
There's not really a reason to directly map textures. Doing so requires the texture to be allocated in system RAM instead of video RAM, which means all GPU access to it would be needlessly slow. Notably, the one texture type that was allocated this way is the display target texture for the software driver path. Instead, use pipe_transfer_map to be able to copy the texture to system RAM. Reviewed-by: Louis-Francis Ratté-Boulianne <lfrb@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8095>
892 lines
29 KiB
C++
892 lines
29 KiB
C++
/*
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* Copyright © Microsoft Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "d3d12_screen.h"
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#include "d3d12_bufmgr.h"
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#include "d3d12_compiler.h"
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#include "d3d12_context.h"
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#include "d3d12_debug.h"
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#include "d3d12_fence.h"
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#include "d3d12_format.h"
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#include "d3d12_resource.h"
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#include "d3d12_nir_passes.h"
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#include "pipebuffer/pb_bufmgr.h"
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#include "util/debug.h"
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#include "util/u_math.h"
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#include "util/u_memory.h"
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#include "util/u_screen.h"
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#include "util/u_dl.h"
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#include "nir.h"
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#include "frontend/sw_winsys.h"
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#include <directx/d3d12sdklayers.h>
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#include <dxguids/dxguids.h>
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static const struct debug_named_value
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d3d12_debug_options[] = {
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{ "verbose", D3D12_DEBUG_VERBOSE, NULL },
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{ "blit", D3D12_DEBUG_BLIT, "Trace blit and copy resource calls" },
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{ "experimental", D3D12_DEBUG_EXPERIMENTAL, "Enable experimental shader models feature" },
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{ "dxil", D3D12_DEBUG_DXIL, "Dump DXIL during program compile" },
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{ "disass", D3D12_DEBUG_DISASS, "Dump disassambly of created DXIL shader" },
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{ "res", D3D12_DEBUG_RESOURCE, "Debug resources" },
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{ "debuglayer", D3D12_DEBUG_DEBUG_LAYER, "Enable debug layer" },
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{ "gpuvalidator", D3D12_DEBUG_GPU_VALIDATOR, "Enable GPU validator" },
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DEBUG_NAMED_VALUE_END
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};
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DEBUG_GET_ONCE_FLAGS_OPTION(d3d12_debug, "D3D12_DEBUG", d3d12_debug_options, 0)
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uint32_t
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d3d12_debug;
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enum {
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HW_VENDOR_AMD = 0x1002,
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HW_VENDOR_INTEL = 0x8086,
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HW_VENDOR_MICROSOFT = 0x1414,
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HW_VENDOR_NVIDIA = 0x10de,
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};
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static const char *
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d3d12_get_vendor(struct pipe_screen *pscreen)
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{
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return "Microsoft Corporation";
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}
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static const char *
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d3d12_get_device_vendor(struct pipe_screen *pscreen)
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{
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struct d3d12_screen* screen = d3d12_screen(pscreen);
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switch (screen->vendor_id) {
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case HW_VENDOR_MICROSOFT:
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return "Microsoft";
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case HW_VENDOR_AMD:
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return "AMD";
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case HW_VENDOR_NVIDIA:
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return "NVIDIA";
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case HW_VENDOR_INTEL:
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return "Intel";
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default:
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return "Unknown";
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}
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}
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static int
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d3d12_get_video_mem(struct pipe_screen *pscreen)
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{
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struct d3d12_screen* screen = d3d12_screen(pscreen);
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return screen->memory_size_megabytes;
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}
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static int
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d3d12_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
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{
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struct d3d12_screen *screen = d3d12_screen(pscreen);
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switch (param) {
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case PIPE_CAP_NPOT_TEXTURES:
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return 1;
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case PIPE_CAP_MAX_DUAL_SOURCE_RENDER_TARGETS:
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/* D3D12 only supports dual-source blending for a single
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* render-target. From the D3D11 functional spec (which also defines
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* this for D3D12):
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*
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* "When Dual Source Color Blending is enabled, the Pixel Shader must
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* have only a single RenderTarget bound, at slot 0, and must output
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* both o0 and o1. Writing to other outputs (o2, o3 etc.) produces
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* undefined results for the corresponding RenderTargets, if bound
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* illegally."
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*
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* Source: https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#17.6%20Dual%20Source%20Color%20Blending
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*/
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return 1;
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case PIPE_CAP_ANISOTROPIC_FILTER:
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return 1;
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case PIPE_CAP_MAX_RENDER_TARGETS:
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if (screen->max_feature_level >= D3D_FEATURE_LEVEL_10_0)
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return 8;
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else if (screen->max_feature_level == D3D_FEATURE_LEVEL_9_3)
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return 4;
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return 1;
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case PIPE_CAP_TEXTURE_SWIZZLE:
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return 1;
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case PIPE_CAP_MAX_TEXTURE_2D_SIZE:
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if (screen->max_feature_level >= D3D_FEATURE_LEVEL_11_0)
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return 16384;
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else if (screen->max_feature_level >= D3D_FEATURE_LEVEL_10_0)
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return 8192;
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else if (screen->max_feature_level >= D3D_FEATURE_LEVEL_9_3)
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return 4096;
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return 2048;
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case PIPE_CAP_MAX_TEXTURE_3D_LEVELS:
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if (screen->max_feature_level >= D3D_FEATURE_LEVEL_10_0)
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return 11;
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return 9;
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case PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS:
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if (screen->max_feature_level >= D3D_FEATURE_LEVEL_11_0)
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return 14;
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else if (screen->max_feature_level >= D3D_FEATURE_LEVEL_10_0)
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return 13;
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else if (screen->max_feature_level == D3D_FEATURE_LEVEL_9_3)
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return 12;
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return 9;
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case PIPE_CAP_PRIMITIVE_RESTART:
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case PIPE_CAP_INDEP_BLEND_ENABLE:
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case PIPE_CAP_INDEP_BLEND_FUNC:
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case PIPE_CAP_FRAGMENT_SHADER_TEXTURE_LOD:
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case PIPE_CAP_FRAGMENT_SHADER_DERIVATIVES:
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case PIPE_CAP_VERTEX_SHADER_SATURATE:
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case PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION:
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case PIPE_CAP_VERTEX_BUFFER_STRIDE_4BYTE_ALIGNED_ONLY:
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case PIPE_CAP_RGB_OVERRIDE_DST_ALPHA_BLEND:
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return 1;
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/* We need to do some lowering that requires a link to the sampler */
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case PIPE_CAP_NIR_SAMPLERS_AS_DEREF:
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return 1;
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case PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS:
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if (screen->max_feature_level >= D3D_FEATURE_LEVEL_11_0)
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return 1 << 14;
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else if (screen->max_feature_level >= D3D_FEATURE_LEVEL_10_0)
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return 1 << 13;
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return 0;
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case PIPE_CAP_DEPTH_CLIP_DISABLE:
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return 1;
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case PIPE_CAP_TGSI_TEXCOORD:
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return 0;
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case PIPE_CAP_MIXED_COLORBUFFER_FORMATS:
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return 1;
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case PIPE_CAP_VERTEX_COLOR_UNCLAMPED:
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return 1;
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case PIPE_CAP_GLSL_FEATURE_LEVEL:
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return 330;
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case PIPE_CAP_GLSL_FEATURE_LEVEL_COMPATIBILITY:
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return 140;
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#if 0 /* TODO: Enable me */
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case PIPE_CAP_COMPUTE:
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return 0;
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#endif
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case PIPE_CAP_TEXTURE_MULTISAMPLE:
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return 1;
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#if 0 /* TODO: Enable me */
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case PIPE_CAP_CUBE_MAP_ARRAY:
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return screen->max_feature_level >= D3D_FEATURE_LEVEL_10_1;
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#endif
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case PIPE_CAP_TEXTURE_BUFFER_OBJECTS:
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return 1;
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case PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER:
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return 0; /* unsure */
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case PIPE_CAP_ENDIANNESS:
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return PIPE_ENDIAN_NATIVE; /* unsure */
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case PIPE_CAP_MAX_VIEWPORTS:
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return 1; /* probably wrong */
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case PIPE_CAP_MIXED_FRAMEBUFFER_SIZES:
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return 1;
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#if 0 /* TODO: Enable me. Enables ARB_texture_gather */
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case PIPE_CAP_MAX_TEXTURE_GATHER_COMPONENTS:
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return 4;
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#endif
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case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER:
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case PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT:
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return 1;
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case PIPE_CAP_TGSI_FS_FACE_IS_INTEGER_SYSVAL:
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return 1;
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case PIPE_CAP_ACCELERATED:
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return 1;
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case PIPE_CAP_VIDEO_MEMORY:
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return d3d12_get_video_mem(pscreen);
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case PIPE_CAP_UMA:
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return screen->architecture.UMA;
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case PIPE_CAP_MAX_VERTEX_ATTRIB_STRIDE:
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return 2048; /* FIXME: no clue how to query this */
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case PIPE_CAP_TEXTURE_FLOAT_LINEAR:
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case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
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return 1;
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case PIPE_CAP_SHAREABLE_SHADERS:
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return 1;
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#if 0 /* TODO: Enable me. Enables GL_ARB_shader_storage_buffer_object */
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case PIPE_CAP_SHADER_BUFFER_OFFSET_ALIGNMENT:
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return screen->max_feature_level >= D3D_FEATURE_LEVEL_10_0;
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#endif
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case PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT:
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return 256;
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case PIPE_CAP_PCI_GROUP:
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case PIPE_CAP_PCI_BUS:
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case PIPE_CAP_PCI_DEVICE:
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case PIPE_CAP_PCI_FUNCTION:
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return 0; /* TODO: figure these out */
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case PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY:
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return 0; /* not sure */
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case PIPE_CAP_FLATSHADE:
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case PIPE_CAP_ALPHA_TEST:
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case PIPE_CAP_TWO_SIDED_COLOR:
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case PIPE_CAP_CLIP_PLANES:
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return 0;
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case PIPE_CAP_SHADER_STENCIL_EXPORT:
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return screen->opts.PSSpecifiedStencilRefSupported;
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case PIPE_CAP_SEAMLESS_CUBE_MAP:
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case PIPE_CAP_TEXTURE_QUERY_LOD:
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case PIPE_CAP_TGSI_INSTANCEID:
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case PIPE_CAP_TGSI_TEX_TXF_LZ:
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case PIPE_CAP_OCCLUSION_QUERY:
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case PIPE_CAP_POINT_SPRITE:
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case PIPE_CAP_VIEWPORT_TRANSFORM_LOWERED:
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case PIPE_CAP_PSIZ_CLAMPED:
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case PIPE_CAP_BLEND_EQUATION_SEPARATE:
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case PIPE_CAP_CONDITIONAL_RENDER:
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case PIPE_CAP_QUERY_TIMESTAMP:
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case PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR:
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case PIPE_CAP_VERTEX_ELEMENT_SRC_OFFSET_4BYTE_ALIGNED_ONLY:
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return 1;
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case PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS:
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return 4;
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case PIPE_CAP_MAX_STREAM_OUTPUT_SEPARATE_COMPONENTS:
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case PIPE_CAP_MAX_STREAM_OUTPUT_INTERLEAVED_COMPONENTS:
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return 16 * 4;
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/* Geometry shader output. */
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case PIPE_CAP_MAX_GEOMETRY_OUTPUT_VERTICES:
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return 256;
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case PIPE_CAP_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS:
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return 256 * 4;
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case PIPE_CAP_MAX_VARYINGS:
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return 32;
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default:
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return u_pipe_screen_get_param_defaults(pscreen, param);
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}
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}
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static float
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d3d12_get_paramf(struct pipe_screen *pscreen, enum pipe_capf param)
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{
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struct d3d12_screen *screen = d3d12_screen(pscreen);
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switch (param) {
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case PIPE_CAPF_MAX_LINE_WIDTH:
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case PIPE_CAPF_MAX_LINE_WIDTH_AA:
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return 1.0f; /* no clue */
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case PIPE_CAPF_MAX_POINT_WIDTH:
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case PIPE_CAPF_MAX_POINT_WIDTH_AA:
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return D3D12_MAX_POINT_SIZE;
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case PIPE_CAPF_MAX_TEXTURE_ANISOTROPY:
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return screen->max_feature_level >= D3D_FEATURE_LEVEL_10_0 ? 16.0f : 2.0f;
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case PIPE_CAPF_MAX_TEXTURE_LOD_BIAS:
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return 15.99f;
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case PIPE_CAPF_MIN_CONSERVATIVE_RASTER_DILATE:
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case PIPE_CAPF_MAX_CONSERVATIVE_RASTER_DILATE:
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case PIPE_CAPF_CONSERVATIVE_RASTER_DILATE_GRANULARITY:
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return 0.0f; /* not implemented */
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default:
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unreachable("unknown pipe_capf");
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}
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return 0.0;
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}
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static int
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d3d12_get_shader_param(struct pipe_screen *pscreen,
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enum pipe_shader_type shader,
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enum pipe_shader_cap param)
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{
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struct d3d12_screen *screen = d3d12_screen(pscreen);
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switch (param) {
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case PIPE_SHADER_CAP_MAX_INSTRUCTIONS:
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case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS:
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case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS:
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case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS:
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case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH:
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if (shader == PIPE_SHADER_VERTEX ||
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shader == PIPE_SHADER_FRAGMENT ||
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shader == PIPE_SHADER_GEOMETRY)
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return INT_MAX;
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return 0;
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case PIPE_SHADER_CAP_MAX_INPUTS:
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return screen->max_feature_level >= D3D_FEATURE_LEVEL_10_1 ? 32 : 16;
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case PIPE_SHADER_CAP_MAX_OUTPUTS:
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if (shader == PIPE_SHADER_FRAGMENT) {
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/* same as max MRTs (not sure if this is correct) */
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if (screen->max_feature_level >= D3D_FEATURE_LEVEL_10_0)
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return 8;
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else if (screen->max_feature_level == D3D_FEATURE_LEVEL_9_3)
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return 4;
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return 1;
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}
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return screen->max_feature_level >= D3D_FEATURE_LEVEL_10_1 ? 32 : 16;
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case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
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if (screen->opts.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1)
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return 16;
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return PIPE_MAX_SAMPLERS;
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case PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE:
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return 65536;
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case PIPE_SHADER_CAP_MAX_CONST_BUFFERS:
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return 13; /* 15 - 2 for lowered uniforms and state vars*/
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case PIPE_SHADER_CAP_MAX_TEMPS:
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return INT_MAX;
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case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
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case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
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case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
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case PIPE_SHADER_CAP_SUBROUTINES:
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return 0; /* not implemented */
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case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR:
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case PIPE_SHADER_CAP_INTEGERS:
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return 1;
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case PIPE_SHADER_CAP_INT64_ATOMICS:
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case PIPE_SHADER_CAP_FP16:
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return 0; /* not implemented */
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case PIPE_SHADER_CAP_PREFERRED_IR:
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return PIPE_SHADER_IR_NIR;
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case PIPE_SHADER_CAP_TGSI_SQRT_SUPPORTED:
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return 0; /* not implemented */
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case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS:
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if (screen->opts.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1)
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return 128;
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return PIPE_MAX_SHADER_SAMPLER_VIEWS;
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case PIPE_SHADER_CAP_TGSI_DROUND_SUPPORTED:
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case PIPE_SHADER_CAP_TGSI_DFRACEXP_DLDEXP_SUPPORTED:
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case PIPE_SHADER_CAP_TGSI_FMA_SUPPORTED:
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return 0; /* not implemented */
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case PIPE_SHADER_CAP_TGSI_ANY_INOUT_DECL_RANGE:
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return 0; /* no idea */
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case PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT:
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return 32; /* arbitrary */
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#if 0
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case PIPE_SHADER_CAP_MAX_SHADER_BUFFERS:
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return 8; /* no clue */
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#endif
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case PIPE_SHADER_CAP_SUPPORTED_IRS:
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return 1 << PIPE_SHADER_IR_NIR;
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case PIPE_SHADER_CAP_MAX_SHADER_IMAGES:
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return 0; /* TODO: enable me */
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case PIPE_SHADER_CAP_LOWER_IF_THRESHOLD:
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case PIPE_SHADER_CAP_TGSI_SKIP_MERGE_REGISTERS:
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return 0; /* unsure */
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case PIPE_SHADER_CAP_TGSI_LDEXP_SUPPORTED:
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case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS:
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case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS:
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case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED:
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return 0; /* not implemented */
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|
||
/* should only get here on unhandled cases */
|
||
default: return 0;
|
||
}
|
||
}
|
||
|
||
static bool
|
||
d3d12_is_format_supported(struct pipe_screen *pscreen,
|
||
enum pipe_format format,
|
||
enum pipe_texture_target target,
|
||
unsigned sample_count,
|
||
unsigned storage_sample_count,
|
||
unsigned bind)
|
||
{
|
||
struct d3d12_screen *screen = d3d12_screen(pscreen);
|
||
|
||
if (MAX2(1, sample_count) != MAX2(1, storage_sample_count))
|
||
return false;
|
||
|
||
if (target == PIPE_BUFFER) {
|
||
/* Replace emulated vertex element formats for the tests */
|
||
format = d3d12_emulated_vtx_format(format);
|
||
} else {
|
||
/* Allow 3-comp 32 bit formats only for BOs (needed for ARB_tbo_rgb32) */
|
||
if ((format == PIPE_FORMAT_R32G32B32_FLOAT ||
|
||
format == PIPE_FORMAT_R32G32B32_SINT ||
|
||
format == PIPE_FORMAT_R32G32B32_UINT))
|
||
return false;
|
||
}
|
||
|
||
/* Don't advertise alpha/luminance_alpha formats because they can't be used
|
||
* for render targets (except A8_UNORM) and can't be emulated by R/RG formats.
|
||
* Let the state tracker choose an RGBA format instead. */
|
||
if (format != PIPE_FORMAT_A8_UNORM &&
|
||
(util_format_is_alpha(format) ||
|
||
util_format_is_luminance_alpha(format)))
|
||
return false;
|
||
|
||
DXGI_FORMAT dxgi_format = d3d12_get_format(format);
|
||
if (dxgi_format == DXGI_FORMAT_UNKNOWN)
|
||
return false;
|
||
|
||
enum D3D12_FORMAT_SUPPORT1 dim_support = D3D12_FORMAT_SUPPORT1_NONE;
|
||
switch (target) {
|
||
case PIPE_TEXTURE_1D:
|
||
case PIPE_TEXTURE_1D_ARRAY:
|
||
dim_support = D3D12_FORMAT_SUPPORT1_TEXTURE1D;
|
||
break;
|
||
case PIPE_TEXTURE_2D:
|
||
case PIPE_TEXTURE_RECT:
|
||
case PIPE_TEXTURE_2D_ARRAY:
|
||
dim_support = D3D12_FORMAT_SUPPORT1_TEXTURE2D;
|
||
break;
|
||
case PIPE_TEXTURE_3D:
|
||
dim_support = D3D12_FORMAT_SUPPORT1_TEXTURE3D;
|
||
break;
|
||
case PIPE_TEXTURE_CUBE:
|
||
case PIPE_TEXTURE_CUBE_ARRAY:
|
||
dim_support = D3D12_FORMAT_SUPPORT1_TEXTURECUBE;
|
||
break;
|
||
case PIPE_BUFFER:
|
||
dim_support = D3D12_FORMAT_SUPPORT1_BUFFER;
|
||
break;
|
||
default:
|
||
unreachable("Unknown target");
|
||
}
|
||
|
||
D3D12_FEATURE_DATA_FORMAT_SUPPORT fmt_info;
|
||
fmt_info.Format = d3d12_get_resource_rt_format(format);
|
||
if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT,
|
||
&fmt_info, sizeof(fmt_info))))
|
||
return false;
|
||
|
||
if (!(fmt_info.Support1 & dim_support))
|
||
return false;
|
||
|
||
if (target == PIPE_BUFFER) {
|
||
if (bind & PIPE_BIND_VERTEX_BUFFER &&
|
||
!(fmt_info.Support1 & D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER))
|
||
return false;
|
||
|
||
if (bind & PIPE_BIND_INDEX_BUFFER &&
|
||
!(fmt_info.Support1 & D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER))
|
||
return false;
|
||
|
||
if (sample_count > 0)
|
||
return false;
|
||
} else {
|
||
/* all other targets are texture-targets */
|
||
if (bind & PIPE_BIND_RENDER_TARGET &&
|
||
!(fmt_info.Support1 & D3D12_FORMAT_SUPPORT1_RENDER_TARGET))
|
||
return false;
|
||
|
||
if (bind & PIPE_BIND_BLENDABLE &&
|
||
!(fmt_info.Support1 & D3D12_FORMAT_SUPPORT1_BLENDABLE))
|
||
return false;
|
||
|
||
D3D12_FEATURE_DATA_FORMAT_SUPPORT fmt_info_sv;
|
||
if (util_format_is_depth_or_stencil(format)) {
|
||
fmt_info_sv.Format = d3d12_get_resource_srv_format(format, target);
|
||
if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT,
|
||
&fmt_info_sv, sizeof(fmt_info_sv))))
|
||
return false;
|
||
} else
|
||
fmt_info_sv = fmt_info;
|
||
|
||
if (bind & PIPE_BIND_DISPLAY_TARGET &&
|
||
(!(fmt_info.Support1 & D3D12_FORMAT_SUPPORT1_DISPLAY) ||
|
||
// Disable formats that don't support flip model
|
||
dxgi_format == DXGI_FORMAT_B8G8R8X8_UNORM ||
|
||
dxgi_format == DXGI_FORMAT_B5G5R5A1_UNORM ||
|
||
dxgi_format == DXGI_FORMAT_B5G6R5_UNORM ||
|
||
dxgi_format == DXGI_FORMAT_B4G4R4A4_UNORM))
|
||
return false;
|
||
|
||
if (bind & PIPE_BIND_DEPTH_STENCIL &&
|
||
!(fmt_info.Support1 & D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL))
|
||
return false;
|
||
|
||
if (sample_count > 0) {
|
||
if (!(fmt_info_sv.Support1 & D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD))
|
||
return false;
|
||
|
||
if (!util_is_power_of_two_nonzero(sample_count))
|
||
return false;
|
||
|
||
D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS ms_info = {};
|
||
ms_info.Format = dxgi_format;
|
||
ms_info.SampleCount = sample_count;
|
||
if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS,
|
||
&ms_info,
|
||
sizeof(ms_info))) ||
|
||
!ms_info.NumQualityLevels)
|
||
return false;
|
||
}
|
||
}
|
||
return true;
|
||
}
|
||
|
||
static void
|
||
d3d12_destroy_screen(struct pipe_screen *pscreen)
|
||
{
|
||
struct d3d12_screen *screen = d3d12_screen(pscreen);
|
||
slab_destroy_parent(&screen->transfer_pool);
|
||
screen->readback_slab_bufmgr->destroy(screen->readback_slab_bufmgr);
|
||
screen->slab_bufmgr->destroy(screen->slab_bufmgr);
|
||
screen->cache_bufmgr->destroy(screen->cache_bufmgr);
|
||
screen->bufmgr->destroy(screen->bufmgr);
|
||
FREE(screen);
|
||
}
|
||
|
||
static void
|
||
d3d12_flush_frontbuffer(struct pipe_screen * pscreen,
|
||
struct pipe_context *pctx,
|
||
struct pipe_resource *pres,
|
||
unsigned level, unsigned layer,
|
||
void *winsys_drawable_handle,
|
||
struct pipe_box *sub_box)
|
||
{
|
||
struct d3d12_screen *screen = d3d12_screen(pscreen);
|
||
struct sw_winsys *winsys = screen->winsys;
|
||
struct d3d12_resource *res = d3d12_resource(pres);
|
||
|
||
if (!winsys || !pctx)
|
||
return;
|
||
|
||
assert(res->dt);
|
||
void *map = winsys->displaytarget_map(winsys, res->dt, 0);
|
||
|
||
if (map) {
|
||
pipe_transfer *transfer = nullptr;
|
||
void *res_map = pipe_transfer_map(pctx, pres, level, layer, PIPE_MAP_READ, 0, 0,
|
||
u_minify(pres->width0, level),
|
||
u_minify(pres->height0, level),
|
||
&transfer);
|
||
if (res_map) {
|
||
util_copy_rect((ubyte*)map, pres->format, res->dt_stride, 0, 0,
|
||
transfer->box.width, transfer->box.height,
|
||
(const ubyte*)res_map, transfer->stride, 0, 0);
|
||
pipe_transfer_unmap(pctx, transfer);
|
||
}
|
||
winsys->displaytarget_unmap(winsys, res->dt);
|
||
}
|
||
|
||
#ifdef _WIN32
|
||
// WindowFromDC is Windows-only, and this method requires an HWND, so only use it on Windows
|
||
ID3D12SharingContract *sharing_contract;
|
||
if (SUCCEEDED(screen->cmdqueue->QueryInterface(IID_PPV_ARGS(&sharing_contract)))) {
|
||
ID3D12Resource *d3d12_res = d3d12_resource_resource(res);
|
||
sharing_contract->Present(d3d12_res, 0, WindowFromDC((HDC)winsys_drawable_handle));
|
||
}
|
||
#endif
|
||
|
||
winsys->displaytarget_display(winsys, res->dt, winsys_drawable_handle, sub_box);
|
||
}
|
||
|
||
static ID3D12Debug *
|
||
get_debug_interface()
|
||
{
|
||
typedef HRESULT(WINAPI *PFN_D3D12_GET_DEBUG_INTERFACE)(REFIID riid, void **ppFactory);
|
||
PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
|
||
|
||
util_dl_library *d3d12_mod = util_dl_open(UTIL_DL_PREFIX "d3d12" UTIL_DL_EXT);
|
||
if (!d3d12_mod) {
|
||
debug_printf("D3D12: failed to load D3D12.DLL\n");
|
||
return NULL;
|
||
}
|
||
|
||
D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)util_dl_get_proc_address(d3d12_mod, "D3D12GetDebugInterface");
|
||
if (!D3D12GetDebugInterface) {
|
||
debug_printf("D3D12: failed to load D3D12GetDebugInterface from D3D12.DLL\n");
|
||
return NULL;
|
||
}
|
||
|
||
ID3D12Debug *debug;
|
||
if (FAILED(D3D12GetDebugInterface(IID_PPV_ARGS(&debug)))) {
|
||
debug_printf("D3D12: D3D12GetDebugInterface failed\n");
|
||
return NULL;
|
||
}
|
||
|
||
return debug;
|
||
}
|
||
|
||
static void
|
||
enable_d3d12_debug_layer()
|
||
{
|
||
ID3D12Debug *debug = get_debug_interface();
|
||
if (debug)
|
||
debug->EnableDebugLayer();
|
||
}
|
||
|
||
static void
|
||
enable_gpu_validation()
|
||
{
|
||
ID3D12Debug *debug = get_debug_interface();
|
||
ID3D12Debug3 *debug3;
|
||
if (debug &&
|
||
SUCCEEDED(debug->QueryInterface(IID_PPV_ARGS(&debug3))))
|
||
debug3->SetEnableGPUBasedValidation(true);
|
||
}
|
||
|
||
static ID3D12Device *
|
||
create_device(IUnknown *adapter)
|
||
{
|
||
typedef HRESULT(WINAPI *PFN_D3D12CREATEDEVICE)(IUnknown*, D3D_FEATURE_LEVEL, REFIID, void**);
|
||
typedef HRESULT(WINAPI *PFN_D3D12ENABLEEXPERIMENTALFEATURES)(UINT, const IID*, void*, UINT*);
|
||
PFN_D3D12CREATEDEVICE D3D12CreateDevice;
|
||
PFN_D3D12ENABLEEXPERIMENTALFEATURES D3D12EnableExperimentalFeatures;
|
||
|
||
util_dl_library *d3d12_mod = util_dl_open(UTIL_DL_PREFIX "d3d12" UTIL_DL_EXT);
|
||
if (!d3d12_mod) {
|
||
debug_printf("D3D12: failed to load D3D12.DLL\n");
|
||
return NULL;
|
||
}
|
||
|
||
#ifdef _WIN32
|
||
if (d3d12_debug & D3D12_DEBUG_EXPERIMENTAL)
|
||
#endif
|
||
{
|
||
D3D12EnableExperimentalFeatures = (PFN_D3D12ENABLEEXPERIMENTALFEATURES)util_dl_get_proc_address(d3d12_mod, "D3D12EnableExperimentalFeatures");
|
||
D3D12EnableExperimentalFeatures(1, &D3D12ExperimentalShaderModels, NULL, NULL);
|
||
}
|
||
|
||
D3D12CreateDevice = (PFN_D3D12CREATEDEVICE)util_dl_get_proc_address(d3d12_mod, "D3D12CreateDevice");
|
||
if (!D3D12CreateDevice) {
|
||
debug_printf("D3D12: failed to load D3D12CreateDevice from D3D12.DLL\n");
|
||
return NULL;
|
||
}
|
||
|
||
ID3D12Device *dev;
|
||
if (SUCCEEDED(D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0,
|
||
IID_PPV_ARGS(&dev))))
|
||
return dev;
|
||
|
||
debug_printf("D3D12: D3D12CreateDevice failed\n");
|
||
return NULL;
|
||
}
|
||
|
||
static bool
|
||
can_attribute_at_vertex(struct d3d12_screen *screen)
|
||
{
|
||
switch (screen->vendor_id) {
|
||
case HW_VENDOR_MICROSOFT:
|
||
return true;
|
||
default:
|
||
return screen->opts3.BarycentricsSupported;
|
||
}
|
||
}
|
||
|
||
bool
|
||
d3d12_init_screen(struct d3d12_screen *screen, struct sw_winsys *winsys, IUnknown *adapter)
|
||
{
|
||
d3d12_debug = debug_get_option_d3d12_debug();
|
||
|
||
screen->winsys = winsys;
|
||
|
||
screen->base.get_vendor = d3d12_get_vendor;
|
||
screen->base.get_device_vendor = d3d12_get_device_vendor;
|
||
screen->base.get_param = d3d12_get_param;
|
||
screen->base.get_paramf = d3d12_get_paramf;
|
||
screen->base.get_shader_param = d3d12_get_shader_param;
|
||
screen->base.is_format_supported = d3d12_is_format_supported;
|
||
screen->base.get_compiler_options = d3d12_get_compiler_options;
|
||
screen->base.context_create = d3d12_context_create;
|
||
screen->base.flush_frontbuffer = d3d12_flush_frontbuffer;
|
||
screen->base.destroy = d3d12_destroy_screen;
|
||
|
||
#ifndef DEBUG
|
||
if (d3d12_debug & D3D12_DEBUG_DEBUG_LAYER)
|
||
#endif
|
||
enable_d3d12_debug_layer();
|
||
|
||
if (d3d12_debug & D3D12_DEBUG_GPU_VALIDATOR)
|
||
enable_gpu_validation();
|
||
|
||
screen->dev = create_device(adapter);
|
||
|
||
if (!screen->dev) {
|
||
debug_printf("D3D12: failed to create device\n");
|
||
goto failed;
|
||
}
|
||
|
||
ID3D12InfoQueue *info_queue;
|
||
if (SUCCEEDED(screen->dev->QueryInterface(IID_PPV_ARGS(&info_queue)))) {
|
||
D3D12_MESSAGE_SEVERITY severities[] = {
|
||
D3D12_MESSAGE_SEVERITY_INFO,
|
||
D3D12_MESSAGE_SEVERITY_WARNING,
|
||
};
|
||
|
||
D3D12_MESSAGE_ID msg_ids[] = {
|
||
D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE,
|
||
};
|
||
|
||
D3D12_INFO_QUEUE_FILTER NewFilter = {};
|
||
NewFilter.DenyList.NumSeverities = ARRAY_SIZE(severities);
|
||
NewFilter.DenyList.pSeverityList = severities;
|
||
NewFilter.DenyList.NumIDs = ARRAY_SIZE(msg_ids);
|
||
NewFilter.DenyList.pIDList = msg_ids;
|
||
|
||
info_queue->PushStorageFilter(&NewFilter);
|
||
}
|
||
|
||
if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS,
|
||
&screen->opts,
|
||
sizeof(screen->opts)))) {
|
||
debug_printf("D3D12: failed to get device options\n");
|
||
goto failed;
|
||
}
|
||
if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS2,
|
||
&screen->opts2,
|
||
sizeof(screen->opts2)))) {
|
||
debug_printf("D3D12: failed to get device options\n");
|
||
goto failed;
|
||
}
|
||
if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS3,
|
||
&screen->opts3,
|
||
sizeof(screen->opts3)))) {
|
||
debug_printf("D3D12: failed to get device options\n");
|
||
goto failed;
|
||
}
|
||
if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS4,
|
||
&screen->opts4,
|
||
sizeof(screen->opts4)))) {
|
||
debug_printf("D3D12: failed to get device options\n");
|
||
goto failed;
|
||
}
|
||
|
||
screen->architecture.NodeIndex = 0;
|
||
if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE,
|
||
&screen->architecture,
|
||
sizeof(screen->architecture)))) {
|
||
debug_printf("D3D12: failed to get device architecture\n");
|
||
goto failed;
|
||
}
|
||
|
||
D3D12_FEATURE_DATA_FEATURE_LEVELS feature_levels;
|
||
static const D3D_FEATURE_LEVEL levels[] = {
|
||
D3D_FEATURE_LEVEL_11_0,
|
||
D3D_FEATURE_LEVEL_11_1,
|
||
D3D_FEATURE_LEVEL_12_0,
|
||
D3D_FEATURE_LEVEL_12_1,
|
||
};
|
||
feature_levels.NumFeatureLevels = ARRAY_SIZE(levels);
|
||
feature_levels.pFeatureLevelsRequested = levels;
|
||
if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_FEATURE_LEVELS,
|
||
&feature_levels,
|
||
sizeof(feature_levels)))) {
|
||
debug_printf("D3D12: failed to get device feature levels\n");
|
||
goto failed;
|
||
}
|
||
screen->max_feature_level = feature_levels.MaxSupportedFeatureLevel;
|
||
|
||
D3D12_COMMAND_QUEUE_DESC queue_desc;
|
||
queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
||
queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
|
||
queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
||
queue_desc.NodeMask = 0;
|
||
if (FAILED(screen->dev->CreateCommandQueue(&queue_desc,
|
||
IID_PPV_ARGS(&screen->cmdqueue))))
|
||
goto failed;
|
||
|
||
UINT64 timestamp_freq;
|
||
if (FAILED(screen->cmdqueue->GetTimestampFrequency(×tamp_freq)))
|
||
timestamp_freq = 10000000;
|
||
screen->timestamp_multiplier = 1000000000.0 / timestamp_freq;
|
||
|
||
d3d12_screen_fence_init(&screen->base);
|
||
d3d12_screen_resource_init(&screen->base);
|
||
slab_create_parent(&screen->transfer_pool, sizeof(struct d3d12_transfer), 16);
|
||
|
||
struct pb_desc desc;
|
||
desc.alignment = D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT;
|
||
desc.usage = (pb_usage_flags)(PB_USAGE_CPU_WRITE | PB_USAGE_GPU_READ);
|
||
|
||
screen->bufmgr = d3d12_bufmgr_create(screen);
|
||
screen->cache_bufmgr = pb_cache_manager_create(screen->bufmgr, 0xfffff, 2, 0, 64 * 1024 * 1024);
|
||
screen->slab_bufmgr = pb_slab_range_manager_create(screen->cache_bufmgr, 16, 512,
|
||
D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT,
|
||
&desc);
|
||
desc.usage = (pb_usage_flags)(PB_USAGE_CPU_READ_WRITE | PB_USAGE_GPU_WRITE);
|
||
screen->readback_slab_bufmgr = pb_slab_range_manager_create(screen->cache_bufmgr, 16, 512,
|
||
D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT,
|
||
&desc);
|
||
|
||
screen->have_load_at_vertex = can_attribute_at_vertex(screen);
|
||
return true;
|
||
|
||
failed:
|
||
return false;
|
||
}
|