mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-08-01 01:45:38 +00:00
316 lines
13 KiB
C++
316 lines
13 KiB
C++
// Copyright 2017 The NXT 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 "utils/BackendBinding.h"
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#include "common/Assert.h"
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#include "nxt/nxt_wsi.h"
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#include "utils/SwapChainImpl.h"
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#define GLFW_EXPOSE_NATIVE_WIN32
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#include "GLFW/glfw3.h"
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#include "GLFW/glfw3native.h"
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#include <initializer_list>
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#include <wrl.h>
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#ifdef _DEBUG
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#include <dxgidebug.h>
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#endif
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using Microsoft::WRL::ComPtr;
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namespace backend {
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namespace d3d12 {
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void Init(ComPtr<ID3D12Device> d3d12Device, nxtProcTable* procs, nxtDevice* device);
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ComPtr<ID3D12CommandQueue> GetCommandQueue(nxtDevice device);
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uint64_t GetSerial(const nxtDevice device);
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void NextSerial(nxtDevice device);
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void ExecuteCommandLists(nxtDevice device, std::initializer_list<ID3D12CommandList*> commandLists);
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void WaitForSerial(nxtDevice device, uint64_t serial);
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void OpenCommandList(nxtDevice device, ComPtr<ID3D12GraphicsCommandList>* commandList);
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}
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}
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namespace utils {
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namespace {
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void ASSERT_SUCCESS(HRESULT hr) {
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ASSERT(SUCCEEDED(hr));
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}
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ComPtr<IDXGIFactory4> CreateFactory() {
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ComPtr<IDXGIFactory4> factory;
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uint32_t dxgiFactoryFlags = 0;
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#ifdef _DEBUG
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// Enable the debug layer (requires the Graphics Tools "optional feature").
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// NOTE: Enabling the debug layer after device creation will invalidate the active device.
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{
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ComPtr<ID3D12Debug> debugController;
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if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController)))) {
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debugController->EnableDebugLayer();
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// Enable additional debug layers.
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dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;
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}
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ComPtr<IDXGIDebug1> dxgiDebug;
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if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&dxgiDebug)))) {
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dxgiDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_FLAGS(DXGI_DEBUG_RLO_ALL));
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}
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}
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#endif
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ASSERT_SUCCESS(CreateDXGIFactory2(dxgiFactoryFlags, IID_PPV_ARGS(&factory)));
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return factory;
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}
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DXGI_USAGE D3D12SwapChainBufferUsage(nxtTextureUsageBit allowedUsages) {
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DXGI_USAGE usage = DXGI_CPU_ACCESS_NONE;
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if (allowedUsages & NXT_TEXTURE_USAGE_BIT_SAMPLED) {
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usage |= DXGI_USAGE_SHADER_INPUT;
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}
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if (allowedUsages & NXT_TEXTURE_USAGE_BIT_STORAGE) {
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usage |= DXGI_USAGE_UNORDERED_ACCESS;
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}
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if (allowedUsages & NXT_TEXTURE_USAGE_BIT_OUTPUT_ATTACHMENT) {
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usage |= DXGI_USAGE_RENDER_TARGET_OUTPUT;
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}
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return usage;
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}
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D3D12_RESOURCE_STATES D3D12ResourceState(nxtTextureUsageBit usage) {
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D3D12_RESOURCE_STATES resourceState = D3D12_RESOURCE_STATE_COMMON;
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if (usage & NXT_TEXTURE_USAGE_BIT_TRANSFER_SRC) {
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resourceState |= D3D12_RESOURCE_STATE_COPY_SOURCE;
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}
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if (usage & NXT_TEXTURE_USAGE_BIT_TRANSFER_DST) {
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resourceState |= D3D12_RESOURCE_STATE_COPY_DEST;
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}
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if (usage & NXT_TEXTURE_USAGE_BIT_SAMPLED) {
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resourceState |= (D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
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}
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if (usage & NXT_TEXTURE_USAGE_BIT_STORAGE) {
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resourceState |= D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
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}
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if (usage & NXT_TEXTURE_USAGE_BIT_OUTPUT_ATTACHMENT) {
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resourceState |= D3D12_RESOURCE_STATE_RENDER_TARGET;
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}
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return resourceState;
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}
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}
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class SwapChainImplD3D12 : SwapChainImpl {
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public:
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static nxtSwapChainImplementation Create(HWND window, const nxtProcTable& procs) {
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auto impl = GenerateSwapChainImplementation<SwapChainImplD3D12, nxtWSIContextD3D12>();
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impl.userData = new SwapChainImplD3D12(window, procs);
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return impl;
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}
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private:
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nxtDevice backendDevice = nullptr;
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nxtProcTable procs = {};
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static constexpr unsigned int kFrameCount = 2;
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HWND window = 0;
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ComPtr<IDXGIFactory4> factory = {};
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ComPtr<ID3D12CommandQueue> commandQueue = {};
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ComPtr<IDXGISwapChain3> swapChain = {};
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ComPtr<ID3D12Resource> renderTargetResources[kFrameCount] = {};
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// Frame synchronization. Updated every frame
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uint32_t renderTargetIndex = 0;
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uint32_t previousRenderTargetIndex = 0;
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uint64_t lastSerialRenderTargetWasUsed[kFrameCount] = {};
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D3D12_RESOURCE_STATES renderTargetResourceState;
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SwapChainImplD3D12(HWND window, nxtProcTable procs)
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: window(window), procs(procs), factory(CreateFactory()) {
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}
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~SwapChainImplD3D12() {
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}
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// For GenerateSwapChainImplementation
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friend class SwapChainImpl;
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void Init(nxtWSIContextD3D12* ctx) {
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backendDevice = ctx->device;
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commandQueue = backend::d3d12::GetCommandQueue(backendDevice);
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}
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nxtSwapChainError Configure(nxtTextureFormat format, nxtTextureUsageBit allowedUsage,
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uint32_t width, uint32_t height) {
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if (format != NXT_TEXTURE_FORMAT_R8_G8_B8_A8_UNORM) {
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return "unsupported format";
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}
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ASSERT(width > 0);
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ASSERT(height > 0);
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DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
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swapChainDesc.Width = width;
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swapChainDesc.Height = height;
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swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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swapChainDesc.BufferUsage = D3D12SwapChainBufferUsage(allowedUsage);
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swapChainDesc.BufferCount = kFrameCount;
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swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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swapChainDesc.SampleDesc.Count = 1;
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swapChainDesc.SampleDesc.Quality = 0;
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ComPtr<IDXGISwapChain1> swapChain1;
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ASSERT_SUCCESS(factory->CreateSwapChainForHwnd(
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commandQueue.Get(),
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window,
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&swapChainDesc,
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nullptr,
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nullptr,
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&swapChain1
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));
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ASSERT_SUCCESS(swapChain1.As(&swapChain));
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for (uint32_t n = 0; n < kFrameCount; ++n) {
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ASSERT_SUCCESS(swapChain->GetBuffer(n, IID_PPV_ARGS(&renderTargetResources[n])));
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}
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// Get the initial render target and arbitrarily choose a "previous" render target that's different
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previousRenderTargetIndex = renderTargetIndex = swapChain->GetCurrentBackBufferIndex();
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previousRenderTargetIndex = renderTargetIndex == 0 ? 1 : 0;
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// Initial the serial for all render targets
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const uint64_t initialSerial = backend::d3d12::GetSerial(backendDevice);
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for (uint32_t n = 0; n < kFrameCount; ++n) {
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lastSerialRenderTargetWasUsed[n] = initialSerial;
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}
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return NXT_SWAP_CHAIN_NO_ERROR;
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}
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nxtSwapChainError GetNextTexture(nxtSwapChainNextTexture* nextTexture) {
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nextTexture->texture = renderTargetResources[renderTargetIndex].Get();
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return NXT_SWAP_CHAIN_NO_ERROR;
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}
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nxtSwapChainError Present() {
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// Current frame already transitioned to Present by the application, but
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// we need to flush the D3D12 backend's pending transitions.
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procs.deviceTick(backendDevice);
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ASSERT_SUCCESS(swapChain->Present(1, 0));
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// Transition last frame's render target back to being a render target
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if (renderTargetResourceState != D3D12_RESOURCE_STATE_PRESENT) {
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ComPtr<ID3D12GraphicsCommandList> commandList = {};
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backend::d3d12::OpenCommandList(backendDevice, &commandList);
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D3D12_RESOURCE_BARRIER resourceBarrier;
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resourceBarrier.Transition.pResource = renderTargetResources[previousRenderTargetIndex].Get();
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resourceBarrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
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resourceBarrier.Transition.StateAfter = renderTargetResourceState;
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resourceBarrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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resourceBarrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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resourceBarrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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commandList->ResourceBarrier(1, &resourceBarrier);
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ASSERT_SUCCESS(commandList->Close());
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backend::d3d12::ExecuteCommandLists(backendDevice, { commandList.Get() });
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}
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backend::d3d12::NextSerial(backendDevice);
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previousRenderTargetIndex = renderTargetIndex;
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renderTargetIndex = swapChain->GetCurrentBackBufferIndex();
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// If the next render target is not ready to be rendered yet, wait until it is ready.
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// If the last completed serial is less than the last requested serial for this render target,
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// then the commands previously executed on this render target have not yet completed
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backend::d3d12::WaitForSerial(backendDevice, lastSerialRenderTargetWasUsed[renderTargetIndex]);
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lastSerialRenderTargetWasUsed[renderTargetIndex] = backend::d3d12::GetSerial(backendDevice);
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return NXT_SWAP_CHAIN_NO_ERROR;
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}
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};
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class D3D12Binding : public BackendBinding {
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public:
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void SetupGLFWWindowHints() override {
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glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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}
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void GetProcAndDevice(nxtProcTable* procs, nxtDevice* device) override {
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factory = CreateFactory();
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ASSERT(GetHardwareAdapter(factory.Get(), &hardwareAdapter));
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ASSERT_SUCCESS(D3D12CreateDevice(
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hardwareAdapter.Get(),
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D3D_FEATURE_LEVEL_11_0,
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IID_PPV_ARGS(&d3d12Device)
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));
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backend::d3d12::Init(d3d12Device, procs, device);
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backendDevice = *device;
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procTable = *procs;
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}
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uint64_t GetSwapChainImplementation() override {
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if (swapchainImpl.userData == nullptr) {
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HWND win32Window = glfwGetWin32Window(window);
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swapchainImpl = SwapChainImplD3D12::Create(win32Window, procTable);
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}
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return reinterpret_cast<uint64_t>(&swapchainImpl);
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}
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nxtTextureFormat GetPreferredSwapChainTextureFormat() override {
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return NXT_TEXTURE_FORMAT_R8_G8_B8_A8_UNORM;
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}
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private:
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nxtDevice backendDevice = nullptr;
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nxtSwapChainImplementation swapchainImpl = {};
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nxtProcTable procTable = {};
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// Initialization
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ComPtr<IDXGIFactory4> factory;
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ComPtr<IDXGIAdapter1> hardwareAdapter;
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ComPtr<ID3D12Device> d3d12Device;
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static bool GetHardwareAdapter(IDXGIFactory4* factory, IDXGIAdapter1** hardwareAdapter) {
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*hardwareAdapter = nullptr;
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for (uint32_t adapterIndex = 0; ; ++adapterIndex) {
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IDXGIAdapter1* adapter = nullptr;
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if (factory->EnumAdapters1(adapterIndex, &adapter) == DXGI_ERROR_NOT_FOUND) {
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break; // No more adapters to enumerate.
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}
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// Check to see if the adapter supports Direct3D 12, but don't create the actual device yet.
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if (SUCCEEDED(D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0, _uuidof(ID3D12Device), nullptr))) {
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*hardwareAdapter = adapter;
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return true;
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}
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adapter->Release();
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}
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return false;
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}
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};
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BackendBinding* CreateD3D12Binding() {
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return new D3D12Binding;
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}
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}
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