godot/drivers/d3d12/d3d12_context.h
2023-12-12 19:10:04 +01:00

249 lines
9.3 KiB
C++

/**************************************************************************/
/* d3d12_context.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 D3D12_CONTEXT_H
#define D3D12_CONTEXT_H
#include "core/error/error_list.h"
#include "core/os/mutex.h"
#include "core/string/ustring.h"
#include "core/templates/rb_map.h"
#include "core/templates/rid_owner.h"
#include "servers/display_server.h"
#include "servers/rendering/rendering_device.h"
#include "d3dx12.h"
#include <dxgi1_6.h>
#define D3D12MA_D3D12_HEADERS_ALREADY_INCLUDED
#include "D3D12MemAlloc.h"
#include <wrl/client.h>
using Microsoft::WRL::ComPtr;
class D3D12Context {
public:
struct DeviceLimits {
uint64_t max_srvs_per_shader_stage;
uint64_t max_cbvs_per_shader_stage;
uint64_t max_samplers_across_all_stages;
uint64_t max_uavs_across_all_stages;
uint64_t timestamp_frequency;
};
struct SubgroupCapabilities {
uint32_t size;
bool wave_ops_supported;
uint32_t supported_stages_flags_rd() const;
uint32_t supported_operations_flags_rd() const;
};
// Following VulkanContext definition.
struct MultiviewCapabilities {
bool is_supported;
bool geometry_shader_is_supported;
bool tessellation_shader_is_supported;
uint32_t max_view_count;
uint32_t max_instance_count;
};
struct VRSCapabilities {
bool draw_call_supported; // We can specify our fragment rate on a draw call level.
bool primitive_supported; // We can specify our fragment rate on each drawcall.
bool primitive_in_multiviewport;
bool ss_image_supported; // We can provide a density map attachment on our framebuffer.
uint32_t ss_image_tile_size;
bool additional_rates_supported;
};
struct ShaderCapabilities {
D3D_SHADER_MODEL shader_model;
bool native_16bit_ops;
};
struct StorageBufferCapabilities {
bool storage_buffer_16_bit_access_is_supported;
};
struct FormatCapabilities {
bool relaxed_casting_supported;
};
private:
enum {
FRAME_LAG = 2,
IMAGE_COUNT = FRAME_LAG + 1,
};
ComPtr<IDXGIFactory2> dxgi_factory;
ComPtr<IDXGIAdapter> gpu;
DeviceLimits gpu_limits = {};
struct DeviceBasics {
ComPtr<ID3D12Device> device;
ComPtr<ID3D12CommandQueue> queue;
ComPtr<ID3D12Fence> fence;
HANDLE fence_event = nullptr;
UINT64 fence_value = 0;
} md; // 'Main device', as opposed to local device.
uint32_t feature_level = 0; // Major * 10 + minor.
bool tearing_supported = false;
SubgroupCapabilities subgroup_capabilities;
MultiviewCapabilities multiview_capabilities;
VRSCapabilities vrs_capabilities;
ShaderCapabilities shader_capabilities;
StorageBufferCapabilities storage_buffer_capabilities;
FormatCapabilities format_capabilities;
String adapter_vendor;
String adapter_name;
RenderingDevice::DeviceType adapter_type = {};
String pipeline_cache_id;
ComPtr<D3D12MA::Allocator> allocator;
bool buffers_prepared = false;
DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
uint32_t frame = 0;
ComPtr<ID3D12Fence> frame_fence;
HANDLE frame_fence_event = nullptr;
struct Window {
HWND hwnd = nullptr;
ComPtr<IDXGISwapChain3> swapchain;
UINT swapchain_flags = 0;
UINT sync_interval = 1;
UINT present_flags = 0;
ComPtr<ID3D12Resource> render_targets[IMAGE_COUNT];
uint32_t current_buffer = 0;
int width = 0;
int height = 0;
DisplayServer::VSyncMode vsync_mode = DisplayServer::VSYNC_ENABLED;
ComPtr<ID3D12DescriptorHeap> rtv_heap;
};
struct LocalDevice : public DeviceBasics {
bool waiting = false;
HANDLE fence_event = nullptr;
UINT64 fence_value = 0;
};
RID_Owner<LocalDevice, true> local_device_owner;
HashMap<DisplayServer::WindowID, Window> windows;
// Commands.
Vector<ID3D12CommandList *> command_list_queue;
int command_list_count = 1;
static void _debug_message_func(
D3D12_MESSAGE_CATEGORY p_category,
D3D12_MESSAGE_SEVERITY p_severity,
D3D12_MESSAGE_ID p_id,
LPCSTR p_description,
void *p_context);
Error _initialize_debug_layers();
Error _select_adapter(int &r_index);
void _dump_adapter_info(int p_index);
Error _create_device(DeviceBasics &r_basics);
Error _get_device_limits();
Error _check_capabilities();
Error _update_swap_chain(Window *window);
void _wait_for_idle_queue(ID3D12CommandQueue *p_queue);
protected:
virtual bool _use_validation_layers();
public:
uint32_t get_feat_level_major() const { return feature_level / 10; };
uint32_t get_feat_level_minor() const { return feature_level % 10; };
const SubgroupCapabilities &get_subgroup_capabilities() const { return subgroup_capabilities; };
const MultiviewCapabilities &get_multiview_capabilities() const { return multiview_capabilities; };
const VRSCapabilities &get_vrs_capabilities() const { return vrs_capabilities; };
const ShaderCapabilities &get_shader_capabilities() const { return shader_capabilities; };
const StorageBufferCapabilities &get_storage_buffer_capabilities() const { return storage_buffer_capabilities; };
const FormatCapabilities &get_format_capabilities() const { return format_capabilities; };
ComPtr<ID3D12Device> get_device();
ComPtr<IDXGIAdapter> get_adapter();
D3D12MA::Allocator *get_allocator();
int get_swapchain_image_count() const;
Error window_create(DisplayServer::WindowID p_window_id, DisplayServer::VSyncMode p_vsync_mode, HWND p_window, HINSTANCE p_instance, int p_width, int p_height);
void window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height);
int window_get_width(DisplayServer::WindowID p_window = 0);
int window_get_height(DisplayServer::WindowID p_window = 0);
bool window_is_valid_swapchain(DisplayServer::WindowID p_window = 0);
void window_destroy(DisplayServer::WindowID p_window_id);
CD3DX12_CPU_DESCRIPTOR_HANDLE window_get_framebuffer_rtv_handle(DisplayServer::WindowID p_window = 0);
ID3D12Resource *window_get_framebuffer_texture(DisplayServer::WindowID p_window = 0);
RID local_device_create();
ComPtr<ID3D12Device> local_device_get_d3d12_device(RID p_local_device);
void local_device_push_command_lists(RID p_local_device, ID3D12CommandList *const *p_lists, int p_count);
void local_device_sync(RID p_local_device);
void local_device_free(RID p_local_device);
DXGI_FORMAT get_screen_format() const;
DeviceLimits get_device_limits() const;
void set_setup_list(ID3D12CommandList *p_command_list);
void append_command_list(ID3D12CommandList *p_command_list);
void resize_notify();
void flush(bool p_flush_setup = false, bool p_flush_pending = false);
void prepare_buffers(ID3D12GraphicsCommandList *p_command_list);
void postpare_buffers(ID3D12GraphicsCommandList *p_command_list);
Error swap_buffers();
Error initialize();
void command_begin_label(ID3D12GraphicsCommandList *p_command_list, String p_label_name, const Color p_color);
void command_insert_label(ID3D12GraphicsCommandList *p_command_list, String p_label_name, const Color p_color);
void command_end_label(ID3D12GraphicsCommandList *p_command_list);
void set_object_name(ID3D12Object *p_object, String p_object_name);
String get_device_vendor_name() const;
String get_device_name() const;
RenderingDevice::DeviceType get_device_type() const;
String get_device_api_version() const;
String get_device_pipeline_cache_uuid() const;
void set_vsync_mode(DisplayServer::WindowID p_window, DisplayServer::VSyncMode p_mode);
DisplayServer::VSyncMode get_vsync_mode(DisplayServer::WindowID p_window = 0) const;
D3D12Context();
virtual ~D3D12Context();
};
#endif // D3D12_CONTEXT_H