/**************************************************************************/ /* rendering_device_driver_d3d12.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef RENDERING_DEVICE_DRIVER_D3D12_H #define RENDERING_DEVICE_DRIVER_D3D12_H #include "core/templates/hash_map.h" #include "core/templates/paged_allocator.h" #include "core/templates/self_list.h" #include "servers/rendering/rendering_device_driver.h" #if defined(__GNUC__) && !defined(__clang__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wnon-virtual-dtor" #pragma GCC diagnostic ignored "-Wshadow" #pragma GCC diagnostic ignored "-Wswitch" #pragma GCC diagnostic ignored "-Wmissing-field-initializers" #pragma GCC diagnostic ignored "-Wimplicit-fallthrough" #endif #include "d3dx12.h" #include #define D3D12MA_D3D12_HEADERS_ALREADY_INCLUDED #include "D3D12MemAlloc.h" #include #if defined(_MSC_VER) && defined(MemoryBarrier) // Annoying define from winnt.h. Reintroduced by some of the headers above. #undef MemoryBarrier #endif #if defined(__GNUC__) && !defined(__clang__) #pragma GCC diagnostic pop #endif using Microsoft::WRL::ComPtr; #define D3D12_BITCODE_OFFSETS_NUM_STAGES 3 struct dxil_validator; class RenderingContextDriverD3D12; // Design principles: // - D3D12 structs are zero-initialized and fields not requiring a non-zero value are omitted (except in cases where expresivity reasons apply). class RenderingDeviceDriverD3D12 : public RenderingDeviceDriver { /*****************/ /**** GENERIC ****/ /*****************/ struct D3D12Format { DXGI_FORMAT family = DXGI_FORMAT_UNKNOWN; DXGI_FORMAT general_format = DXGI_FORMAT_UNKNOWN; UINT swizzle = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; DXGI_FORMAT dsv_format = DXGI_FORMAT_UNKNOWN; }; static const D3D12Format RD_TO_D3D12_FORMAT[RDD::DATA_FORMAT_MAX]; struct DeviceLimits { uint64_t max_srvs_per_shader_stage = 0; uint64_t max_cbvs_per_shader_stage = 0; uint64_t max_samplers_across_all_stages = 0; uint64_t max_uavs_across_all_stages = 0; uint64_t timestamp_frequency = 0; }; struct SubgroupCapabilities { uint32_t size = 0; bool wave_ops_supported = false; uint32_t supported_stages_flags_rd() const; uint32_t supported_operations_flags_rd() const; }; struct VRSCapabilities { bool draw_call_supported = false; // We can specify our fragment rate on a draw call level. bool primitive_supported = false; // We can specify our fragment rate on each drawcall. bool primitive_in_multiviewport = false; bool ss_image_supported = false; // We can provide a density map attachment on our framebuffer. uint32_t ss_image_tile_size = 0; uint32_t ss_max_fragment_size = 0; bool additional_rates_supported = false; }; struct ShaderCapabilities { D3D_SHADER_MODEL shader_model = (D3D_SHADER_MODEL)0; bool native_16bit_ops = false; }; struct StorageBufferCapabilities { bool storage_buffer_16_bit_access_is_supported = false; }; struct FormatCapabilities { bool relaxed_casting_supported = false; }; RenderingContextDriverD3D12 *context_driver = nullptr; RenderingContextDriver::Device context_device; ComPtr adapter; DXGI_ADAPTER_DESC adapter_desc; ComPtr device; DeviceLimits device_limits; RDD::Capabilities device_capabilities; uint32_t feature_level = 0; // Major * 10 + minor. SubgroupCapabilities subgroup_capabilities; RDD::MultiviewCapabilities multiview_capabilities; VRSCapabilities vrs_capabilities; ShaderCapabilities shader_capabilities; StorageBufferCapabilities storage_buffer_capabilities; FormatCapabilities format_capabilities; String pipeline_cache_id; class DescriptorsHeap { D3D12_DESCRIPTOR_HEAP_DESC desc = {}; ComPtr heap; uint32_t handle_size = 0; public: class Walker { // Texas Ranger. friend class DescriptorsHeap; uint32_t handle_size = 0; uint32_t handle_count = 0; D3D12_CPU_DESCRIPTOR_HANDLE first_cpu_handle = {}; D3D12_GPU_DESCRIPTOR_HANDLE first_gpu_handle = {}; uint32_t handle_index = 0; public: D3D12_CPU_DESCRIPTOR_HANDLE get_curr_cpu_handle(); D3D12_GPU_DESCRIPTOR_HANDLE get_curr_gpu_handle(); _FORCE_INLINE_ void rewind() { handle_index = 0; } void advance(uint32_t p_count = 1); uint32_t get_current_handle_index() const { return handle_index; } uint32_t get_free_handles() { return handle_count - handle_index; } bool is_at_eof() { return handle_index == handle_count; } }; Error allocate(ID3D12Device *m_device, D3D12_DESCRIPTOR_HEAP_TYPE m_type, uint32_t m_descriptor_count, bool p_for_gpu); uint32_t get_descriptor_count() const { return desc.NumDescriptors; } ID3D12DescriptorHeap *get_heap() const { return heap.Get(); } Walker make_walker() const; }; struct { ComPtr draw; ComPtr draw_indexed; ComPtr dispatch; } indirect_cmd_signatures; static void STDMETHODCALLTYPE _debug_message_func(D3D12_MESSAGE_CATEGORY p_category, D3D12_MESSAGE_SEVERITY p_severity, D3D12_MESSAGE_ID p_id, LPCSTR p_description, void *p_context); void _set_object_name(ID3D12Object *p_object, String p_object_name); Error _initialize_device(); Error _check_capabilities(); Error _get_device_limits(); Error _initialize_allocator(); Error _initialize_frames(uint32_t p_frame_count); Error _initialize_command_signatures(); public: Error initialize(uint32_t p_device_index, uint32_t p_frame_count) override final; private: /****************/ /**** MEMORY ****/ /****************/ ComPtr allocator; #define USE_SMALL_ALLOCS_POOL // Disabled by now; seems not to be beneficial as it is in Vulkan. #ifdef USE_SMALL_ALLOCS_POOL union AllocPoolKey { struct { D3D12_HEAP_TYPE heap_type; D3D12_HEAP_FLAGS heap_flags; }; uint64_t key = 0; }; HashMap> small_allocs_pools; D3D12MA::Pool *_find_or_create_small_allocs_pool(D3D12_HEAP_TYPE p_heap_type, D3D12_HEAP_FLAGS p_heap_flags); #endif /******************/ /**** RESOURCE ****/ /******************/ struct ResourceInfo { struct States { // As many subresources as mipmaps * layers; planes (for depth-stencil) are tracked together. TightLocalVector subresource_states; // Used only if not a view. uint32_t last_batch_with_uav_barrier = 0; struct CrossFamillyFallback { TightLocalVector subresources_dirty; ComPtr interim_buffer; ComPtr interim_buffer_alloc; } xfamily_fallback; // [[CROSS_FAMILY_FALLBACK]]. }; ID3D12Resource *resource = nullptr; // Non-null even if not owned. struct { ComPtr resource; ComPtr allocation; States states; } owner_info; // All empty if the resource is not owned. States *states_ptr = nullptr; // Own or from another if it doesn't own the D3D12 resource. }; struct BarrierRequest { static const uint32_t MAX_GROUPS = 4; // Maybe this is too much data to have it locally. Benchmarking may reveal that // cache would be used better by having a maximum of local subresource masks and beyond // that have an allocated vector with the rest. static const uint32_t MAX_SUBRESOURCES = 4096; ID3D12Resource *dx_resource = nullptr; uint8_t subres_mask_qwords = 0; uint8_t planes = 0; struct Group { D3D12_RESOURCE_STATES states = {}; static_assert(MAX_SUBRESOURCES % 64 == 0); uint64_t subres_mask[MAX_SUBRESOURCES / 64] = {}; } groups[MAX_GROUPS]; uint8_t groups_count = 0; static const D3D12_RESOURCE_STATES DELETED_GROUP = D3D12_RESOURCE_STATES(0xFFFFFFFFU); }; PagedAllocator> res_barriers_requests_allocator; HashMap, decltype(res_barriers_requests_allocator)> res_barriers_requests; LocalVector res_barriers; uint32_t res_barriers_count = 0; uint32_t res_barriers_batch = 0; #ifdef DEV_ENABLED int frame_barriers_count = 0; int frame_barriers_batches_count = 0; uint64_t frame_barriers_cpu_time = 0; #endif void _resource_transition_batch(ResourceInfo *p_resource, uint32_t p_subresource, uint32_t p_num_planes, D3D12_RESOURCE_STATES p_new_state); void _resource_transitions_flush(ID3D12GraphicsCommandList *p_cmd_list); /*****************/ /**** BUFFERS ****/ /*****************/ struct BufferInfo : public ResourceInfo { DataFormat texel_format = DATA_FORMAT_MAX; uint64_t size = 0; struct { bool usable_as_uav : 1; bool is_for_upload : 1; } flags = {}; }; public: virtual BufferID buffer_create(uint64_t p_size, BitField p_usage, MemoryAllocationType p_allocation_type) override final; virtual bool buffer_set_texel_format(BufferID p_buffer, DataFormat p_format) override final; virtual void buffer_free(BufferID p_buffer) override final; virtual uint64_t buffer_get_allocation_size(BufferID p_buffer) override final; virtual uint8_t *buffer_map(BufferID p_buffer) override final; virtual void buffer_unmap(BufferID p_buffer) override final; /*****************/ /**** TEXTURE ****/ /*****************/ private: struct TextureInfo : public ResourceInfo { DataFormat format = DATA_FORMAT_MAX; CD3DX12_RESOURCE_DESC desc = {}; uint32_t base_layer = 0; uint32_t layers = 0; uint32_t base_mip = 0; uint32_t mipmaps = 0; struct { D3D12_SHADER_RESOURCE_VIEW_DESC srv; D3D12_UNORDERED_ACCESS_VIEW_DESC uav; } view_descs = {}; TextureInfo *main_texture = nullptr; UINT mapped_subresource = UINT_MAX; SelfList pending_clear{ this }; }; SelfList::List textures_pending_clear; HashMap format_sample_counts_mask_cache; uint32_t _find_max_common_supported_sample_count(VectorView p_formats); UINT _compute_component_mapping(const TextureView &p_view); UINT _compute_plane_slice(DataFormat p_format, BitField p_aspect_bits); UINT _compute_plane_slice(DataFormat p_format, TextureAspect p_aspect); struct CommandBufferInfo; void _discard_texture_subresources(const TextureInfo *p_tex_info, const CommandBufferInfo *p_cmd_buf_info); public: virtual TextureID texture_create(const TextureFormat &p_format, const TextureView &p_view) override final; virtual TextureID texture_create_from_extension(uint64_t p_native_texture, TextureType p_type, DataFormat p_format, uint32_t p_array_layers, bool p_depth_stencil) override final; virtual TextureID texture_create_shared(TextureID p_original_texture, const TextureView &p_view) override final; virtual TextureID texture_create_shared_from_slice(TextureID p_original_texture, const TextureView &p_view, TextureSliceType p_slice_type, uint32_t p_layer, uint32_t p_layers, uint32_t p_mipmap, uint32_t p_mipmaps) override final; virtual void texture_free(TextureID p_texture) override final; virtual uint64_t texture_get_allocation_size(TextureID p_texture) override final; virtual void texture_get_copyable_layout(TextureID p_texture, const TextureSubresource &p_subresource, TextureCopyableLayout *r_layout) override final; virtual uint8_t *texture_map(TextureID p_texture, const TextureSubresource &p_subresource) override final; virtual void texture_unmap(TextureID p_texture) override final; virtual BitField texture_get_usages_supported_by_format(DataFormat p_format, bool p_cpu_readable) override final; private: TextureID _texture_create_shared_from_slice(TextureID p_original_texture, const TextureView &p_view, TextureSliceType p_slice_type, uint32_t p_layer, uint32_t p_layers, uint32_t p_mipmap, uint32_t p_mipmaps); public: /*****************/ /**** SAMPLER ****/ /*****************/ private: LocalVector samplers; public: virtual SamplerID sampler_create(const SamplerState &p_state) final override; virtual void sampler_free(SamplerID p_sampler) final override; virtual bool sampler_is_format_supported_for_filter(DataFormat p_format, SamplerFilter p_filter) override final; /**********************/ /**** VERTEX ARRAY ****/ /**********************/ private: struct VertexFormatInfo { TightLocalVector input_elem_descs; TightLocalVector vertex_buffer_strides; }; public: virtual VertexFormatID vertex_format_create(VectorView p_vertex_attribs) override final; virtual void vertex_format_free(VertexFormatID p_vertex_format) override final; /******************/ /**** BARRIERS ****/ /******************/ virtual void command_pipeline_barrier( CommandBufferID p_cmd_buffer, BitField p_src_stages, BitField p_dst_stages, VectorView p_memory_barriers, VectorView p_buffer_barriers, VectorView p_texture_barriers) override final; private: /****************/ /**** FENCES ****/ /****************/ struct FenceInfo { ComPtr d3d_fence = nullptr; HANDLE event_handle = nullptr; UINT64 fence_value = 0; }; public: virtual FenceID fence_create() override; virtual Error fence_wait(FenceID p_fence) override; virtual void fence_free(FenceID p_fence) override; private: /********************/ /**** SEMAPHORES ****/ /********************/ struct SemaphoreInfo { ComPtr d3d_fence = nullptr; UINT64 fence_value = 0; }; virtual SemaphoreID semaphore_create() override; virtual void semaphore_free(SemaphoreID p_semaphore) override; /******************/ /**** COMMANDS ****/ /******************/ // ----- QUEUE FAMILY ----- virtual CommandQueueFamilyID command_queue_family_get(BitField p_cmd_queue_family_bits, RenderingContextDriver::SurfaceID p_surface = 0) override; private: // ----- QUEUE ----- struct CommandQueueInfo { ComPtr d3d_queue; }; public: virtual CommandQueueID command_queue_create(CommandQueueFamilyID p_cmd_queue_family, bool p_identify_as_main_queue = false) override; virtual Error command_queue_execute_and_present(CommandQueueID p_cmd_queue, VectorView p_wait_semaphores, VectorView p_cmd_buffers, VectorView p_cmd_semaphores, FenceID p_cmd_fence, VectorView p_swap_chains) override; virtual void command_queue_free(CommandQueueID p_cmd_queue) override; private: // ----- POOL ----- struct CommandPoolInfo { CommandQueueFamilyID queue_family; CommandBufferType buffer_type = COMMAND_BUFFER_TYPE_PRIMARY; }; public: virtual CommandPoolID command_pool_create(CommandQueueFamilyID p_cmd_queue_family, CommandBufferType p_cmd_buffer_type) override final; virtual void command_pool_free(CommandPoolID p_cmd_pool) override final; // ----- BUFFER ----- private: // Belongs to RENDERING-SUBPASS, but needed here. struct FramebufferInfo; struct RenderPassInfo; struct RenderPassState { uint32_t current_subpass = UINT32_MAX; const FramebufferInfo *fb_info = nullptr; const RenderPassInfo *pass_info = nullptr; CD3DX12_RECT region_rect = {}; bool region_is_all = false; const VertexFormatInfo *vf_info = nullptr; D3D12_VERTEX_BUFFER_VIEW vertex_buffer_views[8] = {}; uint32_t vertex_buffer_count = 0; }; // Leveraging knowledge of actual usage and D3D12 specifics (namely, command lists from the same allocator // can't be freely begun and ended), an allocator per list works better. struct CommandBufferInfo { ComPtr cmd_allocator; ComPtr cmd_list; ID3D12PipelineState *graphics_pso = nullptr; ID3D12PipelineState *compute_pso = nullptr; uint32_t graphics_root_signature_crc = 0; uint32_t compute_root_signature_crc = 0; RenderPassState render_pass_state; bool descriptor_heaps_set = false; // [[CROSS_FAMILY_FALLBACK]]. struct FamilyFallbackCopy { TextureInfo *texture = nullptr; uint32_t subresource = 0; uint32_t mipmap = 0; D3D12_RESOURCE_STATES dst_wanted_state = {}; }; LocalVector family_fallback_copies; uint32_t family_fallback_copy_count = 0; }; public: virtual CommandBufferID command_buffer_create(CommandPoolID p_cmd_pool) override final; virtual bool command_buffer_begin(CommandBufferID p_cmd_buffer) override final; virtual bool command_buffer_begin_secondary(CommandBufferID p_cmd_buffer, RenderPassID p_render_pass, uint32_t p_subpass, FramebufferID p_framebuffer) override final; virtual void command_buffer_end(CommandBufferID p_cmd_buffer) override final; virtual void command_buffer_execute_secondary(CommandBufferID p_cmd_buffer, VectorView p_secondary_cmd_buffers) override final; private: /********************/ /**** SWAP CHAIN ****/ /********************/ struct SwapChain { ComPtr d3d_swap_chain; RenderingContextDriver::SurfaceID surface = RenderingContextDriver::SurfaceID(); UINT present_flags = 0; UINT sync_interval = 1; UINT creation_flags = 0; RenderPassID render_pass; TightLocalVector render_targets; TightLocalVector render_targets_info; TightLocalVector framebuffers; RDD::DataFormat data_format = DATA_FORMAT_MAX; }; void _swap_chain_release(SwapChain *p_swap_chain); void _swap_chain_release_buffers(SwapChain *p_swap_chain); public: virtual SwapChainID swap_chain_create(RenderingContextDriver::SurfaceID p_surface) override; virtual Error swap_chain_resize(CommandQueueID p_cmd_queue, SwapChainID p_swap_chain, uint32_t p_desired_framebuffer_count) override; virtual FramebufferID swap_chain_acquire_framebuffer(CommandQueueID p_cmd_queue, SwapChainID p_swap_chain, bool &r_resize_required) override; virtual RenderPassID swap_chain_get_render_pass(SwapChainID p_swap_chain) override; virtual DataFormat swap_chain_get_format(SwapChainID p_swap_chain) override; virtual void swap_chain_free(SwapChainID p_swap_chain) override; /*********************/ /**** FRAMEBUFFER ****/ /*********************/ private: struct FramebufferInfo { bool is_screen = false; Size2i size; TightLocalVector attachments_handle_inds; // RTV heap index for color; DSV heap index for DSV. DescriptorsHeap rtv_heap; DescriptorsHeap dsv_heap; // Used only if not for screen and some depth-stencil attachments. TightLocalVector attachments; // Color and depth-stencil. Used if not screen. TextureID vrs_attachment; }; D3D12_RENDER_TARGET_VIEW_DESC _make_rtv_for_texture(const TextureInfo *p_texture_info, uint32_t p_mipmap_offset, uint32_t p_layer_offset, uint32_t p_layers, bool p_add_bases = true); D3D12_UNORDERED_ACCESS_VIEW_DESC _make_ranged_uav_for_texture(const TextureInfo *p_texture_info, uint32_t p_mipmap_offset, uint32_t p_layer_offset, uint32_t p_layers, bool p_add_bases = true); D3D12_DEPTH_STENCIL_VIEW_DESC _make_dsv_for_texture(const TextureInfo *p_texture_info); FramebufferID _framebuffer_create(RenderPassID p_render_pass, VectorView p_attachments, uint32_t p_width, uint32_t p_height, bool p_is_screen); public: virtual FramebufferID framebuffer_create(RenderPassID p_render_pass, VectorView p_attachments, uint32_t p_width, uint32_t p_height) override final; virtual void framebuffer_free(FramebufferID p_framebuffer) override final; /****************/ /**** SHADER ****/ /****************/ private: static const uint32_t ROOT_SIGNATURE_SIZE = 256; static const uint32_t PUSH_CONSTANT_SIZE = 128; // Mimicking Vulkan. enum { // We can only aim to set a maximum here, since depending on the shader // there may be more or less root signature free for descriptor tables. // Therefore, we'll have to rely on the final check at runtime, when building // the root signature structure for a given shader. // To be precise, these may be present or not, and their size vary statically: // - Push constant (we'll assume this is always present to avoid reserving much // more space for descriptor sets than needed for almost any imaginable case, // given that most shader templates feature push constants). // - NIR-DXIL runtime data. MAX_UNIFORM_SETS = (ROOT_SIGNATURE_SIZE - PUSH_CONSTANT_SIZE) / sizeof(uint32_t), }; enum RootSignatureLocationType { RS_LOC_TYPE_RESOURCE, RS_LOC_TYPE_SAMPLER, }; enum ResourceClass { RES_CLASS_INVALID, RES_CLASS_CBV, RES_CLASS_SRV, RES_CLASS_UAV, }; struct ShaderBinary { // Version 1: Initial. // Version 2: 64-bit vertex input mask. // Version 3: Added SC stage mask. static const uint32_t VERSION = 3; // Phase 1: SPIR-V reflection, where the Vulkan/RD interface of the shader is discovered. // Phase 2: SPIR-V to DXIL translation, where the DXIL interface is discovered, which may have gaps due to optimizations. struct DataBinding { // - Phase 1. uint32_t type = 0; uint32_t binding = 0; uint32_t stages = 0; uint32_t length = 0; // Size of arrays (in total elements), or ubos (in bytes * total elements). uint32_t writable = 0; // - Phase 2. uint32_t res_class = 0; uint32_t has_sampler = 0; uint32_t dxil_stages = 0; struct RootSignatureLocation { uint32_t root_param_idx = UINT32_MAX; // UINT32_MAX if unused. uint32_t range_idx = UINT32_MAX; // UINT32_MAX if unused. }; RootSignatureLocation root_sig_locations[2]; // Index is RootSignatureLocationType. // We need to sort these to fill the root signature locations properly. bool operator<(const DataBinding &p_other) const { return binding < p_other.binding; } }; struct SpecializationConstant { // - Phase 1. uint32_t type = 0; uint32_t constant_id = 0; union { uint32_t int_value = 0; float float_value; bool bool_value; }; uint32_t stage_flags = 0; // - Phase 2. uint64_t stages_bit_offsets[D3D12_BITCODE_OFFSETS_NUM_STAGES] = {}; }; struct Data { uint64_t vertex_input_mask = 0; uint32_t fragment_output_mask = 0; uint32_t specialization_constants_count = 0; uint32_t spirv_specialization_constants_ids_mask = 0; uint32_t is_compute = 0; uint32_t compute_local_size[3] = {}; uint32_t set_count = 0; uint32_t push_constant_size = 0; uint32_t dxil_push_constant_stages = 0; // Phase 2. uint32_t nir_runtime_data_root_param_idx = 0; // Phase 2. uint32_t stage_count = 0; uint32_t shader_name_len = 0; uint32_t root_signature_len = 0; uint32_t root_signature_crc = 0; }; }; struct ShaderInfo { uint32_t dxil_push_constant_size = 0; uint32_t nir_runtime_data_root_param_idx = UINT32_MAX; bool is_compute = false; struct UniformBindingInfo { uint32_t stages = 0; // Actual shader stages using the uniform (0 if totally optimized out). ResourceClass res_class = RES_CLASS_INVALID; UniformType type = UNIFORM_TYPE_MAX; uint32_t length = UINT32_MAX; #ifdef DEV_ENABLED bool writable = false; #endif struct RootSignatureLocation { uint32_t root_param_idx = UINT32_MAX; uint32_t range_idx = UINT32_MAX; }; struct { RootSignatureLocation resource; RootSignatureLocation sampler; } root_sig_locations; }; struct UniformSet { TightLocalVector bindings; struct { uint32_t resources = 0; uint32_t samplers = 0; } num_root_params; }; TightLocalVector sets; struct SpecializationConstant { uint32_t constant_id = UINT32_MAX; uint32_t int_value = UINT32_MAX; uint64_t stages_bit_offsets[D3D12_BITCODE_OFFSETS_NUM_STAGES] = {}; }; TightLocalVector specialization_constants; uint32_t spirv_specialization_constants_ids_mask = 0; HashMap> stages_bytecode; ComPtr root_signature; ComPtr root_signature_deserializer; const D3D12_ROOT_SIGNATURE_DESC *root_signature_desc = nullptr; // Owned by the deserializer. uint32_t root_signature_crc = 0; }; Mutex dxil_mutex; HashMap dxil_validators; // One per WorkerThreadPool thread used for shader compilation, plus one (-1) for all the other. dxil_validator *_get_dxil_validator_for_current_thread(); uint32_t _shader_patch_dxil_specialization_constant( PipelineSpecializationConstantType p_type, const void *p_value, const uint64_t (&p_stages_bit_offsets)[D3D12_BITCODE_OFFSETS_NUM_STAGES], HashMap> &r_stages_bytecodes, bool p_is_first_patch); bool _shader_apply_specialization_constants( const ShaderInfo *p_shader_info, VectorView p_specialization_constants, HashMap> &r_final_stages_bytecode); bool _shader_sign_dxil_bytecode(ShaderStage p_stage, Vector &r_dxil_blob); public: virtual String shader_get_binary_cache_key() override final; virtual Vector shader_compile_binary_from_spirv(VectorView p_spirv, const String &p_shader_name) override final; virtual ShaderID shader_create_from_bytecode(const Vector &p_shader_binary, ShaderDescription &r_shader_desc, String &r_name) override final; virtual uint32_t shader_get_layout_hash(ShaderID p_shader) override final; virtual void shader_free(ShaderID p_shader) override final; /*********************/ /**** UNIFORM SET ****/ /*********************/ private: struct RootDescriptorTable { uint32_t root_param_idx = UINT32_MAX; D3D12_GPU_DESCRIPTOR_HANDLE start_gpu_handle = {}; }; struct UniformSetInfo { struct { DescriptorsHeap resources; DescriptorsHeap samplers; } desc_heaps; struct StateRequirement { ResourceInfo *resource = nullptr; bool is_buffer = false; D3D12_RESOURCE_STATES states = {}; uint64_t shader_uniform_idx_mask = 0; }; TightLocalVector resource_states; struct RecentBind { uint64_t segment_serial = 0; uint32_t root_signature_crc = 0; struct { TightLocalVector resources; TightLocalVector samplers; } root_tables; int uses = 0; } recent_binds[4]; // A better amount may be empirically found. #ifdef DEV_ENABLED // Filthy, but useful for dev. struct ResourceDescInfo { D3D12_DESCRIPTOR_RANGE_TYPE type; D3D12_SRV_DIMENSION srv_dimension; }; TightLocalVector resources_desc_info; #endif }; public: virtual UniformSetID uniform_set_create(VectorView p_uniforms, ShaderID p_shader, uint32_t p_set_index) override final; virtual void uniform_set_free(UniformSetID p_uniform_set) override final; // ----- COMMANDS ----- virtual void command_uniform_set_prepare_for_use(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) override final; private: void _command_check_descriptor_sets(CommandBufferID p_cmd_buffer); void _command_bind_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index, bool p_for_compute); public: /******************/ /**** TRANSFER ****/ /******************/ virtual void command_clear_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, uint64_t p_offset, uint64_t p_size) override final; virtual void command_copy_buffer(CommandBufferID p_cmd_buffer, BufferID p_src_buffer, BufferID p_dst_buffer, VectorView p_regions) override final; virtual void command_copy_texture(CommandBufferID p_cmd_buffer, TextureID p_src_texture, TextureLayout p_src_texture_layout, TextureID p_dst_texture, TextureLayout p_dst_texture_layout, VectorView p_regions) override final; virtual void command_resolve_texture(CommandBufferID p_cmd_buffer, TextureID p_src_texture, TextureLayout p_src_texture_layout, uint32_t p_src_layer, uint32_t p_src_mipmap, TextureID p_dst_texture, TextureLayout p_dst_texture_layout, uint32_t p_dst_layer, uint32_t p_dst_mipmap) override final; virtual void command_clear_color_texture(CommandBufferID p_cmd_buffer, TextureID p_texture, TextureLayout p_texture_layout, const Color &p_color, const TextureSubresourceRange &p_subresources) override final; public: virtual void command_copy_buffer_to_texture(CommandBufferID p_cmd_buffer, BufferID p_src_buffer, TextureID p_dst_texture, TextureLayout p_dst_texture_layout, VectorView p_regions) override final; virtual void command_copy_texture_to_buffer(CommandBufferID p_cmd_buffer, TextureID p_src_texture, TextureLayout p_src_texture_layout, BufferID p_dst_buffer, VectorView p_regions) override final; /******************/ /**** PIPELINE ****/ /******************/ virtual void pipeline_free(PipelineID p_pipeline) override final; private: HashMap pipelines_shaders; public: // ----- BINDING ----- virtual void command_bind_push_constants(CommandBufferID p_cmd_buffer, ShaderID p_shader, uint32_t p_dst_first_index, VectorView p_data) override final; // ----- CACHE ----- virtual bool pipeline_cache_create(const Vector &p_data) override final; virtual void pipeline_cache_free() override final; virtual size_t pipeline_cache_query_size() override final; virtual Vector pipeline_cache_serialize() override final; /*******************/ /**** RENDERING ****/ /*******************/ // ----- SUBPASS ----- private: struct RenderPassInfo { TightLocalVector attachments; TightLocalVector subpasses; uint32_t view_count = 0; uint32_t max_supported_sample_count = 0; }; public: virtual RenderPassID render_pass_create(VectorView p_attachments, VectorView p_subpasses, VectorView p_subpass_dependencies, uint32_t p_view_count) override final; virtual void render_pass_free(RenderPassID p_render_pass) override final; // ----- COMMANDS ----- virtual void command_begin_render_pass(CommandBufferID p_cmd_buffer, RenderPassID p_render_pass, FramebufferID p_framebuffer, CommandBufferType p_cmd_buffer_type, const Rect2i &p_rect, VectorView p_clear_values) override final; private: void _end_render_pass(CommandBufferID p_cmd_buffer); public: virtual void command_end_render_pass(CommandBufferID p_cmd_buffer) override final; virtual void command_next_render_subpass(CommandBufferID p_cmd_buffer, CommandBufferType p_cmd_buffer_type) override final; virtual void command_render_set_viewport(CommandBufferID p_cmd_buffer, VectorView p_viewports) override final; virtual void command_render_set_scissor(CommandBufferID p_cmd_buffer, VectorView p_scissors) override final; virtual void command_render_clear_attachments(CommandBufferID p_cmd_buffer, VectorView p_attachment_clears, VectorView p_rects) override final; // Binding. virtual void command_bind_render_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) override final; virtual void command_bind_render_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) override final; // Drawing. virtual void command_render_draw(CommandBufferID p_cmd_buffer, uint32_t p_vertex_count, uint32_t p_instance_count, uint32_t p_base_vertex, uint32_t p_first_instance) override final; virtual void command_render_draw_indexed(CommandBufferID p_cmd_buffer, uint32_t p_index_count, uint32_t p_instance_count, uint32_t p_first_index, int32_t p_vertex_offset, uint32_t p_first_instance) override final; virtual void command_render_draw_indexed_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset, uint32_t p_draw_count, uint32_t p_stride) override final; virtual void command_render_draw_indexed_indirect_count(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset, BufferID p_count_buffer, uint64_t p_count_buffer_offset, uint32_t p_max_draw_count, uint32_t p_stride) override final; virtual void command_render_draw_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset, uint32_t p_draw_count, uint32_t p_stride) override final; virtual void command_render_draw_indirect_count(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset, BufferID p_count_buffer, uint64_t p_count_buffer_offset, uint32_t p_max_draw_count, uint32_t p_stride) override final; // Buffer binding. virtual void command_render_bind_vertex_buffers(CommandBufferID p_cmd_buffer, uint32_t p_binding_count, const BufferID *p_buffers, const uint64_t *p_offsets) override final; virtual void command_render_bind_index_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, IndexBufferFormat p_format, uint64_t p_offset) override final; private: void _bind_vertex_buffers(CommandBufferInfo *p_cmd_buf_info); public: // Dynamic state. virtual void command_render_set_blend_constants(CommandBufferID p_cmd_buffer, const Color &p_constants) override final; virtual void command_render_set_line_width(CommandBufferID p_cmd_buffer, float p_width) override final; // ----- PIPELINE ----- private: struct RenderPipelineExtraInfo { struct { D3D12_PRIMITIVE_TOPOLOGY primitive_topology = {}; Color blend_constant; float depth_bounds_min = 0.0f; float depth_bounds_max = 0.0f; uint32_t stencil_reference = 0; } dyn_params; const VertexFormatInfo *vf_info = nullptr; }; HashMap render_psos_extra_info; public: virtual PipelineID render_pipeline_create( ShaderID p_shader, VertexFormatID p_vertex_format, RenderPrimitive p_render_primitive, PipelineRasterizationState p_rasterization_state, PipelineMultisampleState p_multisample_state, PipelineDepthStencilState p_depth_stencil_state, PipelineColorBlendState p_blend_state, VectorView p_color_attachments, BitField p_dynamic_state, RenderPassID p_render_pass, uint32_t p_render_subpass, VectorView p_specialization_constants) override final; /*****************/ /**** COMPUTE ****/ /*****************/ // ----- COMMANDS ----- // Binding. virtual void command_bind_compute_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) override final; virtual void command_bind_compute_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) override final; // Dispatching. virtual void command_compute_dispatch(CommandBufferID p_cmd_buffer, uint32_t p_x_groups, uint32_t p_y_groups, uint32_t p_z_groups) override final; virtual void command_compute_dispatch_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset) override final; // ----- PIPELINE ----- virtual PipelineID compute_pipeline_create(ShaderID p_shader, VectorView p_specialization_constants) override final; /*****************/ /**** QUERIES ****/ /*****************/ // ----- TIMESTAMP ----- private: struct TimestampQueryPoolInfo { ComPtr query_heap; uint32_t query_count = 0; ComPtr results_buffer_allocation; }; public: // Basic. virtual QueryPoolID timestamp_query_pool_create(uint32_t p_query_count) override final; virtual void timestamp_query_pool_free(QueryPoolID p_pool_id) override final; virtual void timestamp_query_pool_get_results(QueryPoolID p_pool_id, uint32_t p_query_count, uint64_t *r_results) override final; virtual uint64_t timestamp_query_result_to_time(uint64_t p_result) override final; // Commands. virtual void command_timestamp_query_pool_reset(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_query_count) override final; virtual void command_timestamp_write(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_index) override final; /****************/ /**** LABELS ****/ /****************/ virtual void command_begin_label(CommandBufferID p_cmd_buffer, const char *p_label_name, const Color &p_color) override final; virtual void command_end_label(CommandBufferID p_cmd_buffer) override final; /********************/ /**** SUBMISSION ****/ /********************/ private: struct FrameInfo { struct { DescriptorsHeap resources; DescriptorsHeap samplers; DescriptorsHeap aux; DescriptorsHeap rtv; } desc_heaps; struct { DescriptorsHeap::Walker resources; DescriptorsHeap::Walker samplers; DescriptorsHeap::Walker aux; DescriptorsHeap::Walker rtv; } desc_heap_walkers; struct { bool resources = false; bool samplers = false; bool aux = false; bool rtv = false; } desc_heaps_exhausted_reported; CD3DX12_CPU_DESCRIPTOR_HANDLE null_rtv_handle = {}; // For [[MANUAL_SUBPASSES]]. ComPtr aux_resource; uint32_t segment_serial = 0; #ifdef DEV_ENABLED uint32_t uniform_set_reused = 0; #endif }; TightLocalVector frames; uint32_t frame_idx = 0; uint32_t frames_drawn = 0; uint32_t segment_serial = 0; bool segment_begun = false; public: virtual void begin_segment(uint32_t p_frame_index, uint32_t p_frames_drawn) override final; virtual void end_segment() override final; /**************/ /**** MISC ****/ /**************/ virtual void set_object_name(ObjectType p_type, ID p_driver_id, const String &p_name) override final; virtual uint64_t get_resource_native_handle(DriverResource p_type, ID p_driver_id) override final; virtual uint64_t get_total_memory_used() override final; virtual uint64_t limit_get(Limit p_limit) override final; virtual uint64_t api_trait_get(ApiTrait p_trait) override final; virtual bool has_feature(Features p_feature) override final; virtual const MultiviewCapabilities &get_multiview_capabilities() override final; virtual String get_api_name() const override final; virtual String get_api_version() const override final; virtual String get_pipeline_cache_uuid() const override final; virtual const Capabilities &get_capabilities() const override final; static bool is_in_developer_mode(); private: /*********************/ /**** BOOKKEEPING ****/ /*********************/ using VersatileResource = VersatileResourceTemplate< BufferInfo, TextureInfo, TextureInfo, TextureInfo, VertexFormatInfo, CommandBufferInfo, FramebufferInfo, ShaderInfo, UniformSetInfo, RenderPassInfo, TimestampQueryPoolInfo>; PagedAllocator resources_allocator; /******************/ public: RenderingDeviceDriverD3D12(RenderingContextDriverD3D12 *p_context_driver); virtual ~RenderingDeviceDriverD3D12(); }; #endif // RENDERING_DEVICE_DRIVER_D3D12_H