mirror of
https://github.com/encounter/dawn-cmake.git
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This patch adds another way to get DXC DLLs (dxcompiler.dll and dxil.dll) by searching the default installation path of Windows x64 SDK (C:\Program Files (x86)\Windows Kits\10\\bin\10.0.[version].0\x64) so that now Dawn can find these two DLLs when Windows SDK is correctly installed at the default location. This patch also forces enabling the "use_dxc" toggle when Dawn can find DXC DLLs and the device is created with "ShaderFloat16" extension enabled because currently the HLSL shaders with float16_t can only be compiled with DXC DLLs. BUG=dawn:402 Change-Id: I410195d9e079f54faebbca71fff77a71f489f08e Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/33180 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org>
658 lines
28 KiB
C++
658 lines
28 KiB
C++
// Copyright 2017 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/DeviceD3D12.h"
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#include "common/Assert.h"
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#include "dawn_native/BackendConnection.h"
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#include "dawn_native/ErrorData.h"
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#include "dawn_native/Format.h"
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#include "dawn_native/Instance.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/BindGroupD3D12.h"
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#include "dawn_native/d3d12/BindGroupLayoutD3D12.h"
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#include "dawn_native/d3d12/BufferD3D12.h"
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#include "dawn_native/d3d12/CommandAllocatorManager.h"
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#include "dawn_native/d3d12/CommandBufferD3D12.h"
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#include "dawn_native/d3d12/ComputePipelineD3D12.h"
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#include "dawn_native/d3d12/D3D12Error.h"
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#include "dawn_native/d3d12/PipelineLayoutD3D12.h"
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#include "dawn_native/d3d12/PlatformFunctions.h"
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#include "dawn_native/d3d12/QuerySetD3D12.h"
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#include "dawn_native/d3d12/QueueD3D12.h"
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#include "dawn_native/d3d12/RenderPipelineD3D12.h"
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#include "dawn_native/d3d12/ResidencyManagerD3D12.h"
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#include "dawn_native/d3d12/ResourceAllocatorManagerD3D12.h"
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#include "dawn_native/d3d12/SamplerD3D12.h"
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#include "dawn_native/d3d12/SamplerHeapCacheD3D12.h"
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#include "dawn_native/d3d12/ShaderModuleD3D12.h"
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#include "dawn_native/d3d12/ShaderVisibleDescriptorAllocatorD3D12.h"
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#include "dawn_native/d3d12/StagingBufferD3D12.h"
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#include "dawn_native/d3d12/StagingDescriptorAllocatorD3D12.h"
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#include "dawn_native/d3d12/SwapChainD3D12.h"
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#include "dawn_native/d3d12/TextureD3D12.h"
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#include "dawn_native/d3d12/UtilsD3D12.h"
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#include <sstream>
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namespace dawn_native { namespace d3d12 {
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// TODO(dawn:155): Figure out these values.
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static constexpr uint16_t kShaderVisibleDescriptorHeapSize = 1024;
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static constexpr uint8_t kAttachmentDescriptorHeapSize = 64;
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static constexpr uint64_t kMaxDebugMessagesToPrint = 5;
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// static
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ResultOrError<Device*> Device::Create(Adapter* adapter, const DeviceDescriptor* descriptor) {
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Ref<Device> device = AcquireRef(new Device(adapter, descriptor));
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DAWN_TRY(device->Initialize());
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return device.Detach();
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}
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MaybeError Device::Initialize() {
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InitTogglesFromDriver();
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mD3d12Device = ToBackend(GetAdapter())->GetDevice();
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ASSERT(mD3d12Device != nullptr);
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// Create device-global objects
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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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DAWN_TRY(
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CheckHRESULT(mD3d12Device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&mCommandQueue)),
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"D3D12 create command queue"));
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// If PIX is not attached, the QueryInterface fails. Hence, no need to check the return
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// value.
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mCommandQueue.As(&mD3d12SharingContract);
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DAWN_TRY(
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CheckHRESULT(mD3d12Device->CreateFence(uint64_t(GetLastSubmittedCommandSerial()),
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D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&mFence)),
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"D3D12 create fence"));
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mFenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
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ASSERT(mFenceEvent != nullptr);
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// Initialize backend services
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mCommandAllocatorManager = std::make_unique<CommandAllocatorManager>(this);
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// Zero sized allocator is never requested and does not need to exist.
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for (uint32_t countIndex = 0; countIndex < kNumViewDescriptorAllocators; countIndex++) {
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mViewAllocators[countIndex + 1] = std::make_unique<StagingDescriptorAllocator>(
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this, 1u << countIndex, kShaderVisibleDescriptorHeapSize,
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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}
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for (uint32_t countIndex = 0; countIndex < kNumSamplerDescriptorAllocators; countIndex++) {
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mSamplerAllocators[countIndex + 1] = std::make_unique<StagingDescriptorAllocator>(
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this, 1u << countIndex, kShaderVisibleDescriptorHeapSize,
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D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
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}
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mRenderTargetViewAllocator = std::make_unique<StagingDescriptorAllocator>(
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this, 1, kAttachmentDescriptorHeapSize, D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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mDepthStencilViewAllocator = std::make_unique<StagingDescriptorAllocator>(
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this, 1, kAttachmentDescriptorHeapSize, D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
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mSamplerHeapCache = std::make_unique<SamplerHeapCache>(this);
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mResidencyManager = std::make_unique<ResidencyManager>(this);
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mResourceAllocatorManager = std::make_unique<ResourceAllocatorManager>(this);
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// ShaderVisibleDescriptorAllocators use the ResidencyManager and must be initialized after.
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DAWN_TRY_ASSIGN(
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mSamplerShaderVisibleDescriptorAllocator,
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ShaderVisibleDescriptorAllocator::Create(this, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER));
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DAWN_TRY_ASSIGN(
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mViewShaderVisibleDescriptorAllocator,
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ShaderVisibleDescriptorAllocator::Create(this, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV));
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// Initialize indirect commands
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D3D12_INDIRECT_ARGUMENT_DESC argumentDesc = {};
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argumentDesc.Type = D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH;
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D3D12_COMMAND_SIGNATURE_DESC programDesc = {};
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programDesc.ByteStride = 3 * sizeof(uint32_t);
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programDesc.NumArgumentDescs = 1;
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programDesc.pArgumentDescs = &argumentDesc;
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GetD3D12Device()->CreateCommandSignature(&programDesc, NULL,
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IID_PPV_ARGS(&mDispatchIndirectSignature));
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argumentDesc.Type = D3D12_INDIRECT_ARGUMENT_TYPE_DRAW;
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programDesc.ByteStride = 4 * sizeof(uint32_t);
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GetD3D12Device()->CreateCommandSignature(&programDesc, NULL,
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IID_PPV_ARGS(&mDrawIndirectSignature));
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argumentDesc.Type = D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED;
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programDesc.ByteStride = 5 * sizeof(uint32_t);
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GetD3D12Device()->CreateCommandSignature(&programDesc, NULL,
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IID_PPV_ARGS(&mDrawIndexedIndirectSignature));
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DAWN_TRY(DeviceBase::Initialize(new Queue(this)));
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// Device shouldn't be used until after DeviceBase::Initialize so we must wait until after
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// device initialization to call NextSerial
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DAWN_TRY(NextSerial());
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// The environment can only use DXC when it's available. Override the decision if it is not
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// applicable.
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ApplyUseDxcToggle();
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return {};
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}
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Device::~Device() {
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ShutDownBase();
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}
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ID3D12Device* Device::GetD3D12Device() const {
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return mD3d12Device.Get();
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}
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ComPtr<ID3D12CommandQueue> Device::GetCommandQueue() const {
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return mCommandQueue;
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}
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ID3D12SharingContract* Device::GetSharingContract() const {
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return mD3d12SharingContract.Get();
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}
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ComPtr<ID3D12CommandSignature> Device::GetDispatchIndirectSignature() const {
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return mDispatchIndirectSignature;
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}
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ComPtr<ID3D12CommandSignature> Device::GetDrawIndirectSignature() const {
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return mDrawIndirectSignature;
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}
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ComPtr<ID3D12CommandSignature> Device::GetDrawIndexedIndirectSignature() const {
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return mDrawIndexedIndirectSignature;
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}
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ComPtr<IDXGIFactory4> Device::GetFactory() const {
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return ToBackend(GetAdapter())->GetBackend()->GetFactory();
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}
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void Device::ApplyUseDxcToggle() {
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if (!ToBackend(GetAdapter())->GetBackend()->GetFunctions()->IsDXCAvailable()) {
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ForceSetToggle(Toggle::UseDXC, false);
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} else if (IsExtensionEnabled(Extension::ShaderFloat16)) {
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// Currently we can only use DXC to compile HLSL shaders using float16.
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ForceSetToggle(Toggle::UseDXC, true);
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}
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}
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ResultOrError<IDxcLibrary*> Device::GetOrCreateDxcLibrary() const {
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return ToBackend(GetAdapter())->GetBackend()->GetOrCreateDxcLibrary();
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}
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ResultOrError<IDxcCompiler*> Device::GetOrCreateDxcCompiler() const {
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return ToBackend(GetAdapter())->GetBackend()->GetOrCreateDxcCompiler();
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}
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const PlatformFunctions* Device::GetFunctions() const {
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return ToBackend(GetAdapter())->GetBackend()->GetFunctions();
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}
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CommandAllocatorManager* Device::GetCommandAllocatorManager() const {
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return mCommandAllocatorManager.get();
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}
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ResidencyManager* Device::GetResidencyManager() const {
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return mResidencyManager.get();
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}
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ResultOrError<CommandRecordingContext*> Device::GetPendingCommandContext() {
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// Callers of GetPendingCommandList do so to record commands. Only reserve a command
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// allocator when it is needed so we don't submit empty command lists
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if (!mPendingCommands.IsOpen()) {
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DAWN_TRY(mPendingCommands.Open(mD3d12Device.Get(), mCommandAllocatorManager.get()));
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}
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return &mPendingCommands;
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}
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MaybeError Device::TickImpl() {
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// Perform cleanup operations to free unused objects
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ExecutionSerial completedSerial = GetCompletedCommandSerial();
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mResourceAllocatorManager->Tick(completedSerial);
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DAWN_TRY(mCommandAllocatorManager->Tick(completedSerial));
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mViewShaderVisibleDescriptorAllocator->Tick(completedSerial);
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mSamplerShaderVisibleDescriptorAllocator->Tick(completedSerial);
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mRenderTargetViewAllocator->Tick(completedSerial);
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mDepthStencilViewAllocator->Tick(completedSerial);
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mUsedComObjectRefs.ClearUpTo(completedSerial);
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if (mPendingCommands.IsOpen()) {
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DAWN_TRY(ExecutePendingCommandContext());
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DAWN_TRY(NextSerial());
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}
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DAWN_TRY(CheckDebugLayerAndGenerateErrors());
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return {};
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}
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MaybeError Device::NextSerial() {
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IncrementLastSubmittedCommandSerial();
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return CheckHRESULT(
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mCommandQueue->Signal(mFence.Get(), uint64_t(GetLastSubmittedCommandSerial())),
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"D3D12 command queue signal fence");
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}
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MaybeError Device::WaitForSerial(ExecutionSerial serial) {
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CheckPassedSerials();
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if (GetCompletedCommandSerial() < serial) {
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DAWN_TRY(CheckHRESULT(mFence->SetEventOnCompletion(uint64_t(serial), mFenceEvent),
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"D3D12 set event on completion"));
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WaitForSingleObject(mFenceEvent, INFINITE);
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CheckPassedSerials();
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}
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return {};
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}
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ExecutionSerial Device::CheckAndUpdateCompletedSerials() {
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ExecutionSerial completeSerial = ExecutionSerial(mFence->GetCompletedValue());
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if (completeSerial <= GetCompletedCommandSerial()) {
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return ExecutionSerial(0);
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}
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return completeSerial;
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}
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void Device::ReferenceUntilUnused(ComPtr<IUnknown> object) {
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mUsedComObjectRefs.Enqueue(object, GetPendingCommandSerial());
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}
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MaybeError Device::ExecutePendingCommandContext() {
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return mPendingCommands.ExecuteCommandList(this);
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}
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ResultOrError<BindGroupBase*> Device::CreateBindGroupImpl(
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const BindGroupDescriptor* descriptor) {
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return BindGroup::Create(this, descriptor);
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}
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ResultOrError<BindGroupLayoutBase*> Device::CreateBindGroupLayoutImpl(
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const BindGroupLayoutDescriptor* descriptor) {
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return new BindGroupLayout(this, descriptor);
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}
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ResultOrError<Ref<BufferBase>> Device::CreateBufferImpl(const BufferDescriptor* descriptor) {
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Ref<Buffer> buffer = AcquireRef(new Buffer(this, descriptor));
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DAWN_TRY(buffer->Initialize(descriptor->mappedAtCreation));
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return std::move(buffer);
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}
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CommandBufferBase* Device::CreateCommandBuffer(CommandEncoder* encoder,
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const CommandBufferDescriptor* descriptor) {
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return new CommandBuffer(encoder, descriptor);
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}
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ResultOrError<ComputePipelineBase*> Device::CreateComputePipelineImpl(
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const ComputePipelineDescriptor* descriptor) {
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return ComputePipeline::Create(this, descriptor);
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}
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ResultOrError<PipelineLayoutBase*> Device::CreatePipelineLayoutImpl(
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const PipelineLayoutDescriptor* descriptor) {
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return PipelineLayout::Create(this, descriptor);
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}
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ResultOrError<QuerySetBase*> Device::CreateQuerySetImpl(const QuerySetDescriptor* descriptor) {
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return QuerySet::Create(this, descriptor);
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}
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ResultOrError<RenderPipelineBase*> Device::CreateRenderPipelineImpl(
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const RenderPipelineDescriptor* descriptor) {
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return RenderPipeline::Create(this, descriptor);
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}
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ResultOrError<SamplerBase*> Device::CreateSamplerImpl(const SamplerDescriptor* descriptor) {
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return new Sampler(this, descriptor);
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}
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ResultOrError<ShaderModuleBase*> Device::CreateShaderModuleImpl(
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const ShaderModuleDescriptor* descriptor) {
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return ShaderModule::Create(this, descriptor);
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}
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ResultOrError<SwapChainBase*> Device::CreateSwapChainImpl(
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const SwapChainDescriptor* descriptor) {
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return new SwapChain(this, descriptor);
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}
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ResultOrError<NewSwapChainBase*> Device::CreateSwapChainImpl(
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Surface* surface,
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NewSwapChainBase* previousSwapChain,
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const SwapChainDescriptor* descriptor) {
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return DAWN_VALIDATION_ERROR("New swapchains not implemented.");
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}
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ResultOrError<Ref<TextureBase>> Device::CreateTextureImpl(const TextureDescriptor* descriptor) {
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return Texture::Create(this, descriptor);
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}
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ResultOrError<TextureViewBase*> Device::CreateTextureViewImpl(
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TextureBase* texture,
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const TextureViewDescriptor* descriptor) {
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return new TextureView(texture, descriptor);
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}
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ResultOrError<std::unique_ptr<StagingBufferBase>> Device::CreateStagingBuffer(size_t size) {
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std::unique_ptr<StagingBufferBase> stagingBuffer =
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std::make_unique<StagingBuffer>(size, this);
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DAWN_TRY(stagingBuffer->Initialize());
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return std::move(stagingBuffer);
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}
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MaybeError Device::CopyFromStagingToBuffer(StagingBufferBase* source,
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uint64_t sourceOffset,
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BufferBase* destination,
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uint64_t destinationOffset,
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uint64_t size) {
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CommandRecordingContext* commandRecordingContext;
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DAWN_TRY_ASSIGN(commandRecordingContext, GetPendingCommandContext());
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Buffer* dstBuffer = ToBackend(destination);
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DAWN_TRY(dstBuffer->EnsureDataInitializedAsDestination(commandRecordingContext,
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destinationOffset, size));
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CopyFromStagingToBufferImpl(commandRecordingContext, source, sourceOffset, destination,
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destinationOffset, size);
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return {};
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}
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void Device::CopyFromStagingToBufferImpl(CommandRecordingContext* commandContext,
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StagingBufferBase* source,
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uint64_t sourceOffset,
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BufferBase* destination,
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uint64_t destinationOffset,
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uint64_t size) {
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ASSERT(commandContext != nullptr);
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Buffer* dstBuffer = ToBackend(destination);
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StagingBuffer* srcBuffer = ToBackend(source);
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dstBuffer->TrackUsageAndTransitionNow(commandContext, wgpu::BufferUsage::CopyDst);
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commandContext->GetCommandList()->CopyBufferRegion(
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dstBuffer->GetD3D12Resource(), destinationOffset, srcBuffer->GetResource(),
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sourceOffset, size);
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}
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MaybeError Device::CopyFromStagingToTexture(const StagingBufferBase* source,
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const TextureDataLayout& src,
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TextureCopy* dst,
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const Extent3D& copySizePixels) {
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CommandRecordingContext* commandContext;
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DAWN_TRY_ASSIGN(commandContext, GetPendingCommandContext());
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Texture* texture = ToBackend(dst->texture.Get());
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ASSERT(texture->GetDimension() == wgpu::TextureDimension::e2D);
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SubresourceRange range = GetSubresourcesAffectedByCopy(*dst, copySizePixels);
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if (IsCompleteSubresourceCopiedTo(texture, copySizePixels, dst->mipLevel)) {
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texture->SetIsSubresourceContentInitialized(true, range);
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} else {
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texture->EnsureSubresourceContentInitialized(commandContext, range);
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}
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texture->TrackUsageAndTransitionNow(commandContext, wgpu::TextureUsage::CopyDst, range);
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// compute the copySplits and record the CopyTextureRegion commands
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CopyBufferToTextureWithCopySplit(commandContext, *dst, copySizePixels, texture,
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ToBackend(source)->GetResource(), src.offset,
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src.bytesPerRow, src.rowsPerImage, range.aspects);
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return {};
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}
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void Device::DeallocateMemory(ResourceHeapAllocation& allocation) {
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mResourceAllocatorManager->DeallocateMemory(allocation);
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}
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ResultOrError<ResourceHeapAllocation> Device::AllocateMemory(
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D3D12_HEAP_TYPE heapType,
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const D3D12_RESOURCE_DESC& resourceDescriptor,
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D3D12_RESOURCE_STATES initialUsage) {
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return mResourceAllocatorManager->AllocateMemory(heapType, resourceDescriptor,
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initialUsage);
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}
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Ref<TextureBase> Device::WrapSharedHandle(const ExternalImageDescriptor* descriptor,
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HANDLE sharedHandle,
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ExternalMutexSerial acquireMutexKey,
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bool isSwapChainTexture) {
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Ref<TextureBase> dawnTexture;
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if (ConsumedError(Texture::Create(this, descriptor, sharedHandle, acquireMutexKey,
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isSwapChainTexture),
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&dawnTexture))
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return nullptr;
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return dawnTexture;
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}
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// We use IDXGIKeyedMutexes to synchronize access between D3D11 and D3D12. D3D11/12 fences
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// are a viable alternative but are, unfortunately, not available on all versions of Windows
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// 10. Since D3D12 does not directly support keyed mutexes, we need to wrap the D3D12
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// resource using 11on12 and QueryInterface the D3D11 representation for the keyed mutex.
|
|
ResultOrError<ComPtr<IDXGIKeyedMutex>> Device::CreateKeyedMutexForTexture(
|
|
ID3D12Resource* d3d12Resource) {
|
|
if (mD3d11On12Device == nullptr) {
|
|
ComPtr<ID3D11Device> d3d11Device;
|
|
ComPtr<ID3D11DeviceContext> d3d11DeviceContext;
|
|
D3D_FEATURE_LEVEL d3dFeatureLevel;
|
|
IUnknown* const iUnknownQueue = mCommandQueue.Get();
|
|
DAWN_TRY(CheckHRESULT(GetFunctions()->d3d11on12CreateDevice(
|
|
mD3d12Device.Get(), 0, nullptr, 0, &iUnknownQueue, 1, 1,
|
|
&d3d11Device, &d3d11DeviceContext, &d3dFeatureLevel),
|
|
"D3D12 11on12 device create"));
|
|
|
|
ComPtr<ID3D11On12Device> d3d11on12Device;
|
|
DAWN_TRY(CheckHRESULT(d3d11Device.As(&d3d11on12Device),
|
|
"D3D12 QueryInterface ID3D11Device to ID3D11On12Device"));
|
|
|
|
ComPtr<ID3D11DeviceContext2> d3d11DeviceContext2;
|
|
DAWN_TRY(
|
|
CheckHRESULT(d3d11DeviceContext.As(&d3d11DeviceContext2),
|
|
"D3D12 QueryInterface ID3D11DeviceContext to ID3D11DeviceContext2"));
|
|
|
|
mD3d11On12DeviceContext = std::move(d3d11DeviceContext2);
|
|
mD3d11On12Device = std::move(d3d11on12Device);
|
|
}
|
|
|
|
ComPtr<ID3D11Texture2D> d3d11Texture;
|
|
D3D11_RESOURCE_FLAGS resourceFlags;
|
|
resourceFlags.BindFlags = 0;
|
|
resourceFlags.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;
|
|
resourceFlags.CPUAccessFlags = 0;
|
|
resourceFlags.StructureByteStride = 0;
|
|
DAWN_TRY(CheckHRESULT(mD3d11On12Device->CreateWrappedResource(
|
|
d3d12Resource, &resourceFlags, D3D12_RESOURCE_STATE_COMMON,
|
|
D3D12_RESOURCE_STATE_COMMON, IID_PPV_ARGS(&d3d11Texture)),
|
|
"D3D12 creating a wrapped resource"));
|
|
|
|
ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex;
|
|
DAWN_TRY(CheckHRESULT(d3d11Texture.As(&dxgiKeyedMutex),
|
|
"D3D12 QueryInterface ID3D11Texture2D to IDXGIKeyedMutex"));
|
|
|
|
return std::move(dxgiKeyedMutex);
|
|
}
|
|
|
|
void Device::ReleaseKeyedMutexForTexture(ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex) {
|
|
ComPtr<ID3D11Resource> d3d11Resource;
|
|
HRESULT hr = dxgiKeyedMutex.As(&d3d11Resource);
|
|
if (FAILED(hr)) {
|
|
return;
|
|
}
|
|
|
|
ID3D11Resource* d3d11ResourceRaw = d3d11Resource.Get();
|
|
mD3d11On12Device->ReleaseWrappedResources(&d3d11ResourceRaw, 1);
|
|
|
|
d3d11Resource.Reset();
|
|
dxgiKeyedMutex.Reset();
|
|
|
|
// 11on12 has a bug where D3D12 resources used only for keyed shared mutexes
|
|
// are not released until work is submitted to the device context and flushed.
|
|
// The most minimal work we can get away with is issuing a TiledResourceBarrier.
|
|
|
|
// ID3D11DeviceContext2 is available in Win8.1 and above. This suffices for a
|
|
// D3D12 backend since both D3D12 and 11on12 first appeared in Windows 10.
|
|
mD3d11On12DeviceContext->TiledResourceBarrier(nullptr, nullptr);
|
|
mD3d11On12DeviceContext->Flush();
|
|
}
|
|
|
|
const D3D12DeviceInfo& Device::GetDeviceInfo() const {
|
|
return ToBackend(GetAdapter())->GetDeviceInfo();
|
|
}
|
|
|
|
void Device::InitTogglesFromDriver() {
|
|
const bool useResourceHeapTier2 = (GetDeviceInfo().resourceHeapTier >= 2);
|
|
SetToggle(Toggle::UseD3D12ResourceHeapTier2, useResourceHeapTier2);
|
|
SetToggle(Toggle::UseD3D12RenderPass, GetDeviceInfo().supportsRenderPass);
|
|
SetToggle(Toggle::UseD3D12ResidencyManagement, true);
|
|
SetToggle(Toggle::UseDXC, false);
|
|
SetToggle(Toggle::UseTintGenerator, false);
|
|
|
|
// By default use the maximum shader-visible heap size allowed.
|
|
SetToggle(Toggle::UseD3D12SmallShaderVisibleHeapForTesting, false);
|
|
}
|
|
|
|
MaybeError Device::WaitForIdleForDestruction() {
|
|
// Immediately forget about all pending commands
|
|
mPendingCommands.Release();
|
|
|
|
DAWN_TRY(NextSerial());
|
|
// Wait for all in-flight commands to finish executing
|
|
DAWN_TRY(WaitForSerial(GetLastSubmittedCommandSerial()));
|
|
|
|
return {};
|
|
}
|
|
|
|
MaybeError Device::CheckDebugLayerAndGenerateErrors() {
|
|
if (!GetAdapter()->GetInstance()->IsBackendValidationEnabled()) {
|
|
return {};
|
|
}
|
|
|
|
ComPtr<ID3D12InfoQueue> infoQueue;
|
|
ASSERT_SUCCESS(mD3d12Device.As(&infoQueue));
|
|
uint64_t totalErrors = infoQueue->GetNumStoredMessagesAllowedByRetrievalFilter();
|
|
|
|
// Check if any errors have occurred otherwise we would be creating an empty error. Note
|
|
// that we use GetNumStoredMessagesAllowedByRetrievalFilter instead of GetNumStoredMessages
|
|
// because we only convert WARNINGS or higher messages to dawn errors.
|
|
if (totalErrors == 0) {
|
|
return {};
|
|
}
|
|
|
|
std::ostringstream messages;
|
|
uint64_t errorsToPrint = std::min(kMaxDebugMessagesToPrint, totalErrors);
|
|
for (uint64_t i = 0; i < errorsToPrint; ++i) {
|
|
SIZE_T messageLength = 0;
|
|
HRESULT hr = infoQueue->GetMessage(i, nullptr, &messageLength);
|
|
if (FAILED(hr)) {
|
|
messages << " ID3D12InfoQueue::GetMessage failed with " << hr << '\n';
|
|
continue;
|
|
}
|
|
|
|
std::unique_ptr<uint8_t[]> messageData(new uint8_t[messageLength]);
|
|
D3D12_MESSAGE* message = reinterpret_cast<D3D12_MESSAGE*>(messageData.get());
|
|
hr = infoQueue->GetMessage(i, message, &messageLength);
|
|
if (FAILED(hr)) {
|
|
messages << " ID3D12InfoQueue::GetMessage failed with " << hr << '\n';
|
|
continue;
|
|
}
|
|
|
|
messages << message->pDescription << " (" << message->ID << ")\n";
|
|
}
|
|
if (errorsToPrint < totalErrors) {
|
|
messages << (totalErrors - errorsToPrint) << " messages silenced\n";
|
|
}
|
|
// We only print up to the first kMaxDebugMessagesToPrint errors
|
|
infoQueue->ClearStoredMessages();
|
|
|
|
return DAWN_INTERNAL_ERROR(messages.str());
|
|
}
|
|
|
|
void Device::ShutDownImpl() {
|
|
ASSERT(GetState() == State::Disconnected);
|
|
|
|
// Immediately forget about all pending commands for the case where device is lost on its
|
|
// own and WaitForIdleForDestruction isn't called.
|
|
mPendingCommands.Release();
|
|
|
|
if (mFenceEvent != nullptr) {
|
|
::CloseHandle(mFenceEvent);
|
|
}
|
|
|
|
// Release recycled resource heaps.
|
|
if (mResourceAllocatorManager != nullptr) {
|
|
mResourceAllocatorManager->DestroyPool();
|
|
}
|
|
|
|
// We need to handle clearing up com object refs that were enqeued after TickImpl
|
|
mUsedComObjectRefs.ClearUpTo(std::numeric_limits<ExecutionSerial>::max());
|
|
|
|
ASSERT(mUsedComObjectRefs.Empty());
|
|
ASSERT(!mPendingCommands.IsOpen());
|
|
}
|
|
|
|
ShaderVisibleDescriptorAllocator* Device::GetViewShaderVisibleDescriptorAllocator() const {
|
|
return mViewShaderVisibleDescriptorAllocator.get();
|
|
}
|
|
|
|
ShaderVisibleDescriptorAllocator* Device::GetSamplerShaderVisibleDescriptorAllocator() const {
|
|
return mSamplerShaderVisibleDescriptorAllocator.get();
|
|
}
|
|
|
|
StagingDescriptorAllocator* Device::GetViewStagingDescriptorAllocator(
|
|
uint32_t descriptorCount) const {
|
|
ASSERT(descriptorCount <= kMaxViewDescriptorsPerBindGroup);
|
|
// This is Log2 of the next power of two, plus 1.
|
|
uint32_t allocatorIndex = descriptorCount == 0 ? 0 : Log2Ceil(descriptorCount) + 1;
|
|
return mViewAllocators[allocatorIndex].get();
|
|
}
|
|
|
|
StagingDescriptorAllocator* Device::GetSamplerStagingDescriptorAllocator(
|
|
uint32_t descriptorCount) const {
|
|
ASSERT(descriptorCount <= kMaxSamplerDescriptorsPerBindGroup);
|
|
// This is Log2 of the next power of two, plus 1.
|
|
uint32_t allocatorIndex = descriptorCount == 0 ? 0 : Log2Ceil(descriptorCount) + 1;
|
|
return mSamplerAllocators[allocatorIndex].get();
|
|
}
|
|
|
|
StagingDescriptorAllocator* Device::GetRenderTargetViewAllocator() const {
|
|
return mRenderTargetViewAllocator.get();
|
|
}
|
|
|
|
StagingDescriptorAllocator* Device::GetDepthStencilViewAllocator() const {
|
|
return mDepthStencilViewAllocator.get();
|
|
}
|
|
|
|
SamplerHeapCache* Device::GetSamplerHeapCache() {
|
|
return mSamplerHeapCache.get();
|
|
}
|
|
|
|
uint32_t Device::GetOptimalBytesPerRowAlignment() const {
|
|
return D3D12_TEXTURE_DATA_PITCH_ALIGNMENT;
|
|
}
|
|
|
|
// TODO(dawn:512): Once we optimize DynamicUploader allocation with offsets we
|
|
// should make this return D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT = 512.
|
|
// Current implementations would try to allocate additional 511 bytes,
|
|
// so we return 1 and let ComputeTextureCopySplits take care of the alignment.
|
|
uint64_t Device::GetOptimalBufferToTextureCopyOffsetAlignment() const {
|
|
return 1;
|
|
}
|
|
|
|
}} // namespace dawn_native::d3d12
|