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Bug: dawn:1275 Change-Id: Ic60a00107a015bc677ff929c492f1085ffc38482 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/79083 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Ben Clayton <bclayton@chromium.org>
123 lines
5.9 KiB
C++
123 lines
5.9 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/D3D12Info.h"
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#include "dawn/common/GPUInfo.h"
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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/D3D12Error.h"
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#include "dawn/native/d3d12/PlatformFunctions.h"
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namespace dawn::native::d3d12 {
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ResultOrError<D3D12DeviceInfo> GatherDeviceInfo(const Adapter& adapter) {
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D3D12DeviceInfo info = {};
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// Newer builds replace D3D_FEATURE_DATA_ARCHITECTURE with
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// D3D_FEATURE_DATA_ARCHITECTURE1. However, D3D_FEATURE_DATA_ARCHITECTURE can be used
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// for backwards compat.
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// https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ne-d3d12-d3d12_feature
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D3D12_FEATURE_DATA_ARCHITECTURE arch = {};
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DAWN_TRY(CheckHRESULT(adapter.GetDevice()->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE,
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&arch, sizeof(arch)),
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"ID3D12Device::CheckFeatureSupport"));
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info.isUMA = arch.UMA;
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D3D12_FEATURE_DATA_D3D12_OPTIONS options = {};
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DAWN_TRY(CheckHRESULT(adapter.GetDevice()->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS,
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&options, sizeof(options)),
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"ID3D12Device::CheckFeatureSupport"));
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info.resourceHeapTier = options.ResourceHeapTier;
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// Windows builds 1809 and above can use the D3D12 render pass API. If we query
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// CheckFeatureSupport for D3D12_FEATURE_D3D12_OPTIONS5 successfully, then we can use
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// the render pass API.
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info.supportsRenderPass = false;
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D3D12_FEATURE_DATA_D3D12_OPTIONS5 featureOptions5 = {};
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if (SUCCEEDED(adapter.GetDevice()->CheckFeatureSupport(
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D3D12_FEATURE_D3D12_OPTIONS5, &featureOptions5, sizeof(featureOptions5)))) {
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// Performance regressions been observed when using a render pass on Intel graphics
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// with RENDER_PASS_TIER_1 available, so fall back to a software emulated render
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// pass on these platforms.
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if (featureOptions5.RenderPassesTier < D3D12_RENDER_PASS_TIER_1 ||
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!gpu_info::IsIntel(adapter.GetVendorId())) {
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info.supportsRenderPass = true;
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}
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}
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// Used to share resources cross-API. If we query CheckFeatureSupport for
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// D3D12_FEATURE_D3D12_OPTIONS4 successfully, then we can use cross-API sharing.
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info.supportsSharedResourceCapabilityTier1 = false;
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D3D12_FEATURE_DATA_D3D12_OPTIONS4 featureOptions4 = {};
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if (SUCCEEDED(adapter.GetDevice()->CheckFeatureSupport(
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D3D12_FEATURE_D3D12_OPTIONS4, &featureOptions4, sizeof(featureOptions4)))) {
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// Tier 1 support additionally enables the NV12 format. Since only the NV12 format
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// is used by Dawn, check for Tier 1.
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if (featureOptions4.SharedResourceCompatibilityTier >=
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D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_1) {
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info.supportsSharedResourceCapabilityTier1 = true;
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}
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}
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D3D12_FEATURE_DATA_SHADER_MODEL knownShaderModels[] = {{D3D_SHADER_MODEL_6_2},
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{D3D_SHADER_MODEL_6_1},
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{D3D_SHADER_MODEL_6_0},
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{D3D_SHADER_MODEL_5_1}};
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uint32_t driverShaderModel = 0;
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for (D3D12_FEATURE_DATA_SHADER_MODEL shaderModel : knownShaderModels) {
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if (SUCCEEDED(adapter.GetDevice()->CheckFeatureSupport(
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D3D12_FEATURE_SHADER_MODEL, &shaderModel, sizeof(shaderModel)))) {
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driverShaderModel = shaderModel.HighestShaderModel;
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break;
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}
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}
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if (driverShaderModel < D3D_SHADER_MODEL_5_1) {
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return DAWN_INTERNAL_ERROR("Driver doesn't support Shader Model 5.1 or higher");
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}
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// D3D_SHADER_MODEL is encoded as 0xMm with M the major version and m the minor version
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ASSERT(driverShaderModel <= 0xFF);
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uint32_t shaderModelMajor = (driverShaderModel & 0xF0) >> 4;
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uint32_t shaderModelMinor = (driverShaderModel & 0xF);
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ASSERT(shaderModelMajor < 10);
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ASSERT(shaderModelMinor < 10);
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info.shaderModel = 10 * shaderModelMajor + shaderModelMinor;
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// Profiles are always <stage>s_<minor>_<major> so we build the s_<minor>_major and add
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// it to each of the stage's suffix.
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std::wstring profileSuffix = L"s_M_n";
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profileSuffix[2] = wchar_t('0' + shaderModelMajor);
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profileSuffix[4] = wchar_t('0' + shaderModelMinor);
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info.shaderProfiles[SingleShaderStage::Vertex] = L"v" + profileSuffix;
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info.shaderProfiles[SingleShaderStage::Fragment] = L"p" + profileSuffix;
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info.shaderProfiles[SingleShaderStage::Compute] = L"c" + profileSuffix;
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D3D12_FEATURE_DATA_D3D12_OPTIONS4 featureData4 = {};
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if (SUCCEEDED(adapter.GetDevice()->CheckFeatureSupport(
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D3D12_FEATURE_D3D12_OPTIONS4, &featureData4, sizeof(featureData4)))) {
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info.supportsShaderFloat16 = driverShaderModel >= D3D_SHADER_MODEL_6_2 &&
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featureData4.Native16BitShaderOpsSupported;
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}
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return std::move(info);
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}
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} // namespace dawn::native::d3d12
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