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Due to significant performance regressions on Intel Gen11 Graphics, temporarily disable use of the D3D12 Render Pass API until a workaround infrastructure can be implemented. Bug: dawn:310 Change-Id: I994a2c2a0f6a3b61c48b083c73d6e0d3f8910dfa Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/14663 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Brandon Jones <brandon1.jones@intel.com>
65 lines
2.9 KiB
C++
65 lines
2.9 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 "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 { namespace 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 with
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// RENDER_PASS_TIER_1 available, so fall back to a software emulated render pass on
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// these platforms.
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if (featureOptions5.RenderPassesTier < D3D12_RENDER_PASS_TIER_1 ||
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!gpu_info::IsIntel(adapter.GetPCIInfo().vendorId)) {
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info.supportsRenderPass = true;
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}
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}
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return info;
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}
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}} // namespace dawn_native::d3d12
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