// Copyright 2019 The Dawn 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 "dawn_native/d3d12/D3D12Info.h" #include "common/GPUInfo.h" #include "dawn_native/d3d12/AdapterD3D12.h" #include "dawn_native/d3d12/BackendD3D12.h" #include "dawn_native/d3d12/D3D12Error.h" #include "dawn_native/d3d12/PlatformFunctions.h" namespace dawn_native { namespace d3d12 { ResultOrError GatherDeviceInfo(const Adapter& adapter) { D3D12DeviceInfo info = {}; // Newer builds replace D3D_FEATURE_DATA_ARCHITECTURE with // D3D_FEATURE_DATA_ARCHITECTURE1. However, D3D_FEATURE_DATA_ARCHITECTURE can be used // for backwards compat. // https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ne-d3d12-d3d12_feature D3D12_FEATURE_DATA_ARCHITECTURE arch = {}; DAWN_TRY(CheckHRESULT(adapter.GetDevice()->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &arch, sizeof(arch)), "ID3D12Device::CheckFeatureSupport")); info.isUMA = arch.UMA; D3D12_FEATURE_DATA_D3D12_OPTIONS options = {}; DAWN_TRY(CheckHRESULT(adapter.GetDevice()->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options)), "ID3D12Device::CheckFeatureSupport")); info.resourceHeapTier = options.ResourceHeapTier; // Windows builds 1809 and above can use the D3D12 render pass API. If we query // CheckFeatureSupport for D3D12_FEATURE_D3D12_OPTIONS5 successfully, then we can use // the render pass API. info.supportsRenderPass = false; D3D12_FEATURE_DATA_D3D12_OPTIONS5 featureOptions5 = {}; if (SUCCEEDED(adapter.GetDevice()->CheckFeatureSupport( D3D12_FEATURE_D3D12_OPTIONS5, &featureOptions5, sizeof(featureOptions5)))) { // Performance regressions been observed when using a render pass on Intel graphics with // RENDER_PASS_TIER_1 available, so fall back to a software emulated render pass on // these platforms. if (featureOptions5.RenderPassesTier < D3D12_RENDER_PASS_TIER_1 || !gpu_info::IsIntel(adapter.GetPCIInfo().vendorId)) { info.supportsRenderPass = true; } } return info; } }} // namespace dawn_native::d3d12