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This patch implements "store and MSAA resolve" store operation on Metal drivers that don't support MTLStoreActionStoreAndMultisampleResolve with a workaround that does MSAA resolve in another render pass. Driver workaround is one type of Dawn Toggles. Dawn Toggles will include other optional optimizations and features that can be configured to use or not when we create Dawn Devices. As all Metal try bots don't need this toggle, to better test this patch on the try bots: 1. We add the support of forcing enabling a workaround when starting an Dawn end2end test so that we can test the workaround on the platforms where the workaround is disabled. 2. We add an optional parameter DeviceDescriptor to CreateDevice() so that we can custom the toggles the Dawn device should use. This patch also adds the support of querying toggle details from Instance and the names of the toggles in use from Device. These APIs are tested in the Dawn unittests added in this patch. BUG=dawn:56 TEST=dawn_end2end_tests TEST=dawn_unittests Change-Id: Iae31d2ded6057eee638b6099d3061e9d78b04d55 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6620 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
74 lines
2.6 KiB
C++
74 lines
2.6 KiB
C++
// Copyright 2019 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "dawn_native/d3d12/AdapterD3D12.h"
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#include "dawn_native/d3d12/BackendD3D12.h"
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#include "dawn_native/d3d12/DeviceD3D12.h"
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#include "dawn_native/d3d12/PlatformFunctions.h"
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#include <locale>
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namespace dawn_native { namespace d3d12 {
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// utility wrapper to adapt locale-bound facets for wstring/wbuffer convert
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template <class Facet>
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struct DeletableFacet : Facet {
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template <class... Args>
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DeletableFacet(Args&&... args) : Facet(std::forward<Args>(args)...) {
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}
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~DeletableFacet() {
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}
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};
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Adapter::Adapter(Backend* backend, ComPtr<IDXGIAdapter1> hardwareAdapter)
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: AdapterBase(backend->GetInstance(), BackendType::D3D12),
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mHardwareAdapter(hardwareAdapter),
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mBackend(backend) {
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DXGI_ADAPTER_DESC1 adapterDesc;
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mHardwareAdapter->GetDesc1(&adapterDesc);
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mPCIInfo.deviceId = adapterDesc.DeviceId;
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mPCIInfo.vendorId = adapterDesc.VendorId;
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if (adapterDesc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) {
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mDeviceType = DeviceType::CPU;
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} else {
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// TODO(cwallez@chromium.org): properly detect integrated vs. discrete.
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mDeviceType = DeviceType::DiscreteGPU;
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}
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std::wstring_convert<DeletableFacet<std::codecvt<wchar_t, char, std::mbstate_t>>> converter(
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"Error converting");
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mPCIInfo.name = converter.to_bytes(adapterDesc.Description);
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}
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Backend* Adapter::GetBackend() const {
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return mBackend;
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}
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ResultOrError<DeviceBase*> Adapter::CreateDeviceImpl(const DeviceDescriptor* descriptor) {
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ComPtr<ID3D12Device> d3d12Device;
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if (FAILED(mBackend->GetFunctions()->d3d12CreateDevice(
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mHardwareAdapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&d3d12Device)))) {
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return DAWN_CONTEXT_LOST_ERROR("D3D12CreateDevice failed");
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}
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ASSERT(d3d12Device != nullptr);
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return new Device(this, d3d12Device, descriptor);
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}
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}} // namespace dawn_native::d3d12
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