GPU: Forward D3D12 validation warnings to the SDL log

This commit is contained in:
Lucas Murray 2024-12-01 17:17:30 +11:00 committed by Sam Lantinga
parent efb59bd0bf
commit dc5a2ddfd0

View file

@ -168,6 +168,7 @@ static const IID D3D_IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a,
static const IID D3D_IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
static const IID D3D_IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
static const IID D3D_IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
static const IID D3D_IID_ID3D12InfoQueue1 = { 0x2852dd88, 0xb484, 0x4c0c, { 0xb6, 0xb1, 0x67, 0x16, 0x85, 0x00, 0xe6, 0x00 } };
// Enums
@ -8167,11 +8168,6 @@ static bool D3D12_INTERNAL_TryInitializeD3D12DebugInfoQueue(D3D12Renderer *rende
infoQueue,
&filter);
ID3D12InfoQueue_SetBreakOnSeverity(
infoQueue,
D3D12_MESSAGE_SEVERITY_ERROR,
true);
ID3D12InfoQueue_SetBreakOnSeverity(
infoQueue,
D3D12_MESSAGE_SEVERITY_CORRUPTION,
@ -8181,6 +8177,118 @@ static bool D3D12_INTERNAL_TryInitializeD3D12DebugInfoQueue(D3D12Renderer *rende
return true;
}
static void WINAPI D3D12_INTERNAL_OnD3D12DebugInfoMsg(
D3D12_MESSAGE_CATEGORY category,
D3D12_MESSAGE_SEVERITY severity,
D3D12_MESSAGE_ID id,
LPCSTR description,
void *context)
{
char *catStr;
char *sevStr;
switch (category) {
case D3D12_MESSAGE_CATEGORY_APPLICATION_DEFINED:
catStr = "APPLICATION_DEFINED";
break;
case D3D12_MESSAGE_CATEGORY_MISCELLANEOUS:
catStr = "MISCELLANEOUS";
break;
case D3D12_MESSAGE_CATEGORY_INITIALIZATION:
catStr = "INITIALIZATION";
break;
case D3D12_MESSAGE_CATEGORY_CLEANUP:
catStr = "CLEANUP";
break;
case D3D12_MESSAGE_CATEGORY_COMPILATION:
catStr = "COMPILATION";
break;
case D3D12_MESSAGE_CATEGORY_STATE_CREATION:
catStr = "STATE_CREATION";
break;
case D3D12_MESSAGE_CATEGORY_STATE_SETTING:
catStr = "STATE_SETTING";
break;
case D3D12_MESSAGE_CATEGORY_STATE_GETTING:
catStr = "STATE_GETTING";
break;
case D3D12_MESSAGE_CATEGORY_RESOURCE_MANIPULATION:
catStr = "RESOURCE_MANIPULATION";
break;
case D3D12_MESSAGE_CATEGORY_EXECUTION:
catStr = "EXECUTION";
break;
case D3D12_MESSAGE_CATEGORY_SHADER:
catStr = "SHADER";
break;
default:
catStr = "UNKNOWN";
break;
}
switch (severity) {
case D3D12_MESSAGE_SEVERITY_CORRUPTION:
sevStr = "CORRUPTION";
break;
case D3D12_MESSAGE_SEVERITY_ERROR:
sevStr = "ERROR";
break;
case D3D12_MESSAGE_SEVERITY_WARNING:
sevStr = "WARNING";
break;
case D3D12_MESSAGE_SEVERITY_INFO:
sevStr = "INFO";
break;
case D3D12_MESSAGE_SEVERITY_MESSAGE:
sevStr = "MESSAGE";
break;
default:
sevStr = "UNKNOWN";
break;
}
if (severity <= D3D12_MESSAGE_SEVERITY_ERROR) {
SDL_LogError(
SDL_LOG_CATEGORY_GPU,
"D3D12 ERROR: %s [%s %s #%d]",
description,
catStr,
sevStr,
id);
} else {
SDL_LogWarn(
SDL_LOG_CATEGORY_GPU,
"D3D12 WARNING: %s [%s %s #%d]",
description,
catStr,
sevStr,
id);
}
}
static void D3D12_INTERNAL_TryInitializeD3D12DebugInfoLogger(D3D12Renderer *renderer)
{
ID3D12InfoQueue1 *infoQueue = NULL;
HRESULT res;
res = ID3D12Device_QueryInterface(
renderer->device,
D3D_GUID(D3D_IID_ID3D12InfoQueue1),
(void **)&infoQueue);
if (FAILED(res)) {
return;
}
ID3D12InfoQueue1_RegisterMessageCallback(
infoQueue,
D3D12_INTERNAL_OnD3D12DebugInfoMsg,
D3D12_MESSAGE_CALLBACK_FLAG_NONE,
NULL,
NULL);
ID3D12InfoQueue1_Release(infoQueue);
}
#endif
static SDL_GPUDevice *D3D12_CreateDevice(bool debugMode, bool preferLowPower, SDL_PropertiesID props)
@ -8408,6 +8516,7 @@ static SDL_GPUDevice *D3D12_CreateDevice(bool debugMode, bool preferLowPower, SD
if (!D3D12_INTERNAL_TryInitializeD3D12DebugInfoQueue(renderer)) {
return NULL;
}
D3D12_INTERNAL_TryInitializeD3D12DebugInfoLogger(renderer);
}
#endif