1278 lines
49 KiB
C++
1278 lines
49 KiB
C++
/**************************************************************************/
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/* rendering_device_d3d12.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef RENDERING_DEVICE_D3D12_H
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#define RENDERING_DEVICE_D3D12_H
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#include "core/os/thread_safe.h"
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#include "core/templates/local_vector.h"
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#include "core/templates/oa_hash_map.h"
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#include "core/templates/rid_owner.h"
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#include "drivers/d3d12/d3d12_context.h"
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#include "servers/rendering/rendering_device.h"
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#include <wrl/client.h>
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using Microsoft::WRL::ComPtr;
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#define D3D12_BITCODE_OFFSETS_NUM_STAGES 3
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struct dxil_validator;
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class RenderingDeviceD3D12 : public RenderingDevice {
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_THREAD_SAFE_CLASS_
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// Miscellaneous tables that map
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// our enums to enums used
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// by DXGI/D3D12.
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D3D12Context::DeviceLimits limits = {};
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struct D3D12Format {
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DXGI_FORMAT family = DXGI_FORMAT_UNKNOWN;
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DXGI_FORMAT general_format = DXGI_FORMAT_UNKNOWN;
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UINT swizzle = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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DXGI_FORMAT dsv_format = DXGI_FORMAT_UNKNOWN;
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};
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static const D3D12Format d3d12_formats[DATA_FORMAT_MAX];
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static const char *named_formats[DATA_FORMAT_MAX];
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static const D3D12_COMPARISON_FUNC compare_operators[COMPARE_OP_MAX];
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static const D3D12_STENCIL_OP stencil_operations[STENCIL_OP_MAX];
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static const UINT rasterization_sample_count[TEXTURE_SAMPLES_MAX];
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static const D3D12_LOGIC_OP logic_operations[RenderingDevice::LOGIC_OP_MAX];
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static const D3D12_BLEND blend_factors[RenderingDevice::BLEND_FACTOR_MAX];
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static const D3D12_BLEND_OP blend_operations[RenderingDevice::BLEND_OP_MAX];
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static const D3D12_TEXTURE_ADDRESS_MODE address_modes[SAMPLER_REPEAT_MODE_MAX];
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static const FLOAT sampler_border_colors[SAMPLER_BORDER_COLOR_MAX][4];
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static const D3D12_RESOURCE_DIMENSION d3d12_texture_dimension[TEXTURE_TYPE_MAX];
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// Functions used for format
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// validation, and ensures the
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// user passes valid data.
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static int get_format_vertex_size(DataFormat p_format);
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static uint32_t get_image_format_pixel_size(DataFormat p_format);
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static void get_compressed_image_format_block_dimensions(DataFormat p_format, uint32_t &r_w, uint32_t &r_h);
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uint32_t get_compressed_image_format_block_byte_size(DataFormat p_format);
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static uint32_t get_compressed_image_format_pixel_rshift(DataFormat p_format);
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static uint32_t get_image_format_plane_count(DataFormat p_format);
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static uint32_t get_image_format_required_size(DataFormat p_format, uint32_t p_width, uint32_t p_height, uint32_t p_depth, uint32_t p_mipmaps, uint32_t *r_blockw = nullptr, uint32_t *r_blockh = nullptr, uint32_t *r_depth = nullptr);
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static uint32_t get_image_required_mipmaps(uint32_t p_width, uint32_t p_height, uint32_t p_depth);
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static bool format_has_stencil(DataFormat p_format);
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Mutex dxil_mutex;
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HashMap<int, dxil_validator *> dxil_validators; // One per WorkerThreadPool thread used for shader compilation, plus one (-1) for all the other.
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dxil_validator *get_dxil_validator_for_current_thread();
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class DescriptorsHeap {
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D3D12_DESCRIPTOR_HEAP_DESC desc = {};
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ComPtr<ID3D12DescriptorHeap> heap;
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uint32_t handle_size = 0;
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public:
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class Walker { // Texas Ranger.
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friend class DescriptorsHeap;
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uint32_t handle_size = 0;
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uint32_t handle_count = 0;
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D3D12_CPU_DESCRIPTOR_HANDLE first_cpu_handle = {};
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D3D12_GPU_DESCRIPTOR_HANDLE first_gpu_handle = {};
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uint32_t handle_index = 0;
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public:
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D3D12_CPU_DESCRIPTOR_HANDLE get_curr_cpu_handle();
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D3D12_GPU_DESCRIPTOR_HANDLE get_curr_gpu_handle();
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_FORCE_INLINE_ void rewind() { handle_index = 0; }
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void advance(uint32_t p_count = 1);
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uint32_t get_current_handle_index() const { return handle_index; }
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uint32_t get_free_handles() { return handle_count - handle_index; }
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bool is_at_eof() { return handle_index == handle_count; }
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};
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Error allocate(ID3D12Device *m_device, D3D12_DESCRIPTOR_HEAP_TYPE m_type, uint32_t m_descriptor_count, bool p_for_gpu);
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uint32_t get_descriptor_count() const { return desc.NumDescriptors; }
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ID3D12DescriptorHeap *get_heap() const { return heap.Get(); }
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Walker make_walker() const;
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};
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/***************************/
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/**** ID INFRASTRUCTURE ****/
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/***************************/
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enum IDType {
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ID_TYPE_FRAMEBUFFER_FORMAT,
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ID_TYPE_VERTEX_FORMAT,
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ID_TYPE_DRAW_LIST,
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ID_TYPE_SPLIT_DRAW_LIST,
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ID_TYPE_COMPUTE_LIST,
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ID_TYPE_MAX,
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ID_BASE_SHIFT = 58 // 5 bits for ID types.
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};
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ComPtr<ID3D12Device> device;
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HashMap<RID, HashSet<RID>> dependency_map; // IDs to IDs that depend on it.
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HashMap<RID, HashSet<RID>> reverse_dependency_map; // Same as above, but in reverse.
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void _add_dependency(RID p_id, RID p_depends_on);
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void _free_dependencies(RID p_id);
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/******************/
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/**** RESOURCE ****/
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/******************/
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class ResourceState {
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D3D12_RESOURCE_STATES states = D3D12_RESOURCE_STATE_COMMON;
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public:
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void extend(D3D12_RESOURCE_STATES p_states_to_add);
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D3D12_RESOURCE_STATES get_state_mask() const { return states; }
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ResourceState() {}
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ResourceState(D3D12_RESOURCE_STATES p_states) :
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states(p_states) {}
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};
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struct Resource {
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struct States {
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// As many subresources as mipmaps * layers; planes (for depth-stencil) are tracked together.
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LocalVector<D3D12_RESOURCE_STATES> subresource_states; // Used only if not a view.
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uint32_t last_batch_transitioned_to_uav = 0;
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uint32_t last_batch_with_uav_barrier = 0;
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};
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ID3D12Resource *resource = nullptr;
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D3D12MA::Allocation *allocation = nullptr;
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States own_states; // Used only if not a view.
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States *states = nullptr; // Non-null only if a view.
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States *get_states_ptr() { return states ? states : &own_states; }
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};
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struct BarrierRequest {
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static const uint32_t MAX_GROUPS = 4;
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// Maybe this is too much data to have it locally. Benchmarking may reveal that
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// cache would be used better by having a maximum of local subresource masks and beyond
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// that have an allocated vector with the rest.
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static const uint32_t MAX_SUBRESOURCES = 4096; // Must be multiple of 64.
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ID3D12Resource *dx_resource;
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uint8_t subres_mask_qwords;
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uint8_t planes;
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struct Group {
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ResourceState state;
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uint64_t subres_mask[MAX_SUBRESOURCES / 64];
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} groups[MAX_GROUPS];
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uint8_t groups_count;
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static const D3D12_RESOURCE_STATES DELETED_GROUP = D3D12_RESOURCE_STATE_COMMON;
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};
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HashMap<Resource::States *, BarrierRequest> res_barriers_requests;
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LocalVector<D3D12_RESOURCE_BARRIER> res_barriers;
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uint32_t res_barriers_count = 0;
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uint32_t res_barriers_batch = 0;
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#ifdef DEV_ENABLED
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int frame_barriers_count = 0;
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int frame_barriers_batches_count = 0;
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uint64_t frame_barriers_cpu_time = 0;
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#endif
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void _resource_transition_batch(Resource *p_resource, uint32_t p_subresource, uint32_t p_num_planes, D3D12_RESOURCE_STATES p_new_state, ID3D12Resource *p_resource_override = nullptr);
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void _resource_transitions_flush(ID3D12GraphicsCommandList *p_command_list);
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/*****************/
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/**** TEXTURE ****/
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/*****************/
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struct Texture : Resource {
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D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
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D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
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D3D12_UNORDERED_ACCESS_VIEW_DESC owner_uav_desc = {}; // [[CROSS_FAMILY_ALIASING]].
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TextureType type;
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DataFormat format;
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uint32_t planes = 1;
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TextureSamples samples;
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uint32_t width = 0;
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uint32_t height = 0;
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uint32_t depth = 0;
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uint32_t layers = 0;
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uint32_t mipmaps = 0;
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uint32_t owner_layers = 0;
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uint32_t owner_mipmaps = 0;
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uint32_t usage_flags = 0;
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uint32_t base_mipmap = 0;
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uint32_t base_layer = 0;
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Vector<DataFormat> allowed_shared_formats;
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TightLocalVector<ID3D12Resource *> aliases; // [[CROSS_FAMILY_ALIASING]].
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ID3D12Resource *owner_resource = nullptr; // Always the one of the main format passed to creation. [[CROSS_FAMILY_ALIASING]].
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bool is_resolve_buffer = false;
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bool bound = false; // Bound to framebffer.
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RID owner;
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};
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RID_Owner<Texture, true> texture_owner;
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uint32_t texture_upload_region_size_px = 0;
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Vector<uint8_t> _texture_get_data_from_image(Texture *tex, uint32_t p_layer, bool p_2d = false);
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Error _texture_update(Texture *p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, BitField<BarrierMask> p_post_barrier, ID3D12GraphicsCommandList *p_command_list);
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/*****************/
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/**** SAMPLER ****/
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/*****************/
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RID_Owner<D3D12_SAMPLER_DESC> sampler_owner;
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/***************************/
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/**** BUFFER MANAGEMENT ****/
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/***************************/
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// These are temporary buffers on CPU memory that hold
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// the information until the CPU fetches it and places it
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// either on GPU buffers, or images (textures). It ensures
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// updates are properly synchronized with whatever the
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// GPU is doing.
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//
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// The logic here is as follows, only 3 of these
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// blocks are created at the beginning (one per frame)
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// they can each belong to a frame (assigned to current when
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// used) and they can only be reused after the same frame is
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// recycled.
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//
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// When CPU requires to allocate more than what is available,
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// more of these buffers are created. If a limit is reached,
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// then a fence will ensure will wait for blocks allocated
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// in previous frames are processed. If that fails, then
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// another fence will ensure everything pending for the current
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// frame is processed (effectively stalling).
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//
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// See the comments in the code to understand better how it works.
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struct StagingBufferBlock {
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ID3D12Resource *resource = nullptr; // Owned, but ComPtr would have too much overhead in a Vector.
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D3D12MA::Allocation *allocation = nullptr;
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uint64_t frame_used = 0;
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uint32_t fill_amount = 0;
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};
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Vector<StagingBufferBlock> staging_buffer_blocks;
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int staging_buffer_current = 0;
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uint32_t staging_buffer_block_size = 0;
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uint64_t staging_buffer_max_size = 0;
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bool staging_buffer_used = false;
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Error _staging_buffer_allocate(uint32_t p_amount, uint32_t p_required_align, uint32_t &r_alloc_offset, uint32_t &r_alloc_size, bool p_can_segment = true);
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Error _insert_staging_block();
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struct Buffer : Resource {
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uint32_t size = 0;
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D3D12_RESOURCE_STATES usage = {};
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uint32_t last_execution = 0;
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};
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Error _buffer_allocate(Buffer *p_buffer, uint32_t p_size, D3D12_RESOURCE_STATES p_usage, D3D12_HEAP_TYPE p_heap_type);
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Error _buffer_free(Buffer *p_buffer);
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Error _buffer_update(Buffer *p_buffer, size_t p_offset, const uint8_t *p_data, size_t p_data_size, bool p_use_draw_command_list = false, uint32_t p_required_align = 32);
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/*********************/
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/**** FRAMEBUFFER ****/
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/*********************/
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static D3D12_RENDER_TARGET_VIEW_DESC _make_rtv_for_texture(const RenderingDeviceD3D12::Texture *p_texture, uint32_t p_mipmap_offset = 0, uint32_t p_layer_offset = 0, uint32_t p_layers = UINT32_MAX);
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static D3D12_DEPTH_STENCIL_VIEW_DESC _make_dsv_for_texture(const RenderingDeviceD3D12::Texture *p_texture);
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// In Vulkan we'd create some structures the driver uses for render pass based rendering.
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// (Dynamic rendering is supported on Vulkan 1.3+, though, but Godot is not using it.)
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// In contrast, in D3D12 we'll go the dynamic rendering way, since it's more convenient
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// and render pass based render setup is not available on every version.
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// Therefore, we just need to keep the data at hand and use it where appropriate.
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struct FramebufferFormat {
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Vector<AttachmentFormat> attachments;
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Vector<FramebufferPass> passes;
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Vector<TextureSamples> pass_samples;
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uint32_t view_count = 1;
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uint32_t max_supported_sample_count = 1;
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};
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bool _framebuffer_format_preprocess(FramebufferFormat *p_fb_format, uint32_t p_view_count);
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HashMap<FramebufferFormatID, FramebufferFormat> framebuffer_formats;
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struct Framebuffer {
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DisplayServer::WindowID window_id = DisplayServer::INVALID_WINDOW_ID;
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FramebufferFormatID format_id = 0;
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Vector<RID> texture_ids; // Empty if for screen.
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InvalidationCallback invalidated_callback = nullptr;
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void *invalidated_callback_userdata = nullptr;
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Vector<uint32_t> attachments_handle_inds; // RTV heap index for color; DSV heap index for DSV.
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Size2 size;
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uint32_t view_count = 1;
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DescriptorsHeap rtv_heap; // Used only if not for screen and some color attachments.
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D3D12_CPU_DESCRIPTOR_HANDLE screen_rtv_handle = {}; // Used only if for screen.
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DescriptorsHeap dsv_heap; // Used only if not for screen and some depth-stencil attachments.
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};
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RID_Owner<Framebuffer, true> framebuffer_owner;
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/***********************/
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/**** VERTEX BUFFER ****/
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/***********************/
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RID_Owner<Buffer, true> vertex_buffer_owner;
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struct VertexDescriptionKey {
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Vector<VertexAttribute> vertex_formats;
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bool operator==(const VertexDescriptionKey &p_key) const {
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int vdc = vertex_formats.size();
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int vdck = p_key.vertex_formats.size();
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if (vdc != vdck) {
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return false;
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} else {
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const VertexAttribute *a_ptr = vertex_formats.ptr();
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const VertexAttribute *b_ptr = p_key.vertex_formats.ptr();
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for (int i = 0; i < vdc; i++) {
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const VertexAttribute &a = a_ptr[i];
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const VertexAttribute &b = b_ptr[i];
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if (a.location != b.location) {
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return false;
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}
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if (a.offset != b.offset) {
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return false;
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}
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if (a.format != b.format) {
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return false;
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}
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if (a.stride != b.stride) {
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return false;
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}
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if (a.frequency != b.frequency) {
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return false;
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}
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}
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return true; // They are equal.
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}
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}
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uint32_t hash() const {
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int vdc = vertex_formats.size();
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uint32_t h = hash_murmur3_one_32(vdc);
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const VertexAttribute *ptr = vertex_formats.ptr();
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for (int i = 0; i < vdc; i++) {
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const VertexAttribute &vd = ptr[i];
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h = hash_murmur3_one_32(vd.location, h);
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h = hash_murmur3_one_32(vd.offset, h);
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h = hash_murmur3_one_32(vd.format, h);
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h = hash_murmur3_one_32(vd.stride, h);
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h = hash_murmur3_one_32(vd.frequency, h);
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}
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return hash_fmix32(h);
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}
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};
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struct VertexDescriptionHash {
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static _FORCE_INLINE_ uint32_t hash(const VertexDescriptionKey &p_key) {
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return p_key.hash();
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}
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};
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// This is a cache and it's never freed, it ensures that
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// ID used for a specific format always remain the same.
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HashMap<VertexDescriptionKey, VertexFormatID, VertexDescriptionHash> vertex_format_cache;
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struct VertexDescriptionCache {
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Vector<VertexAttribute> vertex_formats;
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Vector<D3D12_INPUT_ELEMENT_DESC> elements_desc;
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};
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HashMap<VertexFormatID, VertexDescriptionCache> vertex_formats;
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struct VertexArray {
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Vector<Buffer *> unique_buffers;
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VertexFormatID description = 0;
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int vertex_count = 0;
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uint32_t max_instances_allowed = 0;
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Vector<D3D12_VERTEX_BUFFER_VIEW> views;
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};
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RID_Owner<VertexArray, true> vertex_array_owner;
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struct IndexBuffer : public Buffer {
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uint32_t max_index = 0; // Used for validation.
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uint32_t index_count = 0;
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DXGI_FORMAT index_format = {};
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bool supports_restart_indices = false;
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};
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|
|
RID_Owner<IndexBuffer, true> index_buffer_owner;
|
|
|
|
struct IndexArray {
|
|
IndexBuffer *buffer = nullptr;
|
|
uint32_t max_index = 0; // Remember the maximum index here too, for validation.
|
|
uint32_t offset = 0;
|
|
uint32_t indices = 0;
|
|
bool supports_restart_indices = false;
|
|
D3D12_INDEX_BUFFER_VIEW view = {};
|
|
};
|
|
|
|
RID_Owner<IndexArray, true> index_array_owner;
|
|
|
|
/****************/
|
|
/**** SHADER ****/
|
|
/****************/
|
|
|
|
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 ResourceClass {
|
|
RES_CLASS_INVALID,
|
|
RES_CLASS_CBV,
|
|
RES_CLASS_SRV,
|
|
RES_CLASS_UAV,
|
|
};
|
|
|
|
struct UniformBindingInfo {
|
|
uint32_t stages = 0; // Actual shader stages using the uniform (0 if totally optimized out).
|
|
ResourceClass res_class = RES_CLASS_INVALID;
|
|
struct RootSignatureLocation {
|
|
uint32_t root_param_idx = UINT32_MAX;
|
|
uint32_t range_idx = UINT32_MAX;
|
|
};
|
|
struct {
|
|
RootSignatureLocation resource;
|
|
RootSignatureLocation sampler;
|
|
} root_sig_locations;
|
|
};
|
|
|
|
struct UniformInfo {
|
|
UniformType type = UniformType::UNIFORM_TYPE_MAX;
|
|
bool writable = false;
|
|
int binding = 0;
|
|
int length = 0; // Size of arrays (in total elements), or ubos (in bytes * total elements).
|
|
|
|
bool operator!=(const UniformInfo &p_info) const {
|
|
return (binding != p_info.binding || type != p_info.type || writable != p_info.writable || length != p_info.length);
|
|
}
|
|
|
|
bool operator<(const UniformInfo &p_info) const {
|
|
if (binding != p_info.binding) {
|
|
return binding < p_info.binding;
|
|
}
|
|
if (type != p_info.type) {
|
|
return type < p_info.type;
|
|
}
|
|
if (writable != p_info.writable) {
|
|
return writable < p_info.writable;
|
|
}
|
|
return length < p_info.length;
|
|
}
|
|
};
|
|
|
|
struct UniformSetFormat {
|
|
Vector<UniformInfo> uniform_info;
|
|
bool operator<(const UniformSetFormat &p_format) const {
|
|
uint32_t size = uniform_info.size();
|
|
uint32_t psize = p_format.uniform_info.size();
|
|
|
|
if (size != psize) {
|
|
return size < psize;
|
|
}
|
|
|
|
const UniformInfo *infoptr = uniform_info.ptr();
|
|
const UniformInfo *pinfoptr = p_format.uniform_info.ptr();
|
|
|
|
for (uint32_t i = 0; i < size; i++) {
|
|
if (infoptr[i] != pinfoptr[i]) {
|
|
return infoptr[i] < pinfoptr[i];
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
};
|
|
|
|
// Always grows, never shrinks, ensuring unique IDs, but we assume
|
|
// the amount of formats will never be a problem, as the amount of shaders
|
|
// in a game is limited.
|
|
RBMap<UniformSetFormat, uint32_t> uniform_set_format_cache;
|
|
Vector<RBMap<UniformSetFormat, uint32_t>::Element *> uniform_set_format_cache_reverse;
|
|
|
|
struct Shader {
|
|
struct ShaderUniformInfo {
|
|
UniformInfo info;
|
|
UniformBindingInfo binding;
|
|
|
|
bool operator<(const ShaderUniformInfo &p_info) const {
|
|
return *((UniformInfo *)this) < (const UniformInfo &)p_info;
|
|
}
|
|
};
|
|
struct Set {
|
|
Vector<ShaderUniformInfo> uniforms;
|
|
struct {
|
|
uint32_t resources = 0;
|
|
uint32_t samplers = 0;
|
|
} num_root_params;
|
|
};
|
|
|
|
uint64_t vertex_input_mask = 0; // Inputs used, this is mostly for validation.
|
|
uint32_t fragment_output_mask = 0;
|
|
|
|
uint32_t spirv_push_constant_size = 0;
|
|
uint32_t dxil_push_constant_size = 0;
|
|
uint32_t nir_runtime_data_root_param_idx = UINT32_MAX;
|
|
|
|
uint32_t compute_local_size[3] = { 0, 0, 0 };
|
|
|
|
struct SpecializationConstant {
|
|
PipelineSpecializationConstant constant;
|
|
uint64_t stages_bit_offsets[D3D12_BITCODE_OFFSETS_NUM_STAGES];
|
|
};
|
|
|
|
bool is_compute = false;
|
|
Vector<Set> sets;
|
|
Vector<uint32_t> set_formats;
|
|
Vector<SpecializationConstant> specialization_constants;
|
|
uint32_t spirv_specialization_constants_ids_mask = 0;
|
|
HashMap<ShaderStage, Vector<uint8_t>> stages_bytecode;
|
|
String name; // Used for debug.
|
|
|
|
ComPtr<ID3D12RootSignature> root_signature;
|
|
ComPtr<ID3D12RootSignatureDeserializer> root_signature_deserializer;
|
|
const D3D12_ROOT_SIGNATURE_DESC *root_signature_desc = nullptr; // Owned by the deserializer.
|
|
uint32_t root_signature_crc = 0;
|
|
};
|
|
|
|
String _shader_uniform_debug(RID p_shader, int p_set = -1);
|
|
|
|
RID_Owner<Shader, true> shader_owner;
|
|
|
|
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<ShaderStage, Vector<uint8_t>> &r_stages_bytecodes,
|
|
bool p_is_first_patch);
|
|
bool _shader_sign_dxil_bytecode(ShaderStage p_stage, Vector<uint8_t> &r_dxil_blob);
|
|
|
|
/******************/
|
|
/**** UNIFORMS ****/
|
|
/******************/
|
|
|
|
RID_Owner<Buffer, true> uniform_buffer_owner;
|
|
RID_Owner<Buffer, true> storage_buffer_owner;
|
|
|
|
// Texture buffer needs a view.
|
|
struct TextureBuffer {
|
|
Buffer buffer;
|
|
};
|
|
|
|
RID_Owner<TextureBuffer, true> texture_buffer_owner;
|
|
|
|
struct RootDescriptorTable {
|
|
uint32_t root_param_idx = UINT32_MAX;
|
|
D3D12_GPU_DESCRIPTOR_HANDLE start_gpu_handle = {};
|
|
};
|
|
|
|
// This structure contains the descriptor set. They _need_ to be allocated
|
|
// for a shader (and will be erased when this shader is erased), but should
|
|
// work for other shaders as long as the hash matches. This covers using
|
|
// them in shader variants.
|
|
//
|
|
// Keep also in mind that you can share buffers between descriptor sets, so
|
|
// the above restriction is not too serious.
|
|
|
|
struct UniformSet {
|
|
uint32_t format = 0;
|
|
RID shader_id;
|
|
uint32_t shader_set = 0;
|
|
struct {
|
|
DescriptorsHeap resources;
|
|
DescriptorsHeap samplers;
|
|
} desc_heaps;
|
|
struct StateRequirement {
|
|
Resource *resource;
|
|
bool is_buffer;
|
|
D3D12_RESOURCE_STATES states;
|
|
uint64_t shader_uniform_idx_mask;
|
|
};
|
|
struct AttachableTexture {
|
|
uint32_t bind;
|
|
RID texture;
|
|
};
|
|
|
|
struct RecentBind {
|
|
uint64_t execution_index = 0;
|
|
uint32_t root_signature_crc = 0;
|
|
struct {
|
|
LocalVector<RootDescriptorTable> resources;
|
|
LocalVector<RootDescriptorTable> samplers;
|
|
} root_tables;
|
|
int uses = 0;
|
|
} recent_binds[4]; // A better amount may be empirically found.
|
|
|
|
LocalVector<AttachableTexture> attachable_textures; // Used for validation.
|
|
Vector<StateRequirement> resource_states;
|
|
InvalidationCallback invalidated_callback = nullptr;
|
|
void *invalidated_callback_userdata = nullptr;
|
|
|
|
#ifdef DEV_ENABLED
|
|
// Filthy, but useful for dev.
|
|
struct ResourceDescInfo {
|
|
D3D12_DESCRIPTOR_RANGE_TYPE type;
|
|
D3D12_SRV_DIMENSION srv_dimension;
|
|
};
|
|
LocalVector<ResourceDescInfo> _resources_desc_info;
|
|
const Shader *_shader = nullptr;
|
|
#endif
|
|
};
|
|
|
|
RID_Owner<UniformSet, true> uniform_set_owner;
|
|
|
|
void _bind_uniform_set(UniformSet *p_uniform_set, const Shader::Set &p_shader_set, const Vector<UniformBindingInfo> &p_bindings, ID3D12GraphicsCommandList *p_command_list, bool p_for_compute);
|
|
void _apply_uniform_set_resource_states(const UniformSet *p_uniform_set, const Shader::Set &p_shader_set);
|
|
|
|
/*******************/
|
|
/**** PIPELINES ****/
|
|
/*******************/
|
|
|
|
Error _apply_specialization_constants(
|
|
const Shader *p_shader,
|
|
const Vector<PipelineSpecializationConstant> &p_specialization_constants,
|
|
HashMap<ShaderStage, Vector<uint8_t>> &r_final_stages_bytecode);
|
|
#ifdef DEV_ENABLED
|
|
String _build_pipeline_blob_filename(
|
|
const Vector<uint8_t> &p_blob,
|
|
const Shader *p_shader,
|
|
const Vector<PipelineSpecializationConstant> &p_specialization_constants,
|
|
const String &p_extra_name_suffix = "",
|
|
const String &p_forced_id = "");
|
|
void _save_pso_blob(
|
|
ID3D12PipelineState *p_pso,
|
|
const Shader *p_shader,
|
|
const Vector<PipelineSpecializationConstant> &p_specialization_constants);
|
|
void _save_stages_bytecode(
|
|
const HashMap<ShaderStage, Vector<uint8_t>> &p_stages_bytecode,
|
|
const Shader *p_shader,
|
|
const RID p_shader_rid,
|
|
const Vector<PipelineSpecializationConstant> &p_specialization_constants);
|
|
#endif
|
|
|
|
// Render pipeline contains ALL the
|
|
// information required for drawing.
|
|
// This includes all the rasterizer state
|
|
// as well as shader used, framebuffer format,
|
|
// etc.
|
|
// Some parameters aren't fixed in D3D12,
|
|
// so they are stored in an ancillary
|
|
// dynamic parameters structure to be set
|
|
// on pipeline activation via several calls.
|
|
|
|
struct RenderPipeline {
|
|
// Cached values for validation.
|
|
#ifdef DEBUG_ENABLED
|
|
struct Validation {
|
|
FramebufferFormatID framebuffer_format = 0;
|
|
uint32_t render_pass = 0;
|
|
uint32_t dynamic_state = 0;
|
|
VertexFormatID vertex_format = 0;
|
|
bool uses_restart_indices = false;
|
|
uint32_t primitive_minimum = 0;
|
|
uint32_t primitive_divisor = 0;
|
|
} validation;
|
|
#endif
|
|
RID shader;
|
|
Vector<uint32_t> set_formats;
|
|
uint32_t bindings_id = 0;
|
|
ComPtr<ID3D12PipelineState> pso;
|
|
uint32_t root_signature_crc = 0;
|
|
uint32_t spirv_push_constant_size = 0;
|
|
uint32_t dxil_push_constant_size = 0;
|
|
uint32_t nir_runtime_data_root_param_idx = UINT32_MAX;
|
|
struct DynamicParams {
|
|
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;
|
|
};
|
|
|
|
HashMap<uint32_t, Vector<Vector<UniformBindingInfo>>> pipeline_bindings;
|
|
uint32_t next_pipeline_binding_id = 1;
|
|
|
|
RID_Owner<RenderPipeline, true> render_pipeline_owner;
|
|
|
|
struct ComputePipeline {
|
|
RID shader;
|
|
Vector<uint32_t> set_formats;
|
|
uint32_t bindings_id = 0;
|
|
ComPtr<ID3D12PipelineState> pso;
|
|
uint32_t root_signature_crc = 0;
|
|
uint32_t spirv_push_constant_size = 0;
|
|
uint32_t dxil_push_constant_size = 0;
|
|
uint32_t local_group_size[3] = { 0, 0, 0 };
|
|
};
|
|
|
|
RID_Owner<ComputePipeline, true> compute_pipeline_owner;
|
|
|
|
/*******************/
|
|
/**** DRAW LIST ****/
|
|
/*******************/
|
|
|
|
// Draw list contains both the command buffer
|
|
// used for drawing as well as a LOT of
|
|
// information used for validation. This
|
|
// validation is cheap so most of it can
|
|
// also run in release builds.
|
|
|
|
// When using split command lists, this is
|
|
// implemented internally using bundles.
|
|
// As they can be created in threads,
|
|
// each needs its own command allocator.
|
|
|
|
struct SplitDrawListAllocator {
|
|
// All pointers are owned, but not using ComPtr to avoid overhead in the vector.
|
|
ID3D12CommandAllocator *command_allocator = nullptr;
|
|
Vector<ID3D12GraphicsCommandList *> command_lists; // One for each frame.
|
|
};
|
|
|
|
Vector<SplitDrawListAllocator> split_draw_list_allocators;
|
|
|
|
struct DrawList {
|
|
ID3D12GraphicsCommandList *command_list = nullptr; // If persistent, this is owned, otherwise it's shared with the ringbuffer.
|
|
Rect2i viewport;
|
|
bool viewport_set = false;
|
|
|
|
struct SetState {
|
|
uint32_t pipeline_expected_format = 0;
|
|
uint32_t uniform_set_format = 0;
|
|
RID uniform_set;
|
|
bool bound = false;
|
|
#ifdef DEV_ENABLED
|
|
// Filthy, but useful for dev.
|
|
const Vector<UniformInfo> *_pipeline_expected_format = nullptr;
|
|
const UniformSet *_uniform_set = nullptr;
|
|
#endif
|
|
};
|
|
|
|
struct State {
|
|
SetState sets[MAX_UNIFORM_SETS];
|
|
uint32_t set_count = 0;
|
|
RID pipeline;
|
|
ID3D12PipelineState *pso = nullptr;
|
|
ID3D12PipelineState *bound_pso = nullptr;
|
|
RID pipeline_shader;
|
|
uint32_t pipeline_dxil_push_constant_size = 0;
|
|
uint32_t pipeline_bindings_id = 0;
|
|
uint32_t root_signature_crc = 0;
|
|
RID vertex_array;
|
|
RID index_array;
|
|
#ifdef DEV_ENABLED
|
|
// Filthy, but useful for dev.
|
|
Shader *_shader = nullptr;
|
|
#endif
|
|
} state;
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
struct Validation {
|
|
bool active = true; // Means command buffer was not closed, so you can keep adding things.
|
|
// Actual render pass values.
|
|
uint32_t dynamic_state = 0;
|
|
VertexFormatID vertex_format = INVALID_ID;
|
|
uint32_t vertex_array_size = 0;
|
|
uint32_t vertex_max_instances_allowed = 0xFFFFFFFF;
|
|
bool index_buffer_uses_restart_indices = false;
|
|
uint32_t index_array_size = 0;
|
|
uint32_t index_array_max_index = 0;
|
|
uint32_t index_array_offset = 0;
|
|
Vector<uint32_t> set_formats;
|
|
Vector<bool> set_bound;
|
|
Vector<RID> set_rids;
|
|
// Last pipeline set values.
|
|
bool pipeline_active = false;
|
|
uint32_t pipeline_dynamic_state = 0;
|
|
VertexFormatID pipeline_vertex_format = INVALID_ID;
|
|
RID pipeline_shader;
|
|
bool pipeline_uses_restart_indices = false;
|
|
uint32_t pipeline_primitive_divisor = 0;
|
|
uint32_t pipeline_primitive_minimum = 0;
|
|
uint32_t pipeline_spirv_push_constant_size = 0;
|
|
bool pipeline_push_constant_supplied = false;
|
|
} validation;
|
|
#else
|
|
struct Validation {
|
|
uint32_t vertex_array_size = 0;
|
|
uint32_t index_array_size = 0;
|
|
uint32_t index_array_offset;
|
|
} validation;
|
|
#endif
|
|
};
|
|
|
|
DrawList *draw_list = nullptr; // One for regular draw lists, multiple for split.
|
|
uint32_t draw_list_subpass_count = 0;
|
|
uint32_t draw_list_count = 0;
|
|
Framebuffer curr_screen_framebuffer; // Only valid while a screen draw list is open.
|
|
Framebuffer *draw_list_framebuffer = nullptr;
|
|
FinalAction draw_list_final_color_action = FINAL_ACTION_DISCARD;
|
|
FinalAction draw_list_final_depth_action = FINAL_ACTION_DISCARD;
|
|
Vector2 draw_list_viewport_size = {};
|
|
uint32_t draw_list_current_subpass = 0;
|
|
|
|
bool draw_list_split = false;
|
|
Vector<RID> draw_list_bound_textures;
|
|
bool draw_list_unbind_color_textures = false;
|
|
bool draw_list_unbind_depth_textures = false;
|
|
|
|
struct {
|
|
RID texture_bound;
|
|
bool configured = false;
|
|
} vrs_state;
|
|
uint32_t vrs_state_execution_index = 0;
|
|
|
|
Error _draw_list_render_pass_begin(Framebuffer *framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_colors, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, Point2i viewport_offset, Point2i viewport_size, ID3D12GraphicsCommandList *command_list, const Vector<RID> &p_storage_textures);
|
|
_FORCE_INLINE_ DrawList *_get_draw_list_ptr(DrawListID p_id);
|
|
Buffer *_get_buffer_from_owner(RID p_buffer);
|
|
Error _draw_list_allocate(const Rect2i &p_viewport, uint32_t p_splits, uint32_t p_subpass);
|
|
void _draw_list_free(Rect2i *r_last_viewport = nullptr);
|
|
void _draw_list_subpass_begin();
|
|
void _draw_list_subpass_end();
|
|
|
|
/**********************/
|
|
/**** COMPUTE LIST ****/
|
|
/**********************/
|
|
|
|
struct ComputeList {
|
|
ID3D12GraphicsCommandList *command_list = nullptr; // If persistent, this is owned, otherwise it's shared with the ringbuffer.
|
|
|
|
struct SetState {
|
|
uint32_t pipeline_expected_format = 0;
|
|
uint32_t uniform_set_format = 0;
|
|
RID uniform_set;
|
|
bool bound = false;
|
|
#ifdef DEV_ENABLED
|
|
// Filthy, but useful for dev.
|
|
const Vector<UniformInfo> *_pipeline_expected_format = nullptr;
|
|
const UniformSet *_uniform_set = nullptr;
|
|
#endif
|
|
};
|
|
|
|
struct State {
|
|
HashSet<Texture *> textures_to_sampled_layout;
|
|
SetState sets[MAX_UNIFORM_SETS];
|
|
uint32_t set_count = 0;
|
|
RID pipeline;
|
|
ID3D12PipelineState *pso = nullptr;
|
|
ID3D12PipelineState *bound_pso = nullptr;
|
|
RID pipeline_shader;
|
|
uint32_t pipeline_dxil_push_constant_size = 0;
|
|
uint32_t pipeline_bindings_id = 0;
|
|
uint32_t root_signature_crc = 0;
|
|
uint32_t local_group_size[3] = { 0, 0, 0 };
|
|
bool allow_draw_overlap;
|
|
#ifdef DEV_ENABLED
|
|
// Filthy, but useful for dev.
|
|
Shader *_shader = nullptr;
|
|
#endif
|
|
} state;
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
struct Validation {
|
|
bool active = true; // Means command buffer was not closed, so you can keep adding things.
|
|
Vector<uint32_t> set_formats;
|
|
Vector<bool> set_bound;
|
|
Vector<RID> set_rids;
|
|
// Last pipeline set values.
|
|
bool pipeline_active = false;
|
|
RID pipeline_shader;
|
|
uint32_t pipeline_spirv_push_constant_size = 0;
|
|
bool pipeline_push_constant_supplied = false;
|
|
} validation;
|
|
#endif
|
|
};
|
|
|
|
ComputeList *compute_list = nullptr;
|
|
|
|
/**************************/
|
|
/**** FRAME MANAGEMENT ****/
|
|
/**************************/
|
|
|
|
// This is the frame structure. There are normally
|
|
// 3 of these (used for triple buffering), or 2
|
|
// (double buffering). They are cycled constantly.
|
|
//
|
|
// It contains two command buffers, one that is
|
|
// used internally for setting up (creating stuff)
|
|
// and another used mostly for drawing.
|
|
//
|
|
// They also contains a list of things that need
|
|
// to be disposed of when deleted, which can't
|
|
// happen immediately due to the asynchronous
|
|
// nature of the GPU. They will get deleted
|
|
// when the frame is cycled.
|
|
|
|
struct Frame {
|
|
// List in usage order, from last to free to first to free.
|
|
List<Buffer> buffers_to_dispose_of;
|
|
List<Texture> textures_to_dispose_of;
|
|
List<Framebuffer> framebuffers_to_dispose_of;
|
|
List<Shader> shaders_to_dispose_of;
|
|
List<RenderPipeline> render_pipelines_to_dispose_of;
|
|
List<ComputePipeline> compute_pipelines_to_dispose_of;
|
|
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;
|
|
bool samplers;
|
|
bool aux;
|
|
bool rtv;
|
|
} desc_heaps_exhausted_reported;
|
|
CD3DX12_CPU_DESCRIPTOR_HANDLE null_rtv_handle = {}; // For [[MANUAL_SUBPASSES]].
|
|
|
|
ComPtr<ID3D12CommandAllocator> setup_command_allocator;
|
|
ComPtr<ID3D12CommandAllocator> draw_command_allocator;
|
|
ComPtr<ID3D12GraphicsCommandList> setup_command_list; // Used at the beginning of every frame for set-up.
|
|
ComPtr<ID3D12GraphicsCommandList> draw_command_list;
|
|
|
|
struct Timestamp {
|
|
String description;
|
|
uint64_t value = 0;
|
|
};
|
|
|
|
ComPtr<ID3D12QueryHeap> timestamp_heap;
|
|
|
|
TightLocalVector<String> timestamp_names;
|
|
TightLocalVector<uint64_t> timestamp_cpu_values;
|
|
uint32_t timestamp_count = 0;
|
|
TightLocalVector<String> timestamp_result_names;
|
|
TightLocalVector<uint64_t> timestamp_cpu_result_values;
|
|
Buffer timestamp_result_values_buffer;
|
|
TightLocalVector<uint64_t> timestamp_result_values;
|
|
uint32_t timestamp_result_count = 0;
|
|
uint64_t index = 0;
|
|
uint64_t execution_index = 0;
|
|
#ifdef DEV_ENABLED
|
|
uint32_t uniform_set_reused = 0;
|
|
#endif
|
|
};
|
|
|
|
uint32_t max_timestamp_query_elements = 0;
|
|
|
|
TightLocalVector<Frame> frames; // Frames available, for main device they are cycled (usually 3), for local devices only 1.
|
|
int frame = 0; // Current frame.
|
|
int frame_count = 0; // Total amount of frames.
|
|
uint64_t frames_drawn = 0;
|
|
uint32_t execution_index = 0; // Gets incremented on every call to ExecuteCommandLists (each frame and each flush).
|
|
RID local_device;
|
|
bool local_device_processing = false;
|
|
|
|
void _free_pending_resources(int p_frame);
|
|
|
|
//#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;
|
|
};
|
|
HashMap<uint64_t, ComPtr<D3D12MA::Pool>> small_allocs_pools;
|
|
D3D12MA::Pool *_find_or_create_small_allocs_pool(D3D12_HEAP_TYPE p_heap_type, D3D12_HEAP_FLAGS p_heap_flags);
|
|
#endif
|
|
|
|
ComPtr<ID3D12CommandSignature> indirect_dispatch_cmd_sig;
|
|
RID aux_resource; // Used for causing full barriers.
|
|
|
|
D3D12Context *context = nullptr;
|
|
|
|
uint64_t image_memory = 0;
|
|
uint64_t buffer_memory = 0;
|
|
|
|
void _free_internal(RID p_id);
|
|
void _flush(bool p_flush_current_frame);
|
|
|
|
bool screen_prepared = false;
|
|
|
|
template <class T>
|
|
void _free_rids(T &p_owner, const char *p_type);
|
|
|
|
void _finalize_command_bufers();
|
|
void _begin_frame();
|
|
|
|
#ifdef DEV_ENABLED
|
|
HashMap<RID, String> resource_names;
|
|
#endif
|
|
|
|
HashMap<DXGI_FORMAT, uint32_t> format_sample_counts_mask_cache;
|
|
uint32_t _find_max_common_supported_sample_count(const DXGI_FORMAT *p_formats, uint32_t p_num_formats);
|
|
|
|
public:
|
|
virtual RID texture_create(const TextureFormat &p_format, const TextureView &p_view, const Vector<Vector<uint8_t>> &p_data = Vector<Vector<uint8_t>>());
|
|
virtual RID texture_create_shared(const TextureView &p_view, RID p_with_texture);
|
|
virtual RID texture_create_from_extension(TextureType p_type, DataFormat p_format, TextureSamples p_samples, BitField<RenderingDevice::TextureUsageBits> p_flags, uint64_t p_image, uint64_t p_width, uint64_t p_height, uint64_t p_depth, uint64_t p_layers);
|
|
|
|
virtual RID texture_create_shared_from_slice(const TextureView &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, uint32_t p_mipmaps = 1, TextureSliceType p_slice_type = TEXTURE_SLICE_2D, uint32_t p_layers = 0);
|
|
virtual Error texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
|
|
virtual Vector<uint8_t> texture_get_data(RID p_texture, uint32_t p_layer);
|
|
|
|
virtual bool texture_is_format_supported_for_usage(DataFormat p_format, BitField<RenderingDevice::TextureUsageBits> p_usage) const;
|
|
virtual bool texture_is_shared(RID p_texture);
|
|
virtual bool texture_is_valid(RID p_texture);
|
|
virtual TextureFormat texture_get_format(RID p_texture);
|
|
virtual Size2i texture_size(RID p_texture);
|
|
virtual uint64_t texture_get_native_handle(RID p_texture);
|
|
|
|
virtual Error texture_copy(RID p_from_texture, RID p_to_texture, const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_size, uint32_t p_src_mipmap, uint32_t p_dst_mipmap, uint32_t p_src_layer, uint32_t p_dst_layer, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
|
|
virtual Error texture_clear(RID p_texture, const Color &p_color, uint32_t p_base_mipmap, uint32_t p_mipmaps, uint32_t p_base_layer, uint32_t p_layers, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
|
|
virtual Error texture_resolve_multisample(RID p_from_texture, RID p_to_texture, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
|
|
|
|
/*********************/
|
|
/**** FRAMEBUFFER ****/
|
|
/*********************/
|
|
|
|
virtual FramebufferFormatID framebuffer_format_create(const Vector<AttachmentFormat> &p_format, uint32_t p_view_count = 1);
|
|
virtual FramebufferFormatID framebuffer_format_create_multipass(const Vector<AttachmentFormat> &p_attachments, const Vector<FramebufferPass> &p_passes, uint32_t p_view_count = 1);
|
|
virtual FramebufferFormatID framebuffer_format_create_empty(TextureSamples p_samples = TEXTURE_SAMPLES_1);
|
|
virtual TextureSamples framebuffer_format_get_texture_samples(FramebufferFormatID p_format, uint32_t p_pass = 0);
|
|
|
|
virtual RID framebuffer_create(const Vector<RID> &p_texture_attachments, FramebufferFormatID p_format_check = INVALID_ID, uint32_t p_view_count = 1);
|
|
virtual RID framebuffer_create_multipass(const Vector<RID> &p_texture_attachments, const Vector<FramebufferPass> &p_passes, FramebufferFormatID p_format_check = INVALID_ID, uint32_t p_view_count = 1);
|
|
virtual RID framebuffer_create_empty(const Size2i &p_size, TextureSamples p_samples = TEXTURE_SAMPLES_1, FramebufferFormatID p_format_check = INVALID_ID);
|
|
virtual bool framebuffer_is_valid(RID p_framebuffer) const;
|
|
virtual void framebuffer_set_invalidation_callback(RID p_framebuffer, InvalidationCallback p_callback, void *p_userdata);
|
|
|
|
virtual FramebufferFormatID framebuffer_get_format(RID p_framebuffer);
|
|
|
|
/*****************/
|
|
/**** SAMPLER ****/
|
|
/*****************/
|
|
|
|
virtual RID sampler_create(const SamplerState &p_state);
|
|
virtual bool sampler_is_format_supported_for_filter(DataFormat p_format, SamplerFilter p_sampler_filter) const;
|
|
|
|
/**********************/
|
|
/**** VERTEX ARRAY ****/
|
|
/**********************/
|
|
|
|
virtual RID vertex_buffer_create(uint32_t p_size_bytes, const Vector<uint8_t> &p_data = Vector<uint8_t>(), bool p_use_as_storage = false);
|
|
|
|
// Internally reference counted, this ID is warranted to be unique for the same description, but needs to be freed as many times as it was allocated.
|
|
virtual VertexFormatID vertex_format_create(const Vector<VertexAttribute> &p_vertex_formats);
|
|
virtual RID vertex_array_create(uint32_t p_vertex_count, VertexFormatID p_vertex_format, const Vector<RID> &p_src_buffers, const Vector<uint64_t> &p_offsets = Vector<uint64_t>());
|
|
|
|
virtual RID index_buffer_create(uint32_t p_size_indices, IndexBufferFormat p_format, const Vector<uint8_t> &p_data = Vector<uint8_t>(), bool p_use_restart_indices = false);
|
|
|
|
virtual RID index_array_create(RID p_index_buffer, uint32_t p_index_offset, uint32_t p_index_count);
|
|
|
|
/****************/
|
|
/**** SHADER ****/
|
|
/****************/
|
|
|
|
virtual String shader_get_binary_cache_key() const;
|
|
virtual Vector<uint8_t> shader_compile_binary_from_spirv(const Vector<ShaderStageSPIRVData> &p_spirv, const String &p_shader_name = "");
|
|
|
|
virtual RID shader_create_from_bytecode(const Vector<uint8_t> &p_shader_binary, RID p_placeholder = RID());
|
|
virtual RID shader_create_placeholder();
|
|
|
|
virtual uint64_t shader_get_vertex_input_attribute_mask(RID p_shader);
|
|
|
|
/*****************/
|
|
/**** UNIFORM ****/
|
|
/*****************/
|
|
|
|
virtual RID uniform_buffer_create(uint32_t p_size_bytes, const Vector<uint8_t> &p_data = Vector<uint8_t>());
|
|
virtual RID storage_buffer_create(uint32_t p_size_bytes, const Vector<uint8_t> &p_data = Vector<uint8_t>(), BitField<StorageBufferUsage> p_usage = 0);
|
|
virtual RID texture_buffer_create(uint32_t p_size_elements, DataFormat p_format, const Vector<uint8_t> &p_data = Vector<uint8_t>());
|
|
|
|
virtual RID uniform_set_create(const Vector<Uniform> &p_uniforms, RID p_shader, uint32_t p_shader_set);
|
|
virtual bool uniform_set_is_valid(RID p_uniform_set);
|
|
virtual void uniform_set_set_invalidation_callback(RID p_uniform_set, InvalidationCallback p_callback, void *p_userdata);
|
|
|
|
virtual Error buffer_copy(RID p_src_buffer, RID p_dst_buffer, uint32_t p_src_offset, uint32_t p_dst_offset, uint32_t p_size, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
|
|
virtual Error buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS); // Works for any buffer.
|
|
virtual Error buffer_clear(RID p_buffer, uint32_t p_offset, uint32_t p_size, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
|
|
virtual Vector<uint8_t> buffer_get_data(RID p_buffer, uint32_t p_offset = 0, uint32_t p_size = 0);
|
|
|
|
/*************************/
|
|
/**** RENDER PIPELINE ****/
|
|
/*************************/
|
|
|
|
virtual RID render_pipeline_create(RID p_shader, FramebufferFormatID p_framebuffer_format, VertexFormatID p_vertex_format, RenderPrimitive p_render_primitive, const PipelineRasterizationState &p_rasterization_state, const PipelineMultisampleState &p_multisample_state, const PipelineDepthStencilState &p_depth_stencil_state, const PipelineColorBlendState &p_blend_state, BitField<PipelineDynamicStateFlags> p_dynamic_state_flags = 0, uint32_t p_for_render_pass = 0, const Vector<PipelineSpecializationConstant> &p_specialization_constants = Vector<PipelineSpecializationConstant>());
|
|
virtual bool render_pipeline_is_valid(RID p_pipeline);
|
|
|
|
/**************************/
|
|
/**** COMPUTE PIPELINE ****/
|
|
/**************************/
|
|
|
|
virtual RID compute_pipeline_create(RID p_shader, const Vector<PipelineSpecializationConstant> &p_specialization_constants = Vector<PipelineSpecializationConstant>());
|
|
virtual bool compute_pipeline_is_valid(RID p_pipeline);
|
|
|
|
/****************/
|
|
/**** SCREEN ****/
|
|
/****************/
|
|
|
|
virtual int screen_get_width(DisplayServer::WindowID p_screen = 0) const;
|
|
virtual int screen_get_height(DisplayServer::WindowID p_screen = 0) const;
|
|
virtual FramebufferFormatID screen_get_framebuffer_format() const;
|
|
|
|
/********************/
|
|
/**** DRAW LISTS ****/
|
|
/********************/
|
|
|
|
virtual DrawListID draw_list_begin_for_screen(DisplayServer::WindowID p_screen = 0, const Color &p_clear_color = Color());
|
|
virtual DrawListID draw_list_begin(RID p_framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2(), const Vector<RID> &p_storage_textures = Vector<RID>());
|
|
virtual Error draw_list_begin_split(RID p_framebuffer, uint32_t p_splits, DrawListID *r_split_ids, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2(), const Vector<RID> &p_storage_textures = Vector<RID>());
|
|
|
|
virtual void draw_list_set_blend_constants(DrawListID p_list, const Color &p_color);
|
|
virtual void draw_list_bind_render_pipeline(DrawListID p_list, RID p_render_pipeline);
|
|
virtual void draw_list_bind_uniform_set(DrawListID p_list, RID p_uniform_set, uint32_t p_index);
|
|
virtual void draw_list_bind_vertex_array(DrawListID p_list, RID p_vertex_array);
|
|
virtual void draw_list_bind_index_array(DrawListID p_list, RID p_index_array);
|
|
virtual void draw_list_set_line_width(DrawListID p_list, float p_width);
|
|
virtual void draw_list_set_push_constant(DrawListID p_list, const void *p_data, uint32_t p_data_size);
|
|
|
|
virtual void draw_list_draw(DrawListID p_list, bool p_use_indices, uint32_t p_instances = 1, uint32_t p_procedural_vertices = 0);
|
|
|
|
virtual void draw_list_enable_scissor(DrawListID p_list, const Rect2 &p_rect);
|
|
virtual void draw_list_disable_scissor(DrawListID p_list);
|
|
|
|
virtual uint32_t draw_list_get_current_pass();
|
|
virtual DrawListID draw_list_switch_to_next_pass();
|
|
virtual Error draw_list_switch_to_next_pass_split(uint32_t p_splits, DrawListID *r_split_ids);
|
|
|
|
virtual void draw_list_end(BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
|
|
|
|
/***********************/
|
|
/**** COMPUTE LISTS ****/
|
|
/***********************/
|
|
|
|
virtual ComputeListID compute_list_begin(bool p_allow_draw_overlap = false);
|
|
virtual void compute_list_bind_compute_pipeline(ComputeListID p_list, RID p_compute_pipeline);
|
|
virtual void compute_list_bind_uniform_set(ComputeListID p_list, RID p_uniform_set, uint32_t p_index);
|
|
virtual void compute_list_set_push_constant(ComputeListID p_list, const void *p_data, uint32_t p_data_size);
|
|
virtual void compute_list_add_barrier(ComputeListID p_list);
|
|
|
|
virtual void compute_list_dispatch(ComputeListID p_list, uint32_t p_x_groups, uint32_t p_y_groups, uint32_t p_z_groups);
|
|
virtual void compute_list_dispatch_threads(ComputeListID p_list, uint32_t p_x_threads, uint32_t p_y_threads, uint32_t p_z_threads);
|
|
virtual void compute_list_dispatch_indirect(ComputeListID p_list, RID p_buffer, uint32_t p_offset);
|
|
virtual void compute_list_end(BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
|
|
|
|
virtual void barrier(BitField<BarrierMask> p_from = BARRIER_MASK_ALL_BARRIERS, BitField<BarrierMask> p_to = BARRIER_MASK_ALL_BARRIERS);
|
|
virtual void full_barrier();
|
|
|
|
/**************/
|
|
/**** FREE ****/
|
|
/**************/
|
|
|
|
virtual void free(RID p_id);
|
|
|
|
/****************/
|
|
/**** Timing ****/
|
|
/****************/
|
|
|
|
virtual void capture_timestamp(const String &p_name);
|
|
virtual uint32_t get_captured_timestamps_count() const;
|
|
virtual uint64_t get_captured_timestamps_frame() const;
|
|
virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const;
|
|
virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const;
|
|
virtual String get_captured_timestamp_name(uint32_t p_index) const;
|
|
|
|
/****************/
|
|
/**** Limits ****/
|
|
/****************/
|
|
|
|
virtual uint64_t limit_get(Limit p_limit) const;
|
|
|
|
virtual void prepare_screen_for_drawing();
|
|
|
|
void initialize(D3D12Context *p_context, bool p_local_device = false);
|
|
void finalize();
|
|
|
|
virtual void swap_buffers(); // For main device.
|
|
|
|
virtual void submit(); // For local device.
|
|
virtual void sync(); // For local device.
|
|
|
|
virtual uint32_t get_frame_delay() const;
|
|
|
|
virtual RenderingDevice *create_local_device();
|
|
|
|
virtual uint64_t get_memory_usage(MemoryType p_type) const;
|
|
|
|
virtual void set_resource_name(RID p_id, const String p_name);
|
|
|
|
virtual void draw_command_begin_label(String p_label_name, const Color p_color = Color(1, 1, 1, 1));
|
|
virtual void draw_command_insert_label(String p_label_name, const Color p_color = Color(1, 1, 1, 1));
|
|
virtual void draw_command_end_label();
|
|
|
|
virtual String get_device_vendor_name() const;
|
|
virtual String get_device_name() const;
|
|
virtual RenderingDevice::DeviceType get_device_type() const;
|
|
virtual String get_device_api_version() const;
|
|
virtual String get_device_pipeline_cache_uuid() const;
|
|
|
|
virtual uint64_t get_driver_resource(DriverResource p_resource, RID p_rid = RID(), uint64_t p_index = 0);
|
|
|
|
virtual bool has_feature(const Features p_feature) const;
|
|
|
|
RenderingDeviceD3D12();
|
|
~RenderingDeviceD3D12();
|
|
};
|
|
|
|
#endif // RENDERING_DEVICE_D3D12_H
|