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This was done with these two commands and a couple manual fixups for namespaces that had more than one space in the comment in the closing brace, as well as vulkan_platform.h git grep -l "namespace .* { namespace " | xargs sed -i "" "s/namespace \(.*\) { namespace /namespace \1::/" git grep -l "}} // namespace" | xargs sed -i "" "s%}} // namespace%} // namespace%" Bug: dawn:824 Change-Id: I6f448b820c12fc1004ea5270bf8e1f466b0c0aab Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/75400 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Loko Kung <lokokung@google.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
416 lines
18 KiB
C++
416 lines
18 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 "common/Constants.h"
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#include "common/WindowsUtils.h"
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#include "dawn_native/Instance.h"
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#include "dawn_native/d3d12/BackendD3D12.h"
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#include "dawn_native/d3d12/D3D12Error.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 <sstream>
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namespace dawn_native::d3d12 {
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Adapter::Adapter(Backend* backend, ComPtr<IDXGIAdapter3> hardwareAdapter)
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: AdapterBase(backend->GetInstance(), wgpu::BackendType::D3D12),
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mHardwareAdapter(hardwareAdapter),
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mBackend(backend) {
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}
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Adapter::~Adapter() {
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CleanUpDebugLayerFilters();
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}
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bool Adapter::SupportsExternalImages() const {
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// Via dawn_native::d3d12::ExternalImageDXGI::Create
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return true;
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}
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const D3D12DeviceInfo& Adapter::GetDeviceInfo() const {
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return mDeviceInfo;
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}
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IDXGIAdapter3* Adapter::GetHardwareAdapter() const {
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return mHardwareAdapter.Get();
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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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ComPtr<ID3D12Device> Adapter::GetDevice() const {
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return mD3d12Device;
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}
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const gpu_info::D3DDriverVersion& Adapter::GetDriverVersion() const {
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return mDriverVersion;
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}
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MaybeError Adapter::InitializeImpl() {
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// D3D12 cannot check for feature support without a device.
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// Create the device to populate the adapter properties then reuse it when needed for actual
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// rendering.
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const PlatformFunctions* functions = GetBackend()->GetFunctions();
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if (FAILED(functions->d3d12CreateDevice(GetHardwareAdapter(), D3D_FEATURE_LEVEL_11_0,
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_uuidof(ID3D12Device), &mD3d12Device))) {
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return DAWN_INTERNAL_ERROR("D3D12CreateDevice failed");
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}
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DAWN_TRY(InitializeDebugLayerFilters());
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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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mPCIInfo.name = WCharToUTF8(adapterDesc.Description);
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DAWN_TRY_ASSIGN(mDeviceInfo, GatherDeviceInfo(*this));
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if (adapterDesc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) {
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mAdapterType = wgpu::AdapterType::CPU;
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} else {
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mAdapterType = (mDeviceInfo.isUMA) ? wgpu::AdapterType::IntegratedGPU
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: wgpu::AdapterType::DiscreteGPU;
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}
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// Convert the adapter's D3D12 driver version to a readable string like "24.21.13.9793".
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LARGE_INTEGER umdVersion;
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if (mHardwareAdapter->CheckInterfaceSupport(__uuidof(IDXGIDevice), &umdVersion) !=
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DXGI_ERROR_UNSUPPORTED) {
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uint64_t encodedVersion = umdVersion.QuadPart;
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std::ostringstream o;
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o << "D3D12 driver version ";
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for (size_t i = 0; i < mDriverVersion.size(); ++i) {
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mDriverVersion[i] = (encodedVersion >> (48 - 16 * i)) & 0xFFFF;
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o << mDriverVersion[i] << ".";
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}
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mDriverDescription = o.str();
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}
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return {};
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}
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bool Adapter::AreTimestampQueriesSupported() const {
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D3D12_COMMAND_QUEUE_DESC queueDesc = {};
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queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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ComPtr<ID3D12CommandQueue> d3d12CommandQueue;
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HRESULT hr = mD3d12Device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&d3d12CommandQueue));
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if (FAILED(hr)) {
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return false;
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}
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// GetTimestampFrequency returns an error HRESULT when there are bugs in Windows container
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// and vGPU implementations.
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uint64_t timeStampFrequency;
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hr = d3d12CommandQueue->GetTimestampFrequency(&timeStampFrequency);
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if (FAILED(hr)) {
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return false;
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}
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return true;
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}
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MaybeError Adapter::InitializeSupportedFeaturesImpl() {
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if (AreTimestampQueriesSupported()) {
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mSupportedFeatures.EnableFeature(Feature::TimestampQuery);
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}
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mSupportedFeatures.EnableFeature(Feature::TextureCompressionBC);
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mSupportedFeatures.EnableFeature(Feature::PipelineStatisticsQuery);
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mSupportedFeatures.EnableFeature(Feature::MultiPlanarFormats);
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mSupportedFeatures.EnableFeature(Feature::Depth24UnormStencil8);
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mSupportedFeatures.EnableFeature(Feature::Depth32FloatStencil8);
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return {};
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}
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MaybeError Adapter::InitializeSupportedLimitsImpl(CombinedLimits* limits) {
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D3D12_FEATURE_DATA_D3D12_OPTIONS featureData = {};
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DAWN_TRY(CheckHRESULT(mD3d12Device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS,
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&featureData, sizeof(featureData)),
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"CheckFeatureSupport D3D12_FEATURE_D3D12_OPTIONS"));
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// Check if the device is at least D3D_FEATURE_LEVEL_11_1 or D3D_FEATURE_LEVEL_11_0
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const D3D_FEATURE_LEVEL levelsToQuery[]{D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0};
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D3D12_FEATURE_DATA_FEATURE_LEVELS featureLevels;
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featureLevels.NumFeatureLevels = sizeof(levelsToQuery) / sizeof(D3D_FEATURE_LEVEL);
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featureLevels.pFeatureLevelsRequested = levelsToQuery;
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DAWN_TRY(
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CheckHRESULT(mD3d12Device->CheckFeatureSupport(D3D12_FEATURE_FEATURE_LEVELS,
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&featureLevels, sizeof(featureLevels)),
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"CheckFeatureSupport D3D12_FEATURE_FEATURE_LEVELS"));
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if (featureLevels.MaxSupportedFeatureLevel == D3D_FEATURE_LEVEL_11_0 &&
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featureData.ResourceBindingTier < D3D12_RESOURCE_BINDING_TIER_2) {
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return DAWN_VALIDATION_ERROR(
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"At least Resource Binding Tier 2 is required for D3D12 Feature Level 11.0 "
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"devices.");
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}
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GetDefaultLimits(&limits->v1);
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// https://docs.microsoft.com/en-us/windows/win32/direct3d12/hardware-feature-levels
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// Limits that are the same across D3D feature levels
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limits->v1.maxTextureDimension1D = D3D12_REQ_TEXTURE1D_U_DIMENSION;
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limits->v1.maxTextureDimension2D = D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
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limits->v1.maxTextureDimension3D = D3D12_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
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limits->v1.maxTextureArrayLayers = D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
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// Slot values can be 0-15, inclusive:
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// https://docs.microsoft.com/en-ca/windows/win32/api/d3d12/ns-d3d12-d3d12_input_element_desc
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limits->v1.maxVertexBuffers = 16;
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limits->v1.maxVertexAttributes = D3D12_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT;
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// Note: WebGPU requires FL11.1+
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// https://docs.microsoft.com/en-us/windows/win32/direct3d12/hardware-support
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// Resource Binding Tier: 1 2 3
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// Max(CBV+UAV+SRV) 1M 1M 1M+
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// Max CBV per stage 14 14 full
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// Max SRV per stage 128 full full
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// Max UAV in all stages 64 64 full
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// Max Samplers per stage 16 2048 2048
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// https://docs.microsoft.com/en-us/windows-hardware/test/hlk/testref/efad06e8-51d1-40ce-ad5c-573a134b4bb6
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// "full" means the full heap can be used. This is tested
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// to work for 1 million descriptors, and 1.1M for tier 3.
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uint32_t maxCBVsPerStage;
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uint32_t maxSRVsPerStage;
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uint32_t maxUAVsAllStages;
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uint32_t maxSamplersPerStage;
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switch (featureData.ResourceBindingTier) {
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case D3D12_RESOURCE_BINDING_TIER_1:
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maxCBVsPerStage = 14;
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maxSRVsPerStage = 128;
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maxUAVsAllStages = 64;
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maxSamplersPerStage = 16;
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break;
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case D3D12_RESOURCE_BINDING_TIER_2:
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maxCBVsPerStage = 14;
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maxSRVsPerStage = 1'000'000;
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maxUAVsAllStages = 64;
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maxSamplersPerStage = 2048;
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break;
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case D3D12_RESOURCE_BINDING_TIER_3:
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default:
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maxCBVsPerStage = 1'100'000;
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maxSRVsPerStage = 1'100'000;
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maxUAVsAllStages = 1'100'000;
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maxSamplersPerStage = 2048;
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break;
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}
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ASSERT(maxUAVsAllStages / 4 > limits->v1.maxStorageTexturesPerShaderStage);
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ASSERT(maxUAVsAllStages / 4 > limits->v1.maxStorageBuffersPerShaderStage);
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uint32_t maxUAVsPerStage = maxUAVsAllStages / 2;
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limits->v1.maxUniformBuffersPerShaderStage = maxCBVsPerStage;
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// Allocate half of the UAVs to storage buffers, and half to storage textures.
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limits->v1.maxStorageTexturesPerShaderStage = maxUAVsPerStage / 2;
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limits->v1.maxStorageBuffersPerShaderStage = maxUAVsPerStage - maxUAVsPerStage / 2;
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limits->v1.maxSampledTexturesPerShaderStage = maxSRVsPerStage;
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limits->v1.maxSamplersPerShaderStage = maxSamplersPerStage;
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// https://docs.microsoft.com/en-us/windows/win32/direct3d12/root-signature-limits
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// In DWORDS. Descriptor tables cost 1, Root constants cost 1, Root descriptors cost 2.
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static constexpr uint32_t kMaxRootSignatureSize = 64u;
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// Dawn maps WebGPU's binding model by:
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// - (maxBindGroups)
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// CBVs/UAVs/SRVs for bind group are a root descriptor table
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// - (maxBindGroups)
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// Samplers for each bind group are a root descriptor table
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// - (2 * maxDynamicBuffers)
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// Each dynamic buffer is a root descriptor
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// RESERVED:
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// - 3 = max of:
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// - 2 root constants for the baseVertex/baseInstance constants.
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// - 3 root constants for num workgroups X, Y, Z
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// - 4 root constants (kMaxDynamicStorageBuffersPerPipelineLayout) for dynamic storage
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// buffer lengths.
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static constexpr uint32_t kReservedSlots = 7;
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// Available slots after base limits considered.
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uint32_t availableRootSignatureSlots =
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kMaxRootSignatureSize - kReservedSlots -
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2 * (limits->v1.maxBindGroups + limits->v1.maxDynamicUniformBuffersPerPipelineLayout +
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limits->v1.maxDynamicStorageBuffersPerPipelineLayout);
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// Because we need either:
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// - 1 cbv/uav/srv table + 1 sampler table
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// - 2 slots for a root descriptor
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uint32_t availableDynamicBufferOrBindGroup = availableRootSignatureSlots / 2;
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// We can either have a bind group, a dyn uniform buffer or a dyn storage buffer.
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// Distribute evenly.
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limits->v1.maxBindGroups += availableDynamicBufferOrBindGroup / 3;
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limits->v1.maxDynamicUniformBuffersPerPipelineLayout +=
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availableDynamicBufferOrBindGroup / 3;
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limits->v1.maxDynamicStorageBuffersPerPipelineLayout +=
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(availableDynamicBufferOrBindGroup - 2 * (availableDynamicBufferOrBindGroup / 3));
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ASSERT(2 * (limits->v1.maxBindGroups +
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limits->v1.maxDynamicUniformBuffersPerPipelineLayout +
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limits->v1.maxDynamicStorageBuffersPerPipelineLayout) <=
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kMaxRootSignatureSize - kReservedSlots);
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// https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/sm5-attributes-numthreads
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limits->v1.maxComputeWorkgroupSizeX = D3D12_CS_THREAD_GROUP_MAX_X;
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limits->v1.maxComputeWorkgroupSizeY = D3D12_CS_THREAD_GROUP_MAX_Y;
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limits->v1.maxComputeWorkgroupSizeZ = D3D12_CS_THREAD_GROUP_MAX_Z;
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limits->v1.maxComputeInvocationsPerWorkgroup = D3D12_CS_THREAD_GROUP_MAX_THREADS_PER_GROUP;
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// https://docs.maxComputeWorkgroupSizeXmicrosoft.com/en-us/windows/win32/api/d3d12/ns-d3d12-d3d12_dispatch_arguments
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limits->v1.maxComputeWorkgroupsPerDimension =
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D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
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// https://docs.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-devices-downlevel-compute-shaders
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// Thread Group Shared Memory is limited to 16Kb on downlevel hardware. This is less than
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// the 32Kb that is available to Direct3D 11 hardware. D3D12 is also 32kb.
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limits->v1.maxComputeWorkgroupStorageSize = 32768;
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// Max number of "constants" where each constant is a 16-byte float4
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limits->v1.maxUniformBufferBindingSize = D3D12_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * 16;
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// D3D12 has no documented limit on the size of a storage buffer binding.
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limits->v1.maxStorageBufferBindingSize = 4294967295;
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// TODO(crbug.com/dawn/685):
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// LIMITS NOT SET:
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// - maxInterStageShaderComponents
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// - maxVertexBufferArrayStride
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return {};
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}
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MaybeError Adapter::InitializeDebugLayerFilters() {
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if (!GetInstance()->IsBackendValidationEnabled()) {
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return {};
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}
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D3D12_MESSAGE_ID denyIds[] = {
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//
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// Permanent IDs: list of warnings that are not applicable
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//
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// Resource sub-allocation partially maps pre-allocated heaps. This means the
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// entire physical addresses space may have no resources or have many resources
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// assigned the same heap.
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D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_HAS_NO_RESOURCE,
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D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_INTERSECTS_MULTIPLE_BUFFERS,
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// The debug layer validates pipeline objects when they are created. Dawn validates
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// them when them when they are set. Therefore, since the issue is caught at a later
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// time, we can silence this warnings.
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D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_RENDERTARGETVIEW_NOT_SET,
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// Adding a clear color during resource creation would require heuristics or delayed
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// creation.
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// https://crbug.com/dawn/418
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D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE,
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D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_MISMATCHINGCLEARVALUE,
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// Dawn enforces proper Unmaps at a later time.
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// https://crbug.com/dawn/422
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D3D12_MESSAGE_ID_EXECUTECOMMANDLISTS_GPU_WRITTEN_READBACK_RESOURCE_MAPPED,
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// WebGPU allows empty scissors without empty viewports.
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D3D12_MESSAGE_ID_DRAW_EMPTY_SCISSOR_RECTANGLE,
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//
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// Temporary IDs: list of warnings that should be fixed or promoted
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//
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// Remove after warning have been addressed
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// https://crbug.com/dawn/421
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D3D12_MESSAGE_ID_GPU_BASED_VALIDATION_INCOMPATIBLE_RESOURCE_STATE,
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// For small placed resource alignment, we first request the small alignment, which may
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// get rejected and generate a debug error. Then, we request 0 to get the allowed
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// allowed alignment.
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D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDALIGNMENT,
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};
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// Create a retrieval filter with a deny list to suppress messages.
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// Any messages remaining will be converted to Dawn errors.
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D3D12_INFO_QUEUE_FILTER filter{};
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// Filter out info/message and only create errors from warnings or worse.
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D3D12_MESSAGE_SEVERITY severities[] = {
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D3D12_MESSAGE_SEVERITY_INFO,
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D3D12_MESSAGE_SEVERITY_MESSAGE,
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};
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filter.DenyList.NumSeverities = ARRAYSIZE(severities);
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filter.DenyList.pSeverityList = severities;
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filter.DenyList.NumIDs = ARRAYSIZE(denyIds);
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filter.DenyList.pIDList = denyIds;
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ComPtr<ID3D12InfoQueue> infoQueue;
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DAWN_TRY(CheckHRESULT(mD3d12Device.As(&infoQueue),
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"D3D12 QueryInterface ID3D12Device to ID3D12InfoQueue"));
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// To avoid flooding the console, a storage-filter is also used to
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// prevent messages from getting logged.
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DAWN_TRY(CheckHRESULT(infoQueue->PushStorageFilter(&filter),
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"ID3D12InfoQueue::PushStorageFilter"));
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DAWN_TRY(CheckHRESULT(infoQueue->PushRetrievalFilter(&filter),
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"ID3D12InfoQueue::PushRetrievalFilter"));
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return {};
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}
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void Adapter::CleanUpDebugLayerFilters() {
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if (!GetInstance()->IsBackendValidationEnabled()) {
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return;
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}
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// The device may not exist if this adapter failed to initialize.
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if (mD3d12Device == nullptr) {
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return;
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}
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// If the debug layer is not installed, return immediately to avoid crashing the process.
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ComPtr<ID3D12InfoQueue> infoQueue;
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if (FAILED(mD3d12Device.As(&infoQueue))) {
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return;
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}
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infoQueue->PopRetrievalFilter();
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infoQueue->PopStorageFilter();
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}
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ResultOrError<Ref<DeviceBase>> Adapter::CreateDeviceImpl(const DeviceDescriptor* descriptor) {
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return Device::Create(this, descriptor);
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}
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// Resets the backend device and creates a new one. If any D3D12 objects belonging to the
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// current ID3D12Device have not been destroyed, a non-zero value will be returned upon Reset()
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// and the subequent call to CreateDevice will return a handle the existing device instead of
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// creating a new one.
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MaybeError Adapter::ResetInternalDeviceForTestingImpl() {
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ASSERT(mD3d12Device.Reset() == 0);
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DAWN_TRY(Initialize());
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return {};
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}
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} // namespace dawn_native::d3d12
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