1 /*
2 * Copyright © Microsoft Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "d3d12_screen.h"
25
26 #include "d3d12_bufmgr.h"
27 #include "d3d12_compiler.h"
28 #include "d3d12_context.h"
29 #include "d3d12_debug.h"
30 #include "d3d12_fence.h"
31 #include "d3d12_format.h"
32 #include "d3d12_residency.h"
33 #include "d3d12_resource.h"
34 #include "d3d12_nir_passes.h"
35
36 #include "pipebuffer/pb_bufmgr.h"
37 #include "util/debug.h"
38 #include "util/u_math.h"
39 #include "util/u_memory.h"
40 #include "util/u_screen.h"
41 #include "util/u_dl.h"
42
43 #include "nir.h"
44 #include "frontend/sw_winsys.h"
45
46 #include "nir_to_dxil.h"
47
48 #include <directx/d3d12sdklayers.h>
49
50 #include <dxguids/dxguids.h>
51 static GUID OpenGLOn12CreatorID = { 0x6bb3cd34, 0x0d19, 0x45ab, 0x97, 0xed, 0xd7, 0x20, 0xba, 0x3d, 0xfc, 0x80 };
52
53 static const struct debug_named_value
54 d3d12_debug_options[] = {
55 { "verbose", D3D12_DEBUG_VERBOSE, NULL },
56 { "blit", D3D12_DEBUG_BLIT, "Trace blit and copy resource calls" },
57 { "experimental", D3D12_DEBUG_EXPERIMENTAL, "Enable experimental shader models feature" },
58 { "dxil", D3D12_DEBUG_DXIL, "Dump DXIL during program compile" },
59 { "disass", D3D12_DEBUG_DISASS, "Dump disassambly of created DXIL shader" },
60 { "res", D3D12_DEBUG_RESOURCE, "Debug resources" },
61 { "debuglayer", D3D12_DEBUG_DEBUG_LAYER, "Enable debug layer" },
62 { "gpuvalidator", D3D12_DEBUG_GPU_VALIDATOR, "Enable GPU validator" },
63 DEBUG_NAMED_VALUE_END
64 };
65
66 DEBUG_GET_ONCE_FLAGS_OPTION(d3d12_debug, "D3D12_DEBUG", d3d12_debug_options, 0)
67
68 uint32_t
69 d3d12_debug;
70
71 enum {
72 HW_VENDOR_AMD = 0x1002,
73 HW_VENDOR_INTEL = 0x8086,
74 HW_VENDOR_MICROSOFT = 0x1414,
75 HW_VENDOR_NVIDIA = 0x10de,
76 };
77
78 static const char *
d3d12_get_vendor(struct pipe_screen * pscreen)79 d3d12_get_vendor(struct pipe_screen *pscreen)
80 {
81 return "Microsoft Corporation";
82 }
83
84 static const char *
d3d12_get_device_vendor(struct pipe_screen * pscreen)85 d3d12_get_device_vendor(struct pipe_screen *pscreen)
86 {
87 struct d3d12_screen* screen = d3d12_screen(pscreen);
88
89 switch (screen->vendor_id) {
90 case HW_VENDOR_MICROSOFT:
91 return "Microsoft";
92 case HW_VENDOR_AMD:
93 return "AMD";
94 case HW_VENDOR_NVIDIA:
95 return "NVIDIA";
96 case HW_VENDOR_INTEL:
97 return "Intel";
98 default:
99 return "Unknown";
100 }
101 }
102
103 static int
d3d12_get_video_mem(struct pipe_screen * pscreen)104 d3d12_get_video_mem(struct pipe_screen *pscreen)
105 {
106 struct d3d12_screen* screen = d3d12_screen(pscreen);
107
108 return screen->memory_size_megabytes;
109 }
110
111 static int
d3d12_get_param(struct pipe_screen * pscreen,enum pipe_cap param)112 d3d12_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
113 {
114 struct d3d12_screen *screen = d3d12_screen(pscreen);
115
116 switch (param) {
117 case PIPE_CAP_NPOT_TEXTURES:
118 return 1;
119
120 case PIPE_CAP_MAX_DUAL_SOURCE_RENDER_TARGETS:
121 /* D3D12 only supports dual-source blending for a single
122 * render-target. From the D3D11 functional spec (which also defines
123 * this for D3D12):
124 *
125 * "When Dual Source Color Blending is enabled, the Pixel Shader must
126 * have only a single RenderTarget bound, at slot 0, and must output
127 * both o0 and o1. Writing to other outputs (o2, o3 etc.) produces
128 * undefined results for the corresponding RenderTargets, if bound
129 * illegally."
130 *
131 * Source: https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#17.6%20Dual%20Source%20Color%20Blending
132 */
133 return 1;
134
135 case PIPE_CAP_ANISOTROPIC_FILTER:
136 return 1;
137
138 case PIPE_CAP_MAX_RENDER_TARGETS:
139 return D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT;
140
141 case PIPE_CAP_TEXTURE_SWIZZLE:
142 return 1;
143
144 case PIPE_CAP_MAX_TEXTURE_2D_SIZE:
145 return D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
146
147 case PIPE_CAP_MAX_TEXTURE_3D_LEVELS:
148 return 11; // D3D12_REQ_TEXTURE3D_U_V_OR_W_DIMENSION == 2^10
149
150 case PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS:
151 return D3D12_REQ_MIP_LEVELS;
152
153 case PIPE_CAP_PRIMITIVE_RESTART:
154 case PIPE_CAP_INDEP_BLEND_ENABLE:
155 case PIPE_CAP_INDEP_BLEND_FUNC:
156 case PIPE_CAP_FRAGMENT_SHADER_TEXTURE_LOD:
157 case PIPE_CAP_FRAGMENT_SHADER_DERIVATIVES:
158 case PIPE_CAP_VERTEX_SHADER_SATURATE:
159 case PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION:
160 case PIPE_CAP_VERTEX_BUFFER_STRIDE_4BYTE_ALIGNED_ONLY:
161 case PIPE_CAP_RGB_OVERRIDE_DST_ALPHA_BLEND:
162 case PIPE_CAP_MIXED_COLOR_DEPTH_BITS:
163 return 1;
164
165 /* We need to do some lowering that requires a link to the sampler */
166 case PIPE_CAP_NIR_SAMPLERS_AS_DEREF:
167 return 1;
168
169 case PIPE_CAP_NIR_IMAGES_AS_DEREF:
170 return 1;
171
172 case PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS:
173 /* Divide by 6 because this also applies to cubemaps */
174 return D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION / 6;
175
176 case PIPE_CAP_DEPTH_CLIP_DISABLE:
177 return 1;
178
179 case PIPE_CAP_TGSI_TEXCOORD:
180 return 1;
181
182 case PIPE_CAP_MIXED_COLORBUFFER_FORMATS:
183 return 1;
184
185 case PIPE_CAP_VERTEX_COLOR_UNCLAMPED:
186 return 1;
187
188 case PIPE_CAP_GLSL_FEATURE_LEVEL:
189 return 420;
190 case PIPE_CAP_GLSL_FEATURE_LEVEL_COMPATIBILITY:
191 return 420;
192 case PIPE_CAP_ESSL_FEATURE_LEVEL:
193 return 310;
194
195 case PIPE_CAP_COMPUTE:
196 return 1;
197
198 case PIPE_CAP_TEXTURE_MULTISAMPLE:
199 return 1;
200
201 case PIPE_CAP_CUBE_MAP_ARRAY:
202 return 1;
203
204 case PIPE_CAP_TEXTURE_BUFFER_OBJECTS:
205 return 1;
206
207 case PIPE_CAP_TEXTURE_TRANSFER_MODES:
208 return 0; /* unsure */
209
210 case PIPE_CAP_ENDIANNESS:
211 return PIPE_ENDIAN_NATIVE; /* unsure */
212
213 case PIPE_CAP_MAX_VIEWPORTS:
214 return D3D12_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
215
216 case PIPE_CAP_MIXED_FRAMEBUFFER_SIZES:
217 return 1;
218
219 case PIPE_CAP_MAX_TEXTURE_GATHER_COMPONENTS:
220 return 4;
221
222 case PIPE_CAP_FS_COORD_PIXEL_CENTER_HALF_INTEGER:
223 case PIPE_CAP_FS_COORD_ORIGIN_UPPER_LEFT:
224 return 1;
225
226 case PIPE_CAP_FS_FACE_IS_INTEGER_SYSVAL:
227 return 1;
228
229 case PIPE_CAP_ACCELERATED:
230 return 1;
231
232 case PIPE_CAP_VIDEO_MEMORY:
233 return d3d12_get_video_mem(pscreen);
234
235 case PIPE_CAP_UMA:
236 return screen->architecture.UMA;
237
238 case PIPE_CAP_MAX_VERTEX_ATTRIB_STRIDE:
239 return 2048; /* FIXME: no clue how to query this */
240
241 case PIPE_CAP_TEXTURE_FLOAT_LINEAR:
242 case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
243 return 1;
244
245 case PIPE_CAP_SHADER_BUFFER_OFFSET_ALIGNMENT:
246 return D3D12_RAW_UAV_SRV_BYTE_ALIGNMENT;
247
248 case PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT:
249 return D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT;
250
251 case PIPE_CAP_PCI_GROUP:
252 case PIPE_CAP_PCI_BUS:
253 case PIPE_CAP_PCI_DEVICE:
254 case PIPE_CAP_PCI_FUNCTION:
255 return 0; /* TODO: figure these out */
256
257 case PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY:
258 return 0; /* not sure */
259
260 case PIPE_CAP_FLATSHADE:
261 case PIPE_CAP_ALPHA_TEST:
262 case PIPE_CAP_TWO_SIDED_COLOR:
263 case PIPE_CAP_CLIP_PLANES:
264 return 0;
265
266 case PIPE_CAP_SHADER_STENCIL_EXPORT:
267 return screen->opts.PSSpecifiedStencilRefSupported;
268
269 case PIPE_CAP_SEAMLESS_CUBE_MAP:
270 case PIPE_CAP_TEXTURE_QUERY_LOD:
271 case PIPE_CAP_VS_INSTANCEID:
272 case PIPE_CAP_TGSI_TEX_TXF_LZ:
273 case PIPE_CAP_OCCLUSION_QUERY:
274 case PIPE_CAP_POINT_SPRITE:
275 case PIPE_CAP_VIEWPORT_TRANSFORM_LOWERED:
276 case PIPE_CAP_PSIZ_CLAMPED:
277 case PIPE_CAP_BLEND_EQUATION_SEPARATE:
278 case PIPE_CAP_CONDITIONAL_RENDER:
279 case PIPE_CAP_CONDITIONAL_RENDER_INVERTED:
280 case PIPE_CAP_QUERY_TIMESTAMP:
281 case PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR:
282 case PIPE_CAP_VERTEX_ELEMENT_SRC_OFFSET_4BYTE_ALIGNED_ONLY:
283 case PIPE_CAP_IMAGE_STORE_FORMATTED:
284 case PIPE_CAP_GLSL_TESS_LEVELS_AS_INPUTS:
285 return 1;
286
287 case PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS:
288 return D3D12_SO_BUFFER_SLOT_COUNT;
289
290 case PIPE_CAP_MAX_STREAM_OUTPUT_SEPARATE_COMPONENTS:
291 case PIPE_CAP_MAX_STREAM_OUTPUT_INTERLEAVED_COMPONENTS:
292 return D3D12_SO_OUTPUT_COMPONENT_COUNT;
293
294 /* Geometry shader output. */
295 case PIPE_CAP_MAX_GEOMETRY_OUTPUT_VERTICES:
296 return D3D12_GS_MAX_OUTPUT_VERTEX_COUNT_ACROSS_INSTANCES;
297 case PIPE_CAP_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS:
298 return D3D12_REQ_GS_INVOCATION_32BIT_OUTPUT_COMPONENT_LIMIT;
299
300 case PIPE_CAP_MAX_VARYINGS:
301 /* Subtract one so that implicit position can be added */
302 return D3D12_PS_INPUT_REGISTER_COUNT - 1;
303
304 case PIPE_CAP_NIR_COMPACT_ARRAYS:
305 return 1;
306
307 case PIPE_CAP_MAX_COMBINED_SHADER_OUTPUT_RESOURCES:
308 if (screen->max_feature_level <= D3D_FEATURE_LEVEL_11_0)
309 return D3D12_PS_CS_UAV_REGISTER_COUNT;
310 if (screen->opts.ResourceBindingTier <= D3D12_RESOURCE_BINDING_TIER_2)
311 return D3D12_UAV_SLOT_COUNT;
312 return 0;
313
314 case PIPE_CAP_START_INSTANCE:
315 case PIPE_CAP_DRAW_PARAMETERS:
316 case PIPE_CAP_DRAW_INDIRECT:
317 case PIPE_CAP_MULTI_DRAW_INDIRECT:
318 case PIPE_CAP_MULTI_DRAW_INDIRECT_PARAMS:
319 case PIPE_CAP_FRAMEBUFFER_NO_ATTACHMENT:
320 case PIPE_CAP_SAMPLE_SHADING:
321 case PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME:
322 case PIPE_CAP_STREAM_OUTPUT_INTERLEAVE_BUFFERS:
323 case PIPE_CAP_INT64:
324 case PIPE_CAP_INT64_DIVMOD:
325 case PIPE_CAP_DOUBLES:
326 return 1;
327
328 case PIPE_CAP_MAX_VERTEX_STREAMS:
329 return D3D12_SO_BUFFER_SLOT_COUNT;
330
331 case PIPE_CAP_MAX_SHADER_PATCH_VARYINGS:
332 /* This is asking about varyings, not total registers, so remove the 2 tess factor registers. */
333 return D3D12_HS_OUTPUT_PATCH_CONSTANT_REGISTER_COUNT - 2;
334
335 default:
336 return u_pipe_screen_get_param_defaults(pscreen, param);
337 }
338 }
339
340 static float
d3d12_get_paramf(struct pipe_screen * pscreen,enum pipe_capf param)341 d3d12_get_paramf(struct pipe_screen *pscreen, enum pipe_capf param)
342 {
343 switch (param) {
344 case PIPE_CAPF_MIN_LINE_WIDTH:
345 case PIPE_CAPF_MIN_LINE_WIDTH_AA:
346 case PIPE_CAPF_MIN_POINT_SIZE:
347 case PIPE_CAPF_MIN_POINT_SIZE_AA:
348 return 1;
349
350 case PIPE_CAPF_POINT_SIZE_GRANULARITY:
351 case PIPE_CAPF_LINE_WIDTH_GRANULARITY:
352 return 0.1;
353
354 case PIPE_CAPF_MAX_LINE_WIDTH:
355 case PIPE_CAPF_MAX_LINE_WIDTH_AA:
356 return 1.0f; /* no clue */
357
358 case PIPE_CAPF_MAX_POINT_SIZE:
359 case PIPE_CAPF_MAX_POINT_SIZE_AA:
360 return D3D12_MAX_POINT_SIZE;
361
362 case PIPE_CAPF_MAX_TEXTURE_ANISOTROPY:
363 return D3D12_MAX_MAXANISOTROPY;
364
365 case PIPE_CAPF_MAX_TEXTURE_LOD_BIAS:
366 return 15.99f;
367
368 case PIPE_CAPF_MIN_CONSERVATIVE_RASTER_DILATE:
369 case PIPE_CAPF_MAX_CONSERVATIVE_RASTER_DILATE:
370 case PIPE_CAPF_CONSERVATIVE_RASTER_DILATE_GRANULARITY:
371 return 0.0f; /* not implemented */
372
373 default:
374 unreachable("unknown pipe_capf");
375 }
376
377 return 0.0;
378 }
379
380 static int
d3d12_get_shader_param(struct pipe_screen * pscreen,enum pipe_shader_type shader,enum pipe_shader_cap param)381 d3d12_get_shader_param(struct pipe_screen *pscreen,
382 enum pipe_shader_type shader,
383 enum pipe_shader_cap param)
384 {
385 struct d3d12_screen *screen = d3d12_screen(pscreen);
386
387 switch (param) {
388 case PIPE_SHADER_CAP_MAX_INSTRUCTIONS:
389 case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS:
390 case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS:
391 case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS:
392 case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH:
393 return INT_MAX;
394 return 0;
395
396 case PIPE_SHADER_CAP_MAX_INPUTS:
397 switch (shader) {
398 case PIPE_SHADER_VERTEX: return D3D12_VS_INPUT_REGISTER_COUNT;
399 case PIPE_SHADER_FRAGMENT: return D3D12_PS_INPUT_REGISTER_COUNT;
400 case PIPE_SHADER_GEOMETRY: return D3D12_GS_INPUT_REGISTER_COUNT;
401 case PIPE_SHADER_TESS_CTRL: return D3D12_HS_CONTROL_POINT_PHASE_INPUT_REGISTER_COUNT;
402 case PIPE_SHADER_TESS_EVAL: return D3D12_DS_INPUT_CONTROL_POINT_REGISTER_COUNT;
403 case PIPE_SHADER_COMPUTE: return 0;
404 default: unreachable("Unexpected shader");
405 }
406 break;
407
408 case PIPE_SHADER_CAP_MAX_OUTPUTS:
409 switch (shader) {
410 case PIPE_SHADER_VERTEX: return D3D12_VS_OUTPUT_REGISTER_COUNT;
411 case PIPE_SHADER_FRAGMENT: return D3D12_PS_OUTPUT_REGISTER_COUNT;
412 case PIPE_SHADER_GEOMETRY: return D3D12_GS_OUTPUT_REGISTER_COUNT;
413 case PIPE_SHADER_TESS_CTRL: return D3D12_HS_CONTROL_POINT_PHASE_OUTPUT_REGISTER_COUNT;
414 case PIPE_SHADER_TESS_EVAL: return D3D12_DS_OUTPUT_REGISTER_COUNT;
415 case PIPE_SHADER_COMPUTE: return 0;
416 default: unreachable("Unexpected shader");
417 }
418 break;
419
420 case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
421 if (screen->opts.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1)
422 return 16;
423 return PIPE_MAX_SAMPLERS;
424
425 case PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE:
426 return 65536;
427
428 case PIPE_SHADER_CAP_MAX_CONST_BUFFERS:
429 return 13; /* 15 - 2 for lowered uniforms and state vars*/
430
431 case PIPE_SHADER_CAP_MAX_TEMPS:
432 return INT_MAX;
433
434 case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
435 case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
436 case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
437 case PIPE_SHADER_CAP_SUBROUTINES:
438 return 0; /* not implemented */
439
440 case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR:
441 case PIPE_SHADER_CAP_INTEGERS:
442 return 1;
443
444 case PIPE_SHADER_CAP_INT64_ATOMICS:
445 case PIPE_SHADER_CAP_FP16:
446 return 0; /* not implemented */
447
448 case PIPE_SHADER_CAP_PREFERRED_IR:
449 return PIPE_SHADER_IR_NIR;
450
451 case PIPE_SHADER_CAP_TGSI_SQRT_SUPPORTED:
452 return 0; /* not implemented */
453
454 case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS:
455 /* Note: This is wrong, but this is the max value that
456 * TC can support to avoid overflowing an array.
457 */
458 return PIPE_MAX_SAMPLERS;
459
460 case PIPE_SHADER_CAP_TGSI_DROUND_SUPPORTED:
461 case PIPE_SHADER_CAP_TGSI_DFRACEXP_DLDEXP_SUPPORTED:
462 case PIPE_SHADER_CAP_TGSI_FMA_SUPPORTED:
463 return 0; /* not implemented */
464
465 case PIPE_SHADER_CAP_TGSI_ANY_INOUT_DECL_RANGE:
466 return 0; /* no idea */
467
468 case PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT:
469 return 32; /* arbitrary */
470
471 case PIPE_SHADER_CAP_MAX_SHADER_BUFFERS:
472 return
473 (screen->max_feature_level >= D3D_FEATURE_LEVEL_11_1 ||
474 screen->opts.ResourceBindingTier >= D3D12_RESOURCE_BINDING_TIER_3) ?
475 PIPE_MAX_SHADER_BUFFERS : D3D12_PS_CS_UAV_REGISTER_COUNT;
476
477 case PIPE_SHADER_CAP_SUPPORTED_IRS:
478 return 1 << PIPE_SHADER_IR_NIR;
479
480 case PIPE_SHADER_CAP_MAX_SHADER_IMAGES:
481 if (!screen->support_shader_images)
482 return 0;
483 return
484 (screen->max_feature_level >= D3D_FEATURE_LEVEL_11_1 ||
485 screen->opts.ResourceBindingTier >= D3D12_RESOURCE_BINDING_TIER_3) ?
486 PIPE_MAX_SHADER_IMAGES : D3D12_PS_CS_UAV_REGISTER_COUNT;
487
488 case PIPE_SHADER_CAP_LOWER_IF_THRESHOLD:
489 case PIPE_SHADER_CAP_TGSI_SKIP_MERGE_REGISTERS:
490 return 0; /* unsure */
491
492 case PIPE_SHADER_CAP_TGSI_LDEXP_SUPPORTED:
493 case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS:
494 case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS:
495 case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED:
496 return 0; /* not implemented */
497
498 /* should only get here on unhandled cases */
499 default: return 0;
500 }
501 }
502
503 static int
d3d12_get_compute_param(struct pipe_screen * pscreen,enum pipe_shader_ir ir,enum pipe_compute_cap cap,void * ret)504 d3d12_get_compute_param(struct pipe_screen *pscreen,
505 enum pipe_shader_ir ir,
506 enum pipe_compute_cap cap,
507 void *ret)
508 {
509 switch (cap) {
510 case PIPE_COMPUTE_CAP_MAX_GRID_SIZE: {
511 uint64_t *grid = (uint64_t *)ret;
512 grid[0] = grid[1] = grid[2] = D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
513 return sizeof(uint64_t) * 3;
514 }
515 case PIPE_COMPUTE_CAP_MAX_BLOCK_SIZE: {
516 uint64_t *block = (uint64_t *)ret;
517 block[0] = D3D12_CS_THREAD_GROUP_MAX_X;
518 block[1] = D3D12_CS_THREAD_GROUP_MAX_Y;
519 block[2] = D3D12_CS_THREAD_GROUP_MAX_Z;
520 return sizeof(uint64_t) * 3;
521 }
522 case PIPE_COMPUTE_CAP_MAX_VARIABLE_THREADS_PER_BLOCK:
523 case PIPE_COMPUTE_CAP_MAX_THREADS_PER_BLOCK:
524 *(uint64_t *)ret = D3D12_CS_THREAD_GROUP_MAX_THREADS_PER_GROUP;
525 return sizeof(uint64_t);
526 case PIPE_COMPUTE_CAP_MAX_LOCAL_SIZE:
527 *(uint64_t *)ret = D3D12_CS_TGSM_REGISTER_COUNT /*DWORDs*/ * 4;
528 return sizeof(uint64_t);
529 default:
530 return 0;
531 }
532 }
533
534 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)535 d3d12_is_format_supported(struct pipe_screen *pscreen,
536 enum pipe_format format,
537 enum pipe_texture_target target,
538 unsigned sample_count,
539 unsigned storage_sample_count,
540 unsigned bind)
541 {
542 struct d3d12_screen *screen = d3d12_screen(pscreen);
543
544 if (MAX2(1, sample_count) != MAX2(1, storage_sample_count))
545 return false;
546
547 if (target == PIPE_BUFFER) {
548 /* Replace emulated vertex element formats for the tests */
549 format = d3d12_emulated_vtx_format(format);
550 } else {
551 /* Allow 3-comp 32 bit formats only for BOs (needed for ARB_tbo_rgb32) */
552 if ((format == PIPE_FORMAT_R32G32B32_FLOAT ||
553 format == PIPE_FORMAT_R32G32B32_SINT ||
554 format == PIPE_FORMAT_R32G32B32_UINT))
555 return false;
556 }
557
558 /* Don't advertise alpha/luminance_alpha formats because they can't be used
559 * for render targets (except A8_UNORM) and can't be emulated by R/RG formats.
560 * Let the state tracker choose an RGBA format instead. For YUV formats, we
561 * want the state tracker to lower these to individual planes. */
562 if (format != PIPE_FORMAT_A8_UNORM &&
563 (util_format_is_alpha(format) ||
564 util_format_is_luminance_alpha(format) ||
565 util_format_is_yuv(format)))
566 return false;
567
568 if (format == PIPE_FORMAT_NONE) {
569 /* For UAV-only rendering, aka ARB_framebuffer_no_attachments */
570 switch (sample_count) {
571 case 0:
572 case 1:
573 case 4:
574 case 8:
575 case 16:
576 return true;
577 default:
578 return false;
579 }
580 }
581
582 DXGI_FORMAT dxgi_format = d3d12_get_format(format);
583 if (dxgi_format == DXGI_FORMAT_UNKNOWN)
584 return false;
585
586 enum D3D12_FORMAT_SUPPORT1 dim_support = D3D12_FORMAT_SUPPORT1_NONE;
587 switch (target) {
588 case PIPE_TEXTURE_1D:
589 case PIPE_TEXTURE_1D_ARRAY:
590 dim_support = D3D12_FORMAT_SUPPORT1_TEXTURE1D;
591 break;
592 case PIPE_TEXTURE_2D:
593 case PIPE_TEXTURE_RECT:
594 case PIPE_TEXTURE_2D_ARRAY:
595 dim_support = D3D12_FORMAT_SUPPORT1_TEXTURE2D;
596 break;
597 case PIPE_TEXTURE_3D:
598 dim_support = D3D12_FORMAT_SUPPORT1_TEXTURE3D;
599 break;
600 case PIPE_TEXTURE_CUBE:
601 case PIPE_TEXTURE_CUBE_ARRAY:
602 dim_support = D3D12_FORMAT_SUPPORT1_TEXTURECUBE;
603 break;
604 case PIPE_BUFFER:
605 dim_support = D3D12_FORMAT_SUPPORT1_BUFFER;
606 break;
607 default:
608 unreachable("Unknown target");
609 }
610
611 D3D12_FEATURE_DATA_FORMAT_SUPPORT fmt_info;
612 fmt_info.Format = d3d12_get_resource_rt_format(format);
613 if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT,
614 &fmt_info, sizeof(fmt_info))))
615 return false;
616
617 if (!(fmt_info.Support1 & dim_support))
618 return false;
619
620 if (target == PIPE_BUFFER) {
621 if (bind & PIPE_BIND_VERTEX_BUFFER &&
622 !(fmt_info.Support1 & D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER))
623 return false;
624
625 if (bind & PIPE_BIND_INDEX_BUFFER) {
626 if (format != PIPE_FORMAT_R16_UINT &&
627 format != PIPE_FORMAT_R32_UINT)
628 return false;
629 }
630
631 if (sample_count > 0)
632 return false;
633 } else {
634 /* all other targets are texture-targets */
635 if (bind & PIPE_BIND_RENDER_TARGET &&
636 !(fmt_info.Support1 & D3D12_FORMAT_SUPPORT1_RENDER_TARGET))
637 return false;
638
639 if (bind & PIPE_BIND_BLENDABLE &&
640 !(fmt_info.Support1 & D3D12_FORMAT_SUPPORT1_BLENDABLE))
641 return false;
642
643 if (bind & PIPE_BIND_SHADER_IMAGE &&
644 (fmt_info.Support2 & (D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE)) !=
645 (D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE))
646 return false;
647
648 D3D12_FEATURE_DATA_FORMAT_SUPPORT fmt_info_sv;
649 if (util_format_is_depth_or_stencil(format)) {
650 fmt_info_sv.Format = d3d12_get_resource_srv_format(format, target);
651 if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT,
652 &fmt_info_sv, sizeof(fmt_info_sv))))
653 return false;
654 } else
655 fmt_info_sv = fmt_info;
656
657 if (bind & PIPE_BIND_DISPLAY_TARGET &&
658 (!(fmt_info.Support1 & D3D12_FORMAT_SUPPORT1_DISPLAY) ||
659 // Disable formats that don't support flip model
660 dxgi_format == DXGI_FORMAT_B8G8R8X8_UNORM ||
661 dxgi_format == DXGI_FORMAT_B5G5R5A1_UNORM ||
662 dxgi_format == DXGI_FORMAT_B5G6R5_UNORM ||
663 dxgi_format == DXGI_FORMAT_B4G4R4A4_UNORM))
664 return false;
665
666 if (bind & PIPE_BIND_DEPTH_STENCIL &&
667 !(fmt_info.Support1 & D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL))
668 return false;
669
670 if (sample_count > 0) {
671 if (!(fmt_info_sv.Support1 & D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD))
672 return false;
673
674 if (!util_is_power_of_two_nonzero(sample_count))
675 return false;
676
677 if (bind & PIPE_BIND_SHADER_IMAGE)
678 return false;
679
680 D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS ms_info = {};
681 ms_info.Format = dxgi_format;
682 ms_info.SampleCount = sample_count;
683 if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS,
684 &ms_info,
685 sizeof(ms_info))) ||
686 !ms_info.NumQualityLevels)
687 return false;
688 }
689 }
690 return true;
691 }
692
693 static void
d3d12_destroy_screen(struct pipe_screen * pscreen)694 d3d12_destroy_screen(struct pipe_screen *pscreen)
695 {
696 struct d3d12_screen *screen = d3d12_screen(pscreen);
697 slab_destroy_parent(&screen->transfer_pool);
698 d3d12_descriptor_pool_free(screen->rtv_pool);
699 d3d12_descriptor_pool_free(screen->dsv_pool);
700 d3d12_descriptor_pool_free(screen->view_pool);
701 screen->readback_slab_bufmgr->destroy(screen->readback_slab_bufmgr);
702 screen->slab_bufmgr->destroy(screen->slab_bufmgr);
703 screen->cache_bufmgr->destroy(screen->cache_bufmgr);
704 screen->bufmgr->destroy(screen->bufmgr);
705 mtx_destroy(&screen->submit_mutex);
706 mtx_destroy(&screen->descriptor_pool_mutex);
707 FREE(screen);
708 }
709
710 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)711 d3d12_flush_frontbuffer(struct pipe_screen * pscreen,
712 struct pipe_context *pctx,
713 struct pipe_resource *pres,
714 unsigned level, unsigned layer,
715 void *winsys_drawable_handle,
716 struct pipe_box *sub_box)
717 {
718 struct d3d12_screen *screen = d3d12_screen(pscreen);
719 struct sw_winsys *winsys = screen->winsys;
720 struct d3d12_resource *res = d3d12_resource(pres);
721
722 if (!winsys || !pctx)
723 return;
724
725 assert(res->dt);
726 void *map = winsys->displaytarget_map(winsys, res->dt, 0);
727
728 if (map) {
729 pctx = threaded_context_unwrap_sync(pctx);
730 pipe_transfer *transfer = nullptr;
731 void *res_map = pipe_texture_map(pctx, pres, level, layer, PIPE_MAP_READ, 0, 0,
732 u_minify(pres->width0, level),
733 u_minify(pres->height0, level),
734 &transfer);
735 if (res_map) {
736 util_copy_rect((ubyte*)map, pres->format, res->dt_stride, 0, 0,
737 transfer->box.width, transfer->box.height,
738 (const ubyte*)res_map, transfer->stride, 0, 0);
739 pipe_texture_unmap(pctx, transfer);
740 }
741 winsys->displaytarget_unmap(winsys, res->dt);
742 }
743
744 #ifdef _WIN32
745 // WindowFromDC is Windows-only, and this method requires an HWND, so only use it on Windows
746 ID3D12SharingContract *sharing_contract;
747 if (SUCCEEDED(screen->cmdqueue->QueryInterface(IID_PPV_ARGS(&sharing_contract)))) {
748 ID3D12Resource *d3d12_res = d3d12_resource_resource(res);
749 sharing_contract->Present(d3d12_res, 0, WindowFromDC((HDC)winsys_drawable_handle));
750 }
751 #endif
752
753 winsys->displaytarget_display(winsys, res->dt, winsys_drawable_handle, sub_box);
754 }
755
756 static ID3D12Debug *
get_debug_interface()757 get_debug_interface()
758 {
759 typedef HRESULT(WINAPI *PFN_D3D12_GET_DEBUG_INTERFACE)(REFIID riid, void **ppFactory);
760 PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
761
762 util_dl_library *d3d12_mod = util_dl_open(UTIL_DL_PREFIX "d3d12" UTIL_DL_EXT);
763 if (!d3d12_mod) {
764 debug_printf("D3D12: failed to load D3D12.DLL\n");
765 return NULL;
766 }
767
768 D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)util_dl_get_proc_address(d3d12_mod, "D3D12GetDebugInterface");
769 if (!D3D12GetDebugInterface) {
770 debug_printf("D3D12: failed to load D3D12GetDebugInterface from D3D12.DLL\n");
771 return NULL;
772 }
773
774 ID3D12Debug *debug;
775 if (FAILED(D3D12GetDebugInterface(IID_PPV_ARGS(&debug)))) {
776 debug_printf("D3D12: D3D12GetDebugInterface failed\n");
777 return NULL;
778 }
779
780 return debug;
781 }
782
783 static void
enable_d3d12_debug_layer()784 enable_d3d12_debug_layer()
785 {
786 ID3D12Debug *debug = get_debug_interface();
787 if (debug)
788 debug->EnableDebugLayer();
789 }
790
791 static void
enable_gpu_validation()792 enable_gpu_validation()
793 {
794 ID3D12Debug *debug = get_debug_interface();
795 ID3D12Debug3 *debug3;
796 if (debug &&
797 SUCCEEDED(debug->QueryInterface(IID_PPV_ARGS(&debug3))))
798 debug3->SetEnableGPUBasedValidation(true);
799 }
800
801 static ID3D12Device3 *
create_device(IUnknown * adapter)802 create_device(IUnknown *adapter)
803 {
804 typedef HRESULT(WINAPI *PFN_D3D12CREATEDEVICE)(IUnknown*, D3D_FEATURE_LEVEL, REFIID, void**);
805 typedef HRESULT(WINAPI *PFN_D3D12ENABLEEXPERIMENTALFEATURES)(UINT, const IID*, void*, UINT*);
806 PFN_D3D12CREATEDEVICE D3D12CreateDevice;
807 PFN_D3D12ENABLEEXPERIMENTALFEATURES D3D12EnableExperimentalFeatures;
808
809 util_dl_library *d3d12_mod = util_dl_open(UTIL_DL_PREFIX "d3d12" UTIL_DL_EXT);
810 if (!d3d12_mod) {
811 debug_printf("D3D12: failed to load D3D12.DLL\n");
812 return NULL;
813 }
814
815 #ifdef _WIN32
816 if (!(d3d12_debug & D3D12_DEBUG_EXPERIMENTAL)) {
817 struct d3d12_validation_tools *validation_tools = d3d12_validator_create();
818 if (!validation_tools) {
819 debug_printf("D3D12: failed to initialize validator with experimental shader models disabled\n");
820 return nullptr;
821 }
822 d3d12_validator_destroy(validation_tools);
823 } else
824 #endif
825 {
826 D3D12EnableExperimentalFeatures = (PFN_D3D12ENABLEEXPERIMENTALFEATURES)util_dl_get_proc_address(d3d12_mod, "D3D12EnableExperimentalFeatures");
827 if (FAILED(D3D12EnableExperimentalFeatures(1, &D3D12ExperimentalShaderModels, NULL, NULL))) {
828 debug_printf("D3D12: failed to enable experimental shader models\n");
829 return nullptr;
830 }
831 }
832
833 D3D12CreateDevice = (PFN_D3D12CREATEDEVICE)util_dl_get_proc_address(d3d12_mod, "D3D12CreateDevice");
834 if (!D3D12CreateDevice) {
835 debug_printf("D3D12: failed to load D3D12CreateDevice from D3D12.DLL\n");
836 return NULL;
837 }
838
839 ID3D12Device3 *dev;
840 if (SUCCEEDED(D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0,
841 IID_PPV_ARGS(&dev))))
842 return dev;
843
844 debug_printf("D3D12: D3D12CreateDevice failed\n");
845 return NULL;
846 }
847
848 static bool
can_attribute_at_vertex(struct d3d12_screen * screen)849 can_attribute_at_vertex(struct d3d12_screen *screen)
850 {
851 switch (screen->vendor_id) {
852 case HW_VENDOR_MICROSOFT:
853 return true;
854 default:
855 return screen->opts3.BarycentricsSupported;
856 }
857 }
858
859 static bool
can_shader_image_load_all_formats(struct d3d12_screen * screen)860 can_shader_image_load_all_formats(struct d3d12_screen *screen)
861 {
862 if (!screen->opts.TypedUAVLoadAdditionalFormats)
863 return false;
864
865 /* All of these are required by ARB_shader_image_load_store */
866 static const DXGI_FORMAT additional_formats[] = {
867 DXGI_FORMAT_R16G16B16A16_UNORM,
868 DXGI_FORMAT_R16G16B16A16_SNORM,
869 DXGI_FORMAT_R32G32_FLOAT,
870 DXGI_FORMAT_R32G32_UINT,
871 DXGI_FORMAT_R32G32_SINT,
872 DXGI_FORMAT_R10G10B10A2_UNORM,
873 DXGI_FORMAT_R10G10B10A2_UINT,
874 DXGI_FORMAT_R11G11B10_FLOAT,
875 DXGI_FORMAT_R8G8B8A8_SNORM,
876 DXGI_FORMAT_R16G16_FLOAT,
877 DXGI_FORMAT_R16G16_UNORM,
878 DXGI_FORMAT_R16G16_UINT,
879 DXGI_FORMAT_R16G16_SNORM,
880 DXGI_FORMAT_R16G16_SINT,
881 DXGI_FORMAT_R8G8_UNORM,
882 DXGI_FORMAT_R8G8_UINT,
883 DXGI_FORMAT_R8G8_SNORM,
884 DXGI_FORMAT_R8G8_SINT,
885 DXGI_FORMAT_R16_UNORM,
886 DXGI_FORMAT_R16_SNORM,
887 DXGI_FORMAT_R8_SNORM,
888 };
889
890 for (unsigned i = 0; i < ARRAY_SIZE(additional_formats); ++i) {
891 D3D12_FEATURE_DATA_FORMAT_SUPPORT support = { additional_formats[i] };
892 if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &support, sizeof(support))) ||
893 (support.Support1 & D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW) == D3D12_FORMAT_SUPPORT1_NONE ||
894 (support.Support2 & (D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE)) !=
895 (D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE))
896 return false;
897 }
898
899 return true;
900 }
901
902 static void
d3d12_init_null_srvs(struct d3d12_screen * screen)903 d3d12_init_null_srvs(struct d3d12_screen *screen)
904 {
905 for (unsigned i = 0; i < RESOURCE_DIMENSION_COUNT; ++i) {
906 D3D12_SHADER_RESOURCE_VIEW_DESC srv = {};
907
908 srv.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
909 srv.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
910 switch (i) {
911 case RESOURCE_DIMENSION_BUFFER:
912 case RESOURCE_DIMENSION_UNKNOWN:
913 srv.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
914 srv.Buffer.FirstElement = 0;
915 srv.Buffer.NumElements = 0;
916 srv.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
917 srv.Buffer.StructureByteStride = 0;
918 break;
919 case RESOURCE_DIMENSION_TEXTURE1D:
920 srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE1D;
921 srv.Texture1D.MipLevels = 1;
922 srv.Texture1D.MostDetailedMip = 0;
923 srv.Texture1D.ResourceMinLODClamp = 0.0f;
924 break;
925 case RESOURCE_DIMENSION_TEXTURE1DARRAY:
926 srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE1DARRAY;
927 srv.Texture1DArray.MipLevels = 1;
928 srv.Texture1DArray.ArraySize = 1;
929 srv.Texture1DArray.MostDetailedMip = 0;
930 srv.Texture1DArray.FirstArraySlice = 0;
931 srv.Texture1DArray.ResourceMinLODClamp = 0.0f;
932 break;
933 case RESOURCE_DIMENSION_TEXTURE2D:
934 srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
935 srv.Texture2D.MipLevels = 1;
936 srv.Texture2D.MostDetailedMip = 0;
937 srv.Texture2D.PlaneSlice = 0;
938 srv.Texture2D.ResourceMinLODClamp = 0.0f;
939 break;
940 case RESOURCE_DIMENSION_TEXTURE2DARRAY:
941 srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
942 srv.Texture2DArray.MipLevels = 1;
943 srv.Texture2DArray.ArraySize = 1;
944 srv.Texture2DArray.MostDetailedMip = 0;
945 srv.Texture2DArray.FirstArraySlice = 0;
946 srv.Texture2DArray.PlaneSlice = 0;
947 srv.Texture2DArray.ResourceMinLODClamp = 0.0f;
948 break;
949 case RESOURCE_DIMENSION_TEXTURE2DMS:
950 srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DMS;
951 break;
952 case RESOURCE_DIMENSION_TEXTURE2DMSARRAY:
953 srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY;
954 srv.Texture2DMSArray.ArraySize = 1;
955 srv.Texture2DMSArray.FirstArraySlice = 0;
956 break;
957 case RESOURCE_DIMENSION_TEXTURE3D:
958 srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
959 srv.Texture3D.MipLevels = 1;
960 srv.Texture3D.MostDetailedMip = 0;
961 srv.Texture3D.ResourceMinLODClamp = 0.0f;
962 break;
963 case RESOURCE_DIMENSION_TEXTURECUBE:
964 srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
965 srv.TextureCube.MipLevels = 1;
966 srv.TextureCube.MostDetailedMip = 0;
967 srv.TextureCube.ResourceMinLODClamp = 0.0f;
968 break;
969 case RESOURCE_DIMENSION_TEXTURECUBEARRAY:
970 srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
971 srv.TextureCubeArray.MipLevels = 1;
972 srv.TextureCubeArray.NumCubes = 1;
973 srv.TextureCubeArray.MostDetailedMip = 0;
974 srv.TextureCubeArray.First2DArrayFace = 0;
975 srv.TextureCubeArray.ResourceMinLODClamp = 0.0f;
976 break;
977 }
978
979 if (srv.ViewDimension != D3D12_SRV_DIMENSION_UNKNOWN)
980 {
981 d3d12_descriptor_pool_alloc_handle(screen->view_pool, &screen->null_srvs[i]);
982 screen->dev->CreateShaderResourceView(NULL, &srv, screen->null_srvs[i].cpu_handle);
983 }
984 }
985 }
986
987 static void
d3d12_init_null_uavs(struct d3d12_screen * screen)988 d3d12_init_null_uavs(struct d3d12_screen *screen)
989 {
990 for (unsigned i = 0; i < RESOURCE_DIMENSION_COUNT; ++i) {
991 D3D12_UNORDERED_ACCESS_VIEW_DESC uav = {};
992
993 uav.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
994 switch (i) {
995 case RESOURCE_DIMENSION_BUFFER:
996 case RESOURCE_DIMENSION_UNKNOWN:
997 uav.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
998 uav.Buffer.FirstElement = 0;
999 uav.Buffer.NumElements = 0;
1000 uav.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
1001 uav.Buffer.StructureByteStride = 0;
1002 uav.Buffer.CounterOffsetInBytes = 0;
1003 break;
1004 case RESOURCE_DIMENSION_TEXTURE1D:
1005 uav.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE1D;
1006 uav.Texture1D.MipSlice = 0;
1007 break;
1008 case RESOURCE_DIMENSION_TEXTURE1DARRAY:
1009 uav.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE1DARRAY;
1010 uav.Texture1DArray.MipSlice = 0;
1011 uav.Texture1DArray.ArraySize = 1;
1012 uav.Texture1DArray.FirstArraySlice = 0;
1013 break;
1014 case RESOURCE_DIMENSION_TEXTURE2D:
1015 uav.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
1016 uav.Texture2D.MipSlice = 0;
1017 uav.Texture2D.PlaneSlice = 0;
1018 break;
1019 case RESOURCE_DIMENSION_TEXTURE2DARRAY:
1020 case RESOURCE_DIMENSION_TEXTURECUBE:
1021 case RESOURCE_DIMENSION_TEXTURECUBEARRAY:
1022 uav.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
1023 uav.Texture2DArray.MipSlice = 0;
1024 uav.Texture2DArray.ArraySize = 1;
1025 uav.Texture2DArray.FirstArraySlice = 0;
1026 uav.Texture2DArray.PlaneSlice = 0;
1027 break;
1028 case RESOURCE_DIMENSION_TEXTURE2DMS:
1029 case RESOURCE_DIMENSION_TEXTURE2DMSARRAY:
1030 break;
1031 case RESOURCE_DIMENSION_TEXTURE3D:
1032 uav.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
1033 uav.Texture3D.MipSlice = 0;
1034 uav.Texture3D.FirstWSlice = 0;
1035 uav.Texture3D.WSize = 1;
1036 break;
1037 }
1038
1039 if (uav.ViewDimension != D3D12_UAV_DIMENSION_UNKNOWN)
1040 {
1041 d3d12_descriptor_pool_alloc_handle(screen->view_pool, &screen->null_uavs[i]);
1042 screen->dev->CreateUnorderedAccessView(NULL, NULL, &uav, screen->null_uavs[i].cpu_handle);
1043 }
1044 }
1045 }
1046
1047 static void
d3d12_init_null_rtv(struct d3d12_screen * screen)1048 d3d12_init_null_rtv(struct d3d12_screen *screen)
1049 {
1050 D3D12_RENDER_TARGET_VIEW_DESC rtv = {};
1051 rtv.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
1052 rtv.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
1053 rtv.Texture2D.MipSlice = 0;
1054 rtv.Texture2D.PlaneSlice = 0;
1055 d3d12_descriptor_pool_alloc_handle(screen->rtv_pool, &screen->null_rtv);
1056 screen->dev->CreateRenderTargetView(NULL, &rtv, screen->null_rtv.cpu_handle);
1057 }
1058
1059 bool
d3d12_init_screen(struct d3d12_screen * screen,struct sw_winsys * winsys,IUnknown * adapter)1060 d3d12_init_screen(struct d3d12_screen *screen, struct sw_winsys *winsys, IUnknown *adapter)
1061 {
1062 d3d12_debug = debug_get_option_d3d12_debug();
1063
1064 screen->winsys = winsys;
1065 mtx_init(&screen->descriptor_pool_mutex, mtx_plain);
1066 mtx_init(&screen->submit_mutex, mtx_plain);
1067
1068 screen->base.get_vendor = d3d12_get_vendor;
1069 screen->base.get_device_vendor = d3d12_get_device_vendor;
1070 screen->base.get_param = d3d12_get_param;
1071 screen->base.get_paramf = d3d12_get_paramf;
1072 screen->base.get_shader_param = d3d12_get_shader_param;
1073 screen->base.get_compute_param = d3d12_get_compute_param;
1074 screen->base.is_format_supported = d3d12_is_format_supported;
1075 screen->base.get_compiler_options = d3d12_get_compiler_options;
1076 screen->base.context_create = d3d12_context_create;
1077 screen->base.flush_frontbuffer = d3d12_flush_frontbuffer;
1078 screen->base.destroy = d3d12_destroy_screen;
1079
1080 #ifndef DEBUG
1081 if (d3d12_debug & D3D12_DEBUG_DEBUG_LAYER)
1082 #endif
1083 enable_d3d12_debug_layer();
1084
1085 if (d3d12_debug & D3D12_DEBUG_GPU_VALIDATOR)
1086 enable_gpu_validation();
1087
1088 screen->dev = create_device(adapter);
1089
1090 if (!screen->dev) {
1091 debug_printf("D3D12: failed to create device\n");
1092 goto failed;
1093 }
1094
1095 ID3D12InfoQueue *info_queue;
1096 if (SUCCEEDED(screen->dev->QueryInterface(IID_PPV_ARGS(&info_queue)))) {
1097 D3D12_MESSAGE_SEVERITY severities[] = {
1098 D3D12_MESSAGE_SEVERITY_INFO,
1099 D3D12_MESSAGE_SEVERITY_WARNING,
1100 };
1101
1102 D3D12_MESSAGE_ID msg_ids[] = {
1103 D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE,
1104 };
1105
1106 D3D12_INFO_QUEUE_FILTER NewFilter = {};
1107 NewFilter.DenyList.NumSeverities = ARRAY_SIZE(severities);
1108 NewFilter.DenyList.pSeverityList = severities;
1109 NewFilter.DenyList.NumIDs = ARRAY_SIZE(msg_ids);
1110 NewFilter.DenyList.pIDList = msg_ids;
1111
1112 info_queue->PushStorageFilter(&NewFilter);
1113 }
1114
1115 if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS,
1116 &screen->opts,
1117 sizeof(screen->opts)))) {
1118 debug_printf("D3D12: failed to get device options\n");
1119 goto failed;
1120 }
1121 if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS1,
1122 &screen->opts1,
1123 sizeof(screen->opts1)))) {
1124 debug_printf("D3D12: failed to get device options\n");
1125 goto failed;
1126 }
1127 if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS2,
1128 &screen->opts2,
1129 sizeof(screen->opts2)))) {
1130 debug_printf("D3D12: failed to get device options\n");
1131 goto failed;
1132 }
1133 if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS3,
1134 &screen->opts3,
1135 sizeof(screen->opts3)))) {
1136 debug_printf("D3D12: failed to get device options\n");
1137 goto failed;
1138 }
1139 if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS4,
1140 &screen->opts4,
1141 sizeof(screen->opts4)))) {
1142 debug_printf("D3D12: failed to get device options\n");
1143 goto failed;
1144 }
1145
1146 screen->architecture.NodeIndex = 0;
1147 if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE,
1148 &screen->architecture,
1149 sizeof(screen->architecture)))) {
1150 debug_printf("D3D12: failed to get device architecture\n");
1151 goto failed;
1152 }
1153
1154 D3D12_FEATURE_DATA_FEATURE_LEVELS feature_levels;
1155 static const D3D_FEATURE_LEVEL levels[] = {
1156 D3D_FEATURE_LEVEL_11_0,
1157 D3D_FEATURE_LEVEL_11_1,
1158 D3D_FEATURE_LEVEL_12_0,
1159 D3D_FEATURE_LEVEL_12_1,
1160 };
1161 feature_levels.NumFeatureLevels = ARRAY_SIZE(levels);
1162 feature_levels.pFeatureLevelsRequested = levels;
1163 if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_FEATURE_LEVELS,
1164 &feature_levels,
1165 sizeof(feature_levels)))) {
1166 debug_printf("D3D12: failed to get device feature levels\n");
1167 goto failed;
1168 }
1169 screen->max_feature_level = feature_levels.MaxSupportedFeatureLevel;
1170
1171 D3D12_COMMAND_QUEUE_DESC queue_desc;
1172 queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
1173 queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
1174 queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
1175 queue_desc.NodeMask = 0;
1176
1177 ID3D12Device9 *device9;
1178 if (SUCCEEDED(screen->dev->QueryInterface(&device9))) {
1179 if (FAILED(device9->CreateCommandQueue1(&queue_desc, OpenGLOn12CreatorID,
1180 IID_PPV_ARGS(&screen->cmdqueue))))
1181 goto failed;
1182 device9->Release();
1183 } else {
1184 if (FAILED(screen->dev->CreateCommandQueue(&queue_desc,
1185 IID_PPV_ARGS(&screen->cmdqueue))))
1186 goto failed;
1187 }
1188
1189 if (FAILED(screen->dev->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&screen->fence))))
1190 goto failed;
1191
1192 if (!d3d12_init_residency(screen))
1193 goto failed;
1194
1195 UINT64 timestamp_freq;
1196 if (FAILED(screen->cmdqueue->GetTimestampFrequency(×tamp_freq)))
1197 timestamp_freq = 10000000;
1198 screen->timestamp_multiplier = 1000000000.0 / timestamp_freq;
1199
1200 d3d12_screen_fence_init(&screen->base);
1201 d3d12_screen_resource_init(&screen->base);
1202 slab_create_parent(&screen->transfer_pool, sizeof(struct d3d12_transfer), 16);
1203
1204 struct pb_desc desc;
1205 desc.alignment = D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT;
1206 desc.usage = (pb_usage_flags)(PB_USAGE_CPU_WRITE | PB_USAGE_GPU_READ);
1207
1208 screen->bufmgr = d3d12_bufmgr_create(screen);
1209 screen->cache_bufmgr = pb_cache_manager_create(screen->bufmgr, 0xfffff, 2, 0, 512 * 1024 * 1024);
1210 screen->slab_bufmgr = pb_slab_range_manager_create(screen->cache_bufmgr, 16,
1211 D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT,
1212 D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT,
1213 &desc);
1214 desc.usage = (pb_usage_flags)(PB_USAGE_CPU_READ_WRITE | PB_USAGE_GPU_WRITE);
1215 screen->readback_slab_bufmgr = pb_slab_range_manager_create(screen->cache_bufmgr, 16,
1216 D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT,
1217 D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT,
1218 &desc);
1219
1220 screen->rtv_pool = d3d12_descriptor_pool_new(screen,
1221 D3D12_DESCRIPTOR_HEAP_TYPE_RTV,
1222 64);
1223 screen->dsv_pool = d3d12_descriptor_pool_new(screen,
1224 D3D12_DESCRIPTOR_HEAP_TYPE_DSV,
1225 64);
1226 screen->view_pool = d3d12_descriptor_pool_new(screen,
1227 D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
1228 1024);
1229
1230 d3d12_init_null_srvs(screen);
1231 d3d12_init_null_uavs(screen);
1232 d3d12_init_null_rtv(screen);
1233
1234 screen->have_load_at_vertex = can_attribute_at_vertex(screen);
1235 screen->support_shader_images = can_shader_image_load_all_formats(screen);
1236 ID3D12Device8 *dev8;
1237 if (SUCCEEDED(screen->dev->QueryInterface(&dev8))) {
1238 dev8->Release();
1239 screen->support_create_not_resident = true;
1240 }
1241
1242 screen->nir_options = *dxil_get_nir_compiler_options();
1243
1244 static constexpr uint64_t known_good_warp_version = 10ull << 48 | 22000ull << 16;
1245 if ((screen->vendor_id == HW_VENDOR_MICROSOFT &&
1246 screen->driver_version < known_good_warp_version) ||
1247 !screen->opts1.Int64ShaderOps) {
1248 /* Work around old versions of WARP that are completely broken for 64bit shifts */
1249 screen->nir_options.lower_pack_64_2x32_split = false;
1250 screen->nir_options.lower_unpack_64_2x32_split = false;
1251 screen->nir_options.lower_int64_options = (nir_lower_int64_options)~0;
1252 }
1253
1254 if (!screen->opts.DoublePrecisionFloatShaderOps)
1255 screen->nir_options.lower_doubles_options = (nir_lower_doubles_options)~0;
1256
1257 return true;
1258
1259 failed:
1260 return false;
1261 }
1262