {
return new Pipeline(this, builder);
}
PipelineLayoutBase* Device::CreatePipelineLayout(PipelineLayoutBuilder* builder) {
return new PipelineLayout(this, builder);
}
QueueBase* Device::CreateQueue(QueueBuilder* builder) {
return new Queue(this, builder);
}
RenderPassBase* Device::CreateRenderPass(RenderPassBuilder* builder) {
return new RenderPass(this, builder);
}
SamplerBase* Device::CreateSampler(SamplerBuilder* builder) {
return new Sampler(this, builder);
}
ShaderModuleBase* Device::CreateShaderModule(ShaderModuleBuilder* builder) {
return new ShaderModule(this, builder);
}
TextureBase* Device::CreateTexture(TextureBuilder* builder) {
return new Texture(this, builder);
}
TextureViewBase* Device::CreateTextureView(TextureViewBuilder* builder) {
return new TextureView(this, builder);
}
void Device::Reference() {
}
void Device::Release() {
}
// Bind Group
BindGroup::BindGroup(Device* device, BindGroupBuilder* builder)
: BindGroupBase(builder), device(device) {
}
// Bind Group Layout
BindGroupLayout::BindGroupLayout(Device* device, BindGroupLayoutBuilder* builder)
: BindGroupLayoutBase(builder), device(device) {
}
// Buffer
Buffer::Buffer(Device* device, BufferBuilder* builder)
: BufferBase(builder), device(device) {
}
void Buffer::SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) {
}
// BufferView
BufferView::BufferView(Device* device, BufferViewBuilder* builder)
: BufferViewBase(builder), device(device) {
}
// CommandBuffer
CommandBuffer::CommandBuffer(Device* device, CommandBufferBuilder* builder)
: CommandBufferBase(builder), device(device) {
}
// DepthStencilState
DepthStencilState::DepthStencilState(Device* device, DepthStencilStateBuilder* builder)
: DepthStencilStateBase(builder), device(device) {
}
// Framebuffer
Framebuffer::Framebuffer(Device* device, FramebufferBuilder* builder)
: FramebufferBase(builder), device(device) {
}
// InputState
InputState::InputState(Device* device, InputStateBuilder * builder)
: InputStateBase(builder), device(device) {
}
// Pipeline
Pipeline::Pipeline(Device* device, PipelineBuilder* builder)
: PipelineBase(builder), device(device) {
}
// PipelineLayout
PipelineLayout::PipelineLayout(Device* device, PipelineLayoutBuilder* builder)
: PipelineLayoutBase(builder), device(device) {
}
// Queue
Queue::Queue(Device* device, QueueBuilder* builder)
: QueueBase(builder), device(device) {
}
void Queue::Submit(uint32_t numCommands, CommandBuffer* const * commands) {
}
// RenderPass
RenderPass::RenderPass(Device* device, RenderPassBuilder* builder)
: RenderPassBase(builder), device(device) {
}
// Sampler
Sampler::Sampler(Device* device, SamplerBuilder* builder)
: SamplerBase(builder), device(device) {
}
// ShaderModule
ShaderModule::ShaderModule(Device* device, ShaderModuleBuilder* builder)
: ShaderModuleBase(builder), device(device) {
}
// Texture
Texture::Texture(Device* device, TextureBuilder* builder)
: TextureBase(builder), device(device) {
}
// TextureView
TextureView::TextureView(Device* device, TextureViewBuilder* builder)
: TextureViewBase(builder), device(device) {
}
}
}

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@ -0,0 +1,246 @@
// Copyright 2017 The NXT Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef BACKEND_D3D12_D3D12BACKEND_H_
#define BACKEND_D3D12_D3D12BACKEND_H_
#include "nxt/nxtcpp.h"
#include "common/Buffer.h"
#include "common/BindGroup.h"
#include "common/BindGroupLayout.h"
#include "common/CommandBuffer.h"
#include "common/Device.h"
#include "common/Framebuffer.h"
#include "common/DepthStencilState.h"
#include "common/InputState.h"
#include "common/Pipeline.h"
#include "common/PipelineLayout.h"
#include "common/Queue.h"
#include "common/RenderPass.h"
#include "common/Sampler.h"
#include "common/ShaderModule.h"
#include "common/Texture.h"
#include "common/ToBackend.h"
namespace backend {
namespace d3d12 {
class BindGroup;
class BindGroupLayout;
class Buffer;
class BufferView;
class CommandBuffer;
class DepthStencilState;
class InputState;
class Pipeline;
class PipelineLayout;
class Queue;
class Sampler;
class ShaderModule;
class Texture;
class TextureView;
class Framebuffer;
class RenderPass;
struct D3D12BackendTraits {
using BindGroupType = BindGroup;
using BindGroupLayoutType = BindGroupLayout;
using BufferType = Buffer;
using BufferViewType = BufferView;
using CommandBufferType = CommandBuffer;
using DepthStencilStateType = DepthStencilState;
using InputStateType = InputState;
using PipelineType = Pipeline;
using PipelineLayoutType = PipelineLayout;
using QueueType = Queue;
using SamplerType = Sampler;
using ShaderModuleType = ShaderModule;
using TextureType = Texture;
using TextureViewType = TextureView;
using FramebufferType = Framebuffer;
using RenderPassType = RenderPass;
};
template<typename T>
auto ToBackend(T&& common) -> decltype(ToBackendBase<D3D12BackendTraits>(common)) {
return ToBackendBase<D3D12BackendTraits>(common);
}
// Definition of backend types
class Device : public DeviceBase {
public:
Device();
~Device();
BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override;
BindGroupLayoutBase* CreateBindGroupLayout(BindGroupLayoutBuilder* builder) override;
BufferBase* CreateBuffer(BufferBuilder* builder) override;
BufferViewBase* CreateBufferView(BufferViewBuilder* builder) override;
CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override;
DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) override;
InputStateBase* CreateInputState(InputStateBuilder* builder) override;
FramebufferBase* CreateFramebuffer(FramebufferBuilder* builder) override;
PipelineBase* CreatePipeline(PipelineBuilder* builder) override;
PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) override;
QueueBase* CreateQueue(QueueBuilder* builder) override;
RenderPassBase* CreateRenderPass(RenderPassBuilder* builder) override;
SamplerBase* CreateSampler(SamplerBuilder* builder) override;
ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) override;
TextureBase* CreateTexture(TextureBuilder* builder) override;
TextureViewBase* CreateTextureView(TextureViewBuilder* builder) override;
// NXT API
void Reference();
void Release();
};
class BindGroup : public BindGroupBase {
public:
BindGroup(Device* device, BindGroupBuilder* builder);
private:
Device* device;
};
class BindGroupLayout : public BindGroupLayoutBase {
public:
BindGroupLayout(Device* device, BindGroupLayoutBuilder* builder);
private:
Device* device;
};
class Buffer : public BufferBase {
public:
Buffer(Device* device, BufferBuilder* builder);
private:
void SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) override;
Device* device;
};
class BufferView : public BufferViewBase {
public:
BufferView(Device* device, BufferViewBuilder* builder);
private:
Device* device;
};
class CommandBuffer : public CommandBufferBase {
public:
CommandBuffer(Device* device, CommandBufferBuilder* buidler);
private:
Device* device;
};
class Framebuffer : public FramebufferBase {
public:
Framebuffer(Device* device, FramebufferBuilder* builder);
private:
Device* device;
};
class DepthStencilState : public DepthStencilStateBase {
public:
DepthStencilState(Device* device, DepthStencilStateBuilder* builder);
private:
Device* device;
};
class InputState : public InputStateBase {
public:
InputState(Device* device, InputStateBuilder* builder);
private:
Device* device;
};
class Pipeline : public PipelineBase {
public:
Pipeline(Device* device, PipelineBuilder* buidler);
private:
Device* device;
};
class PipelineLayout : public PipelineLayoutBase {
public:
PipelineLayout(Device* device, PipelineLayoutBuilder* builder);
private:
Device* device;
};
class Queue : public QueueBase {
public:
Queue(Device* device, QueueBuilder* builder);
// NXT API
void Submit(uint32_t numCommands, CommandBuffer* const * commands);
private:
Device* device;
};
class RenderPass : public RenderPassBase {
public:
RenderPass(Device* device, RenderPassBuilder* builder);
private:
Device* device;
};
class Sampler : public SamplerBase {
public:
Sampler(Device* device, SamplerBuilder* builder);
private:
Device* device;
};
class ShaderModule : public ShaderModuleBase {
public:
ShaderModule(Device* device, ShaderModuleBuilder* builder);
private:
Device* device;
};
class Texture : public TextureBase {
public:
Texture(Device* device, TextureBuilder* builder);
private:
Device* device;
};
class TextureView : public TextureViewBase {
public:
TextureView(Device* device, TextureViewBuilder* builder);
private:
Device* device;
};
}
}
#endif // BACKEND_D3D12_D3D12BACKEND_H_

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@ -0,0 +1,15 @@
// Copyright 2017 The NXT Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "D3D12Backend.h"