/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #include "SDL_internal.h" #ifdef SDL_GPU_D3D12 #include "../../core/windows/SDL_windows.h" #include "../../video/directx/SDL_d3d12.h" #include "../SDL_sysgpu.h" #ifdef __IDXGIInfoQueue_INTERFACE_DEFINED__ #define HAVE_IDXGIINFOQUEUE #endif // Built-in shaders, compiled with compile_shaders.bat #define g_FullscreenVert D3D12_FullscreenVert #define g_BlitFrom2D D3D12_BlitFrom2D #define g_BlitFrom2DArray D3D12_BlitFrom2DArray #define g_BlitFrom3D D3D12_BlitFrom3D #define g_BlitFromCube D3D12_BlitFromCube #define g_BlitFromCubeArray D3D12_BlitFromCubeArray #if defined(SDL_PLATFORM_XBOXSERIES) #include "D3D12_Blit_Series.h" #elif defined(SDL_PLATFORM_XBOXONE) #include "D3D12_Blit_One.h" #else #include "D3D12_Blit.h" #endif #undef g_FullscreenVert #undef g_BlitFrom2D #undef g_BlitFrom2DArray #undef g_BlitFrom3D #undef g_BlitFromCube #undef g_BlitFromCubeArray // Macros #define SET_ERROR(fmt, msg) \ if (renderer->debug_mode) { \ SDL_LogError(SDL_LOG_CATEGORY_GPU, fmt, msg); \ } \ SDL_SetError(fmt, msg); #define SET_ERROR_AND_RETURN(fmt, msg, ret) \ if (renderer->debug_mode) { \ SDL_LogError(SDL_LOG_CATEGORY_GPU, fmt, msg); \ } \ SDL_SetError(fmt, msg); \ return ret; \ #define SET_STRING_ERROR_AND_RETURN(msg, ret) SET_ERROR_AND_RETURN("%s", msg, ret) #define CHECK_D3D12_ERROR_AND_RETURN(msg, ret) \ if (FAILED(res)) { \ D3D12_INTERNAL_SetError(renderer, msg, res); \ return ret; \ } // Defines #if defined(_WIN32) #if defined(SDL_PLATFORM_XBOXSERIES) #define D3D12_DLL "d3d12_xs.dll" #elif defined(SDL_PLATFORM_XBOXONE) #define D3D12_DLL "d3d12_x.dll" #else #define D3D12_DLL "d3d12.dll" #endif #define DXGI_DLL "dxgi.dll" #define DXGIDEBUG_DLL "dxgidebug.dll" #elif defined(__APPLE__) #define D3D12_DLL "libdxvk_d3d12.dylib" #define DXGI_DLL "libdxvk_dxgi.dylib" #define DXGIDEBUG_DLL "libdxvk_dxgidebug.dylib" #else #define D3D12_DLL "libdxvk_d3d12.so" #define DXGI_DLL "libdxvk_dxgi.so" #define DXGIDEBUG_DLL "libdxvk_dxgidebug.so" #endif #define D3D12_CREATE_DEVICE_FUNC "D3D12CreateDevice" #define D3D12_SERIALIZE_ROOT_SIGNATURE_FUNC "D3D12SerializeRootSignature" #define CREATE_DXGI_FACTORY1_FUNC "CreateDXGIFactory1" #define DXGI_GET_DEBUG_INTERFACE_FUNC "DXGIGetDebugInterface" #define D3D12_GET_DEBUG_INTERFACE_FUNC "D3D12GetDebugInterface" #define WINDOW_PROPERTY_DATA "SDL_GPUD3D12WindowPropertyData" #define D3D_FEATURE_LEVEL_CHOICE D3D_FEATURE_LEVEL_11_1 #define D3D_FEATURE_LEVEL_CHOICE_STR "11_1" // FIXME: just use sysgpu.h defines #define MAX_ROOT_SIGNATURE_PARAMETERS 64 #define VIEW_GPU_DESCRIPTOR_COUNT 65536 #define SAMPLER_GPU_DESCRIPTOR_COUNT 2048 #define VIEW_SAMPLER_STAGING_DESCRIPTOR_COUNT 1000000 #define TARGET_STAGING_DESCRIPTOR_COUNT 1000000 #define D3D12_FENCE_UNSIGNALED_VALUE 0 #define D3D12_FENCE_SIGNAL_VALUE 1 #define SDL_GPU_SHADERSTAGE_COMPUTE (SDL_GPUShaderStage)2 #define EXPAND_ELEMENTS_IF_NEEDED(arr, initialValue, type) \ if (arr->count == arr->capacity) { \ if (arr->capacity == 0) { \ arr->capacity = initialValue; \ } else { \ arr->capacity *= 2; \ } \ arr->elements = (type *)SDL_realloc( \ arr->elements, \ arr->capacity * sizeof(type)); \ } #ifdef _WIN32 #define HRESULT_FMT "(0x%08lX)" #else #define HRESULT_FMT "(0x%08X)" #endif // Function Pointer Signatures typedef HRESULT(WINAPI *PFN_CREATE_DXGI_FACTORY1)(const GUID *riid, void **ppFactory); typedef HRESULT(WINAPI *PFN_DXGI_GET_DEBUG_INTERFACE)(const GUID *riid, void **ppDebug); // IIDs (from https://www.magnumdb.com/) static const IID D3D_IID_IDXGIFactory1 = { 0x770aae78, 0xf26f, 0x4dba, { 0xa8, 0x29, 0x25, 0x3c, 0x83, 0xd1, 0xb3, 0x87 } }; static const IID D3D_IID_IDXGIFactory4 = { 0x1bc6ea02, 0xef36, 0x464f, { 0xbf, 0x0c, 0x21, 0xca, 0x39, 0xe5, 0x16, 0x8a } }; static const IID D3D_IID_IDXGIFactory5 = { 0x7632e1f5, 0xee65, 0x4dca, { 0x87, 0xfd, 0x84, 0xcd, 0x75, 0xf8, 0x83, 0x8d } }; static const IID D3D_IID_IDXGIFactory6 = { 0xc1b6694f, 0xff09, 0x44a9, { 0xb0, 0x3c, 0x77, 0x90, 0x0a, 0x0a, 0x1d, 0x17 } }; static const IID D3D_IID_IDXGIAdapter1 = { 0x29038f61, 0x3839, 0x4626, { 0x91, 0xfd, 0x08, 0x68, 0x79, 0x01, 0x1a, 0x05 } }; #if (defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) static const IID D3D_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } }; #else static const IID D3D_IID_IDXGIDevice = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } }; #endif static const IID D3D_IID_IDXGISwapChain3 = { 0x94d99bdb, 0xf1f8, 0x4ab0, { 0xb2, 0x36, 0x7d, 0xa0, 0x17, 0x0e, 0xda, 0xb1 } }; #ifdef HAVE_IDXGIINFOQUEUE static const IID D3D_IID_IDXGIDebug = { 0x119e7452, 0xde9e, 0x40fe, { 0x88, 0x06, 0x88, 0xf9, 0x0c, 0x12, 0xb4, 0x41 } }; static const IID D3D_IID_IDXGIInfoQueue = { 0xd67441c7, 0x672a, 0x476f, { 0x9e, 0x82, 0xcd, 0x55, 0xb4, 0x49, 0x49, 0xce } }; #endif static const GUID D3D_IID_DXGI_DEBUG_ALL = { 0xe48ae283, 0xda80, 0x490b, { 0x87, 0xe6, 0x43, 0xe9, 0xa9, 0xcf, 0xda, 0x08 } }; static const GUID D3D_IID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } }; static const IID D3D_IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } }; static const IID D3D_IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } }; static const IID D3D_IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } }; static const IID D3D_IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } }; static const IID D3D_IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } }; static const IID D3D_IID_ID3D12CommandList = { 0x7116d91c, 0xe7e4, 0x47ce, { 0xb8, 0xc6, 0xec, 0x81, 0x68, 0xf4, 0x37, 0xe5 } }; static const IID D3D_IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } }; static const IID D3D_IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } }; static const IID D3D_IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } }; static const IID D3D_IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } }; 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 typedef enum D3D12BufferType { D3D12_BUFFER_TYPE_GPU, D3D12_BUFFER_TYPE_UNIFORM, D3D12_BUFFER_TYPE_UPLOAD, D3D12_BUFFER_TYPE_DOWNLOAD } D3D12BufferType; // Conversions static SDL_GPUTextureFormat SwapchainCompositionToSDLTextureFormat[] = { SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM, // SDR SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB, // SDR_SRGB SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT, // HDR SDL_GPU_TEXTUREFORMAT_R10G10B10A2_UNORM, // HDR_ADVANCED }; static DXGI_FORMAT SwapchainCompositionToTextureFormat[] = { DXGI_FORMAT_B8G8R8A8_UNORM, // SDR DXGI_FORMAT_B8G8R8A8_UNORM, /* SDR_SRGB */ // NOTE: The RTV uses the sRGB format DXGI_FORMAT_R16G16B16A16_FLOAT, // HDR DXGI_FORMAT_R10G10B10A2_UNORM, // HDR_ADVANCED }; static DXGI_COLOR_SPACE_TYPE SwapchainCompositionToColorSpace[] = { DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709, // SDR DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709, // SDR_SRGB DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709, // HDR DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020 // HDR_ADVANCED }; static D3D12_BLEND SDLToD3D12_BlendFactor[] = { D3D12_BLEND_ZERO, // INVALID D3D12_BLEND_ZERO, // ZERO D3D12_BLEND_ONE, // ONE D3D12_BLEND_SRC_COLOR, // SRC_COLOR D3D12_BLEND_INV_SRC_COLOR, // ONE_MINUS_SRC_COLOR D3D12_BLEND_DEST_COLOR, // DST_COLOR D3D12_BLEND_INV_DEST_COLOR, // ONE_MINUS_DST_COLOR D3D12_BLEND_SRC_ALPHA, // SRC_ALPHA D3D12_BLEND_INV_SRC_ALPHA, // ONE_MINUS_SRC_ALPHA D3D12_BLEND_DEST_ALPHA, // DST_ALPHA D3D12_BLEND_INV_DEST_ALPHA, // ONE_MINUS_DST_ALPHA D3D12_BLEND_BLEND_FACTOR, // CONSTANT_COLOR D3D12_BLEND_INV_BLEND_FACTOR, // ONE_MINUS_CONSTANT_COLOR D3D12_BLEND_SRC_ALPHA_SAT, // SRC_ALPHA_SATURATE }; SDL_COMPILE_TIME_ASSERT(SDLToD3D12_BlendFactor, SDL_arraysize(SDLToD3D12_BlendFactor) == SDL_GPU_BLENDFACTOR_MAX_ENUM_VALUE); static D3D12_BLEND SDLToD3D12_BlendFactorAlpha[] = { D3D12_BLEND_ZERO, // INVALID D3D12_BLEND_ZERO, // ZERO D3D12_BLEND_ONE, // ONE D3D12_BLEND_SRC_ALPHA, // SRC_COLOR D3D12_BLEND_INV_SRC_ALPHA, // ONE_MINUS_SRC_COLOR D3D12_BLEND_DEST_ALPHA, // DST_COLOR D3D12_BLEND_INV_DEST_ALPHA, // ONE_MINUS_DST_COLOR D3D12_BLEND_SRC_ALPHA, // SRC_ALPHA D3D12_BLEND_INV_SRC_ALPHA, // ONE_MINUS_SRC_ALPHA D3D12_BLEND_DEST_ALPHA, // DST_ALPHA D3D12_BLEND_INV_DEST_ALPHA, // ONE_MINUS_DST_ALPHA D3D12_BLEND_BLEND_FACTOR, // CONSTANT_COLOR D3D12_BLEND_INV_BLEND_FACTOR, // ONE_MINUS_CONSTANT_COLOR D3D12_BLEND_SRC_ALPHA_SAT, // SRC_ALPHA_SATURATE }; SDL_COMPILE_TIME_ASSERT(SDLToD3D12_BlendFactorAlpha, SDL_arraysize(SDLToD3D12_BlendFactorAlpha) == SDL_GPU_BLENDFACTOR_MAX_ENUM_VALUE); static D3D12_BLEND_OP SDLToD3D12_BlendOp[] = { D3D12_BLEND_OP_ADD, // INVALID D3D12_BLEND_OP_ADD, // ADD D3D12_BLEND_OP_SUBTRACT, // SUBTRACT D3D12_BLEND_OP_REV_SUBTRACT, // REVERSE_SUBTRACT D3D12_BLEND_OP_MIN, // MIN D3D12_BLEND_OP_MAX // MAX }; SDL_COMPILE_TIME_ASSERT(SDLToD3D12_BlendOp, SDL_arraysize(SDLToD3D12_BlendOp) == SDL_GPU_BLENDOP_MAX_ENUM_VALUE); // These are actually color formats. // For some genius reason, D3D12 splits format capabilites for depth-stencil views. static DXGI_FORMAT SDLToD3D12_TextureFormat[] = { DXGI_FORMAT_UNKNOWN, // INVALID DXGI_FORMAT_A8_UNORM, // A8_UNORM DXGI_FORMAT_R8_UNORM, // R8_UNORM DXGI_FORMAT_R8G8_UNORM, // R8G8_UNORM DXGI_FORMAT_R8G8B8A8_UNORM, // R8G8B8A8_UNORM DXGI_FORMAT_R16_UNORM, // R16_UNORM DXGI_FORMAT_R16G16_UNORM, // R16G16_UNORM DXGI_FORMAT_R16G16B16A16_UNORM, // R16G16B16A16_UNORM DXGI_FORMAT_R10G10B10A2_UNORM, // R10G10B10A2_UNORM DXGI_FORMAT_B5G6R5_UNORM, // B5G6R5_UNORM DXGI_FORMAT_B5G5R5A1_UNORM, // B5G5R5A1_UNORM DXGI_FORMAT_B4G4R4A4_UNORM, // B4G4R4A4_UNORM DXGI_FORMAT_B8G8R8A8_UNORM, // B8G8R8A8_UNORM DXGI_FORMAT_BC1_UNORM, // BC1_UNORM DXGI_FORMAT_BC2_UNORM, // BC2_UNORM DXGI_FORMAT_BC3_UNORM, // BC3_UNORM DXGI_FORMAT_BC4_UNORM, // BC4_UNORM DXGI_FORMAT_BC5_UNORM, // BC5_UNORM DXGI_FORMAT_BC7_UNORM, // BC7_UNORM DXGI_FORMAT_BC6H_SF16, // BC6H_FLOAT DXGI_FORMAT_BC6H_UF16, // BC6H_UFLOAT DXGI_FORMAT_R8_SNORM, // R8_SNORM DXGI_FORMAT_R8G8_SNORM, // R8G8_SNORM DXGI_FORMAT_R8G8B8A8_SNORM, // R8G8B8A8_SNORM DXGI_FORMAT_R16_SNORM, // R16_SNORM DXGI_FORMAT_R16G16_SNORM, // R16G16_SNORM DXGI_FORMAT_R16G16B16A16_SNORM, // R16G16B16A16_SNORM DXGI_FORMAT_R16_FLOAT, // R16_FLOAT DXGI_FORMAT_R16G16_FLOAT, // R16G16_FLOAT DXGI_FORMAT_R16G16B16A16_FLOAT, // R16G16B16A16_FLOAT DXGI_FORMAT_R32_FLOAT, // R32_FLOAT DXGI_FORMAT_R32G32_FLOAT, // R32G32_FLOAT DXGI_FORMAT_R32G32B32A32_FLOAT, // R32G32B32A32_FLOAT DXGI_FORMAT_R11G11B10_FLOAT, // R11G11B10_UFLOAT DXGI_FORMAT_R8_UINT, // R8_UINT DXGI_FORMAT_R8G8_UINT, // R8G8_UINT DXGI_FORMAT_R8G8B8A8_UINT, // R8G8B8A8_UINT DXGI_FORMAT_R16_UINT, // R16_UINT DXGI_FORMAT_R16G16_UINT, // R16G16_UINT DXGI_FORMAT_R16G16B16A16_UINT, // R16G16B16A16_UINT DXGI_FORMAT_R32_UINT, // R32_UINT DXGI_FORMAT_R32G32_UINT, // R32G32_UINT DXGI_FORMAT_R32G32B32A32_UINT, // R32G32B32A32_UINT DXGI_FORMAT_R8_SINT, // R8_INT DXGI_FORMAT_R8G8_SINT, // R8G8_INT DXGI_FORMAT_R8G8B8A8_SINT, // R8G8B8A8_INT DXGI_FORMAT_R16_SINT, // R16_INT DXGI_FORMAT_R16G16_SINT, // R16G16_INT DXGI_FORMAT_R16G16B16A16_SINT, // R16G16B16A16_INT DXGI_FORMAT_R32_SINT, // R32_INT DXGI_FORMAT_R32G32_SINT, // R32G32_INT DXGI_FORMAT_R32G32B32A32_SINT, // R32G32B32A32_INT DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, // R8G8B8A8_UNORM_SRGB DXGI_FORMAT_B8G8R8A8_UNORM_SRGB, // B8G8R8A8_UNORM_SRGB DXGI_FORMAT_BC1_UNORM_SRGB, // BC1_UNORM_SRGB DXGI_FORMAT_BC2_UNORM_SRGB, // BC2_UNORM_SRGB DXGI_FORMAT_BC3_UNORM_SRGB, // BC3_UNORM_SRGB DXGI_FORMAT_BC7_UNORM_SRGB, // BC7_UNORM_SRGB DXGI_FORMAT_R16_UNORM, // D16_UNORM DXGI_FORMAT_R24_UNORM_X8_TYPELESS, // D24_UNORM DXGI_FORMAT_R32_FLOAT, // D32_FLOAT DXGI_FORMAT_R24_UNORM_X8_TYPELESS, // D24_UNORM_S8_UINT DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS, // D32_FLOAT_S8_UINT DXGI_FORMAT_UNKNOWN, // ASTC_4x4_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_5x4_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_5x5_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_6x5_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_6x6_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_8x5_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_8x6_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_8x8_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_10x5_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_10x6_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_10x8_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_10x10_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_12x10_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_12x12_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_4x4_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_5x4_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_5x5_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_6x5_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_6x6_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_8x5_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_8x6_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_8x8_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_10x5_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_10x6_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_10x8_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_10x10_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_12x10_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_12x12_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_4x4_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_5x4_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_5x5_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_6x5_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_6x6_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_8x5_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_8x6_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_8x8_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_10x5_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_10x6_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_10x8_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_10x10_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_12x10_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_12x12_FLOAT }; SDL_COMPILE_TIME_ASSERT(SDLToD3D12_TextureFormat, SDL_arraysize(SDLToD3D12_TextureFormat) == SDL_GPU_TEXTUREFORMAT_MAX_ENUM_VALUE); static DXGI_FORMAT SDLToD3D12_DepthFormat[] = { DXGI_FORMAT_UNKNOWN, // INVALID DXGI_FORMAT_UNKNOWN, // A8_UNORM DXGI_FORMAT_UNKNOWN, // R8_UNORM DXGI_FORMAT_UNKNOWN, // R8G8_UNORM DXGI_FORMAT_UNKNOWN, // R8G8B8A8_UNORM DXGI_FORMAT_UNKNOWN, // R16_UNORM DXGI_FORMAT_UNKNOWN, // R16G16_UNORM DXGI_FORMAT_UNKNOWN, // R16G16B16A16_UNORM DXGI_FORMAT_UNKNOWN, // R10G10B10A2_UNORM DXGI_FORMAT_UNKNOWN, // B5G6R5_UNORM DXGI_FORMAT_UNKNOWN, // B5G5R5A1_UNORM DXGI_FORMAT_UNKNOWN, // B4G4R4A4_UNORM DXGI_FORMAT_UNKNOWN, // B8G8R8A8_UNORM DXGI_FORMAT_UNKNOWN, // BC1_UNORM DXGI_FORMAT_UNKNOWN, // BC2_UNORM DXGI_FORMAT_UNKNOWN, // BC3_UNORM DXGI_FORMAT_UNKNOWN, // BC4_UNORM DXGI_FORMAT_UNKNOWN, // BC5_UNORM DXGI_FORMAT_UNKNOWN, // BC7_UNORM DXGI_FORMAT_UNKNOWN, // BC6H_FLOAT DXGI_FORMAT_UNKNOWN, // BC6H_UFLOAT DXGI_FORMAT_UNKNOWN, // R8_SNORM DXGI_FORMAT_UNKNOWN, // R8G8_SNORM DXGI_FORMAT_UNKNOWN, // R8G8B8A8_SNORM DXGI_FORMAT_UNKNOWN, // R16_SNORM DXGI_FORMAT_UNKNOWN, // R16G16_SNORM DXGI_FORMAT_UNKNOWN, // R16G16B16A16_SNORM DXGI_FORMAT_UNKNOWN, // R16_FLOAT DXGI_FORMAT_UNKNOWN, // R16G16_FLOAT DXGI_FORMAT_UNKNOWN, // R16G16B16A16_FLOAT DXGI_FORMAT_UNKNOWN, // R32_FLOAT DXGI_FORMAT_UNKNOWN, // R32G32_FLOAT DXGI_FORMAT_UNKNOWN, // R32G32B32A32_FLOAT DXGI_FORMAT_UNKNOWN, // R11G11B10_UFLOAT DXGI_FORMAT_UNKNOWN, // R8_UINT DXGI_FORMAT_UNKNOWN, // R8G8_UINT DXGI_FORMAT_UNKNOWN, // R8G8B8A8_UINT DXGI_FORMAT_UNKNOWN, // R16_UINT DXGI_FORMAT_UNKNOWN, // R16G16_UINT DXGI_FORMAT_UNKNOWN, // R16G16B16A16_UINT DXGI_FORMAT_UNKNOWN, // R32_UINT DXGI_FORMAT_UNKNOWN, // R32G32_UINT DXGI_FORMAT_UNKNOWN, // R32G32B32A32_UINT DXGI_FORMAT_UNKNOWN, // R8_INT DXGI_FORMAT_UNKNOWN, // R8G8_INT DXGI_FORMAT_UNKNOWN, // R8G8B8A8_INT DXGI_FORMAT_UNKNOWN, // R16_INT DXGI_FORMAT_UNKNOWN, // R16G16_INT DXGI_FORMAT_UNKNOWN, // R16G16B16A16_INT DXGI_FORMAT_UNKNOWN, // R32_INT DXGI_FORMAT_UNKNOWN, // R32G32_INT DXGI_FORMAT_UNKNOWN, // R32G32B32A32_INT DXGI_FORMAT_UNKNOWN, // R8G8B8A8_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // B8G8R8A8_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // BC1_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // BC2_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // BC3_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // BC7_UNORM_SRGB DXGI_FORMAT_D16_UNORM, // D16_UNORM DXGI_FORMAT_D24_UNORM_S8_UINT, // D24_UNORM DXGI_FORMAT_D32_FLOAT, // D32_FLOAT DXGI_FORMAT_D24_UNORM_S8_UINT, // D24_UNORM_S8_UINT DXGI_FORMAT_D32_FLOAT_S8X24_UINT, // D32_FLOAT_S8_UINT DXGI_FORMAT_UNKNOWN, // ASTC_4x4_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_5x4_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_5x5_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_6x5_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_6x6_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_8x5_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_8x6_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_8x8_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_10x5_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_10x6_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_10x8_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_10x10_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_12x10_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_12x12_UNORM DXGI_FORMAT_UNKNOWN, // ASTC_4x4_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_5x4_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_5x5_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_6x5_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_6x6_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_8x5_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_8x6_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_8x8_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_10x5_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_10x6_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_10x8_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_10x10_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_12x10_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_12x12_UNORM_SRGB DXGI_FORMAT_UNKNOWN, // ASTC_4x4_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_5x4_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_5x5_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_6x5_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_6x6_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_8x5_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_8x6_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_8x8_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_10x5_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_10x6_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_10x8_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_10x10_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_12x10_FLOAT DXGI_FORMAT_UNKNOWN, // ASTC_12x12_FLOAT }; SDL_COMPILE_TIME_ASSERT(SDLToD3D12_DepthFormat, SDL_arraysize(SDLToD3D12_DepthFormat) == SDL_GPU_TEXTUREFORMAT_MAX_ENUM_VALUE); static D3D12_COMPARISON_FUNC SDLToD3D12_CompareOp[] = { D3D12_COMPARISON_FUNC_NEVER, // INVALID D3D12_COMPARISON_FUNC_NEVER, // NEVER D3D12_COMPARISON_FUNC_LESS, // LESS D3D12_COMPARISON_FUNC_EQUAL, // EQUAL D3D12_COMPARISON_FUNC_LESS_EQUAL, // LESS_OR_EQUAL D3D12_COMPARISON_FUNC_GREATER, // GREATER D3D12_COMPARISON_FUNC_NOT_EQUAL, // NOT_EQUAL D3D12_COMPARISON_FUNC_GREATER_EQUAL, // GREATER_OR_EQUAL D3D12_COMPARISON_FUNC_ALWAYS // ALWAYS }; SDL_COMPILE_TIME_ASSERT(SDLToD3D12_CompareOp, SDL_arraysize(SDLToD3D12_CompareOp) == SDL_GPU_COMPAREOP_MAX_ENUM_VALUE); static D3D12_STENCIL_OP SDLToD3D12_StencilOp[] = { D3D12_STENCIL_OP_KEEP, // INVALID D3D12_STENCIL_OP_KEEP, // KEEP D3D12_STENCIL_OP_ZERO, // ZERO D3D12_STENCIL_OP_REPLACE, // REPLACE D3D12_STENCIL_OP_INCR_SAT, // INCREMENT_AND_CLAMP D3D12_STENCIL_OP_DECR_SAT, // DECREMENT_AND_CLAMP D3D12_STENCIL_OP_INVERT, // INVERT D3D12_STENCIL_OP_INCR, // INCREMENT_AND_WRAP D3D12_STENCIL_OP_DECR // DECREMENT_AND_WRAP }; SDL_COMPILE_TIME_ASSERT(SDLToD3D12_StencilOp, SDL_arraysize(SDLToD3D12_StencilOp) == SDL_GPU_STENCILOP_MAX_ENUM_VALUE); static D3D12_CULL_MODE SDLToD3D12_CullMode[] = { D3D12_CULL_MODE_NONE, // NONE D3D12_CULL_MODE_FRONT, // FRONT D3D12_CULL_MODE_BACK // BACK }; static D3D12_FILL_MODE SDLToD3D12_FillMode[] = { D3D12_FILL_MODE_SOLID, // FILL D3D12_FILL_MODE_WIREFRAME // LINE }; static D3D12_INPUT_CLASSIFICATION SDLToD3D12_InputRate[] = { D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, // VERTEX D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA // INSTANCE }; static DXGI_FORMAT SDLToD3D12_VertexFormat[] = { DXGI_FORMAT_UNKNOWN, // UNKNOWN DXGI_FORMAT_R32_SINT, // INT DXGI_FORMAT_R32G32_SINT, // INT2 DXGI_FORMAT_R32G32B32_SINT, // INT3 DXGI_FORMAT_R32G32B32A32_SINT, // INT4 DXGI_FORMAT_R32_UINT, // UINT DXGI_FORMAT_R32G32_UINT, // UINT2 DXGI_FORMAT_R32G32B32_UINT, // UINT3 DXGI_FORMAT_R32G32B32A32_UINT, // UINT4 DXGI_FORMAT_R32_FLOAT, // FLOAT DXGI_FORMAT_R32G32_FLOAT, // FLOAT2 DXGI_FORMAT_R32G32B32_FLOAT, // FLOAT3 DXGI_FORMAT_R32G32B32A32_FLOAT, // FLOAT4 DXGI_FORMAT_R8G8_SINT, // BYTE2 DXGI_FORMAT_R8G8B8A8_SINT, // BYTE4 DXGI_FORMAT_R8G8_UINT, // UBYTE2 DXGI_FORMAT_R8G8B8A8_UINT, // UBYTE4 DXGI_FORMAT_R8G8_SNORM, // BYTE2_NORM DXGI_FORMAT_R8G8B8A8_SNORM, // BYTE4_NORM DXGI_FORMAT_R8G8_UNORM, // UBYTE2_NORM DXGI_FORMAT_R8G8B8A8_UNORM, // UBYTE4_NORM DXGI_FORMAT_R16G16_SINT, // SHORT2 DXGI_FORMAT_R16G16B16A16_SINT, // SHORT4 DXGI_FORMAT_R16G16_UINT, // USHORT2 DXGI_FORMAT_R16G16B16A16_UINT, // USHORT4 DXGI_FORMAT_R16G16_SNORM, // SHORT2_NORM DXGI_FORMAT_R16G16B16A16_SNORM, // SHORT4_NORM DXGI_FORMAT_R16G16_UNORM, // USHORT2_NORM DXGI_FORMAT_R16G16B16A16_UNORM, // USHORT4_NORM DXGI_FORMAT_R16G16_FLOAT, // HALF2 DXGI_FORMAT_R16G16B16A16_FLOAT // HALF4 }; SDL_COMPILE_TIME_ASSERT(SDLToD3D12_VertexFormat, SDL_arraysize(SDLToD3D12_VertexFormat) == SDL_GPU_VERTEXELEMENTFORMAT_MAX_ENUM_VALUE); static Uint32 SDLToD3D12_SampleCount[] = { 1, // SDL_GPU_SAMPLECOUNT_1 2, // SDL_GPU_SAMPLECOUNT_2 4, // SDL_GPU_SAMPLECOUNT_4 8, // SDL_GPU_SAMPLECOUNT_8 }; static D3D12_PRIMITIVE_TOPOLOGY SDLToD3D12_PrimitiveType[] = { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, // TRIANGLELIST D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, // TRIANGLESTRIP D3D_PRIMITIVE_TOPOLOGY_LINELIST, // LINELIST D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, // LINESTRIP D3D_PRIMITIVE_TOPOLOGY_POINTLIST // POINTLIST }; static D3D12_TEXTURE_ADDRESS_MODE SDLToD3D12_SamplerAddressMode[] = { D3D12_TEXTURE_ADDRESS_MODE_WRAP, // REPEAT D3D12_TEXTURE_ADDRESS_MODE_MIRROR, // MIRRORED_REPEAT D3D12_TEXTURE_ADDRESS_MODE_CLAMP // CLAMP_TO_EDGE }; static D3D12_FILTER SDLToD3D12_Filter( SDL_GPUFilter minFilter, SDL_GPUFilter magFilter, SDL_GPUSamplerMipmapMode mipmapMode, bool comparisonEnabled, bool anisotropyEnabled) { D3D12_FILTER result = D3D12_ENCODE_BASIC_FILTER( (minFilter == SDL_GPU_FILTER_LINEAR) ? 1 : 0, (magFilter == SDL_GPU_FILTER_LINEAR) ? 1 : 0, (mipmapMode == SDL_GPU_SAMPLERMIPMAPMODE_LINEAR) ? 1 : 0, comparisonEnabled ? 1 : 0); if (anisotropyEnabled) { result = (D3D12_FILTER)(result | D3D12_ANISOTROPIC_FILTERING_BIT); } return result; } // Structures typedef struct D3D12Renderer D3D12Renderer; typedef struct D3D12CommandBufferPool D3D12CommandBufferPool; typedef struct D3D12CommandBuffer D3D12CommandBuffer; typedef struct D3D12Texture D3D12Texture; typedef struct D3D12Shader D3D12Shader; typedef struct D3D12GraphicsPipeline D3D12GraphicsPipeline; typedef struct D3D12ComputePipeline D3D12ComputePipeline; typedef struct D3D12Buffer D3D12Buffer; typedef struct D3D12BufferContainer D3D12BufferContainer; typedef struct D3D12UniformBuffer D3D12UniformBuffer; typedef struct D3D12DescriptorHeap D3D12DescriptorHeap; typedef struct D3D12TextureDownload D3D12TextureDownload; typedef struct D3D12Fence { ID3D12Fence *handle; HANDLE event; // used for blocking SDL_AtomicInt referenceCount; } D3D12Fence; struct D3D12DescriptorHeap { ID3D12DescriptorHeap *handle; D3D12_DESCRIPTOR_HEAP_TYPE heapType; D3D12_CPU_DESCRIPTOR_HANDLE descriptorHeapCPUStart; D3D12_GPU_DESCRIPTOR_HANDLE descriptorHeapGPUStart; // only exists if staging is true Uint32 maxDescriptors; Uint32 descriptorSize; bool staging; Uint32 currentDescriptorIndex; Uint32 *inactiveDescriptorIndices; // only exists if staging is true Uint32 inactiveDescriptorCount; }; typedef struct D3D12DescriptorHeapPool { Uint32 capacity; Uint32 count; D3D12DescriptorHeap **heaps; SDL_Mutex *lock; } D3D12DescriptorHeapPool; typedef struct D3D12CPUDescriptor { D3D12DescriptorHeap *heap; D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle; Uint32 cpuHandleIndex; } D3D12CPUDescriptor; typedef struct D3D12TextureContainer { TextureCommonHeader header; D3D12Texture *activeTexture; D3D12Texture **textures; Uint32 textureCapacity; Uint32 textureCount; // Swapchain images cannot be cycled bool canBeCycled; char *debugName; } D3D12TextureContainer; // Null views represent by heap = NULL typedef struct D3D12TextureSubresource { D3D12Texture *parent; Uint32 layer; Uint32 level; Uint32 depth; Uint32 index; // One per depth slice D3D12CPUDescriptor *rtvHandles; // NULL if not a color target D3D12CPUDescriptor uavHandle; // NULL if not a compute storage write texture D3D12CPUDescriptor dsvHandle; // NULL if not a depth stencil target } D3D12TextureSubresource; struct D3D12Texture { D3D12TextureContainer *container; Uint32 containerIndex; D3D12TextureSubresource *subresources; Uint32 subresourceCount; /* layerCount * num_levels */ ID3D12Resource *resource; D3D12CPUDescriptor srvHandle; SDL_AtomicInt referenceCount; }; typedef struct D3D12Sampler { SDL_GPUSamplerCreateInfo createInfo; D3D12CPUDescriptor handle; SDL_AtomicInt referenceCount; } D3D12Sampler; typedef struct D3D12WindowData { SDL_Window *window; #if (defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) D3D12XBOX_FRAME_PIPELINE_TOKEN frameToken; #else IDXGISwapChain3 *swapchain; #endif SDL_GPUPresentMode present_mode; SDL_GPUSwapchainComposition swapchainComposition; DXGI_COLOR_SPACE_TYPE swapchainColorSpace; Uint32 frameCounter; D3D12TextureContainer textureContainers[MAX_FRAMES_IN_FLIGHT]; SDL_GPUFence *inFlightFences[MAX_FRAMES_IN_FLIGHT]; Uint32 width; Uint32 height; bool needsSwapchainRecreate; } D3D12WindowData; typedef struct D3D12PresentData { D3D12WindowData *windowData; Uint32 swapchainImageIndex; } D3D12PresentData; struct D3D12Renderer { // Reference to the parent device SDL_GPUDevice *sdlGPUDevice; #if !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) IDXGIDebug *dxgiDebug; IDXGIFactory4 *factory; #ifdef HAVE_IDXGIINFOQUEUE IDXGIInfoQueue *dxgiInfoQueue; #endif IDXGIAdapter1 *adapter; SDL_SharedObject *dxgi_dll; SDL_SharedObject *dxgidebug_dll; #endif ID3D12Debug *d3d12Debug; BOOL supportsTearing; SDL_SharedObject *d3d12_dll; ID3D12Device *device; PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature_func; const char *semantic; SDL_iconv_t iconv; ID3D12CommandQueue *commandQueue; bool debug_mode; bool GPUUploadHeapSupported; // FIXME: these might not be necessary since we're not using custom heaps bool UMA; bool UMACacheCoherent; Uint32 allowedFramesInFlight; // Indirect command signatures ID3D12CommandSignature *indirectDrawCommandSignature; ID3D12CommandSignature *indirectIndexedDrawCommandSignature; ID3D12CommandSignature *indirectDispatchCommandSignature; // Blit SDL_GPUShader *blitVertexShader; SDL_GPUShader *blitFrom2DShader; SDL_GPUShader *blitFrom2DArrayShader; SDL_GPUShader *blitFrom3DShader; SDL_GPUShader *blitFromCubeShader; SDL_GPUShader *blitFromCubeArrayShader; SDL_GPUSampler *blitNearestSampler; SDL_GPUSampler *blitLinearSampler; BlitPipelineCacheEntry *blitPipelines; Uint32 blitPipelineCount; Uint32 blitPipelineCapacity; // Resources D3D12CommandBuffer **availableCommandBuffers; Uint32 availableCommandBufferCount; Uint32 availableCommandBufferCapacity; D3D12CommandBuffer **submittedCommandBuffers; Uint32 submittedCommandBufferCount; Uint32 submittedCommandBufferCapacity; D3D12UniformBuffer **uniformBufferPool; Uint32 uniformBufferPoolCount; Uint32 uniformBufferPoolCapacity; D3D12WindowData **claimedWindows; Uint32 claimedWindowCount; Uint32 claimedWindowCapacity; D3D12Fence **availableFences; Uint32 availableFenceCount; Uint32 availableFenceCapacity; D3D12DescriptorHeap *stagingDescriptorHeaps[D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES]; D3D12DescriptorHeapPool descriptorHeapPools[2]; // Deferred resource releasing D3D12Buffer **buffersToDestroy; Uint32 buffersToDestroyCount; Uint32 buffersToDestroyCapacity; D3D12Texture **texturesToDestroy; Uint32 texturesToDestroyCount; Uint32 texturesToDestroyCapacity; D3D12Sampler **samplersToDestroy; Uint32 samplersToDestroyCount; Uint32 samplersToDestroyCapacity; D3D12GraphicsPipeline **graphicsPipelinesToDestroy; Uint32 graphicsPipelinesToDestroyCount; Uint32 graphicsPipelinesToDestroyCapacity; D3D12ComputePipeline **computePipelinesToDestroy; Uint32 computePipelinesToDestroyCount; Uint32 computePipelinesToDestroyCapacity; // Locks SDL_Mutex *stagingDescriptorHeapLock; SDL_Mutex *acquireCommandBufferLock; SDL_Mutex *acquireUniformBufferLock; SDL_Mutex *submitLock; SDL_Mutex *windowLock; SDL_Mutex *fenceLock; SDL_Mutex *disposeLock; }; struct D3D12CommandBuffer { // reserved for SDL_gpu CommandBufferCommonHeader common; // non owning parent reference D3D12Renderer *renderer; ID3D12CommandAllocator *commandAllocator; ID3D12GraphicsCommandList *graphicsCommandList; D3D12Fence *inFlightFence; bool autoReleaseFence; // Presentation data D3D12PresentData *presentDatas; Uint32 presentDataCount; Uint32 presentDataCapacity; D3D12TextureSubresource *colorTargetSubresources[MAX_COLOR_TARGET_BINDINGS]; D3D12TextureSubresource *colorResolveSubresources[MAX_COLOR_TARGET_BINDINGS]; D3D12TextureSubresource *depthStencilTextureSubresource; D3D12GraphicsPipeline *currentGraphicsPipeline; D3D12ComputePipeline *currentComputePipeline; // Set at acquire time D3D12DescriptorHeap *gpuDescriptorHeaps[D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER + 1]; D3D12UniformBuffer **usedUniformBuffers; Uint32 usedUniformBufferCount; Uint32 usedUniformBufferCapacity; // Resource slot state bool needVertexBufferBind; bool needVertexSamplerBind; bool needVertexStorageTextureBind; bool needVertexStorageBufferBind; bool needVertexUniformBufferBind[MAX_UNIFORM_BUFFERS_PER_STAGE]; bool needFragmentSamplerBind; bool needFragmentStorageTextureBind; bool needFragmentStorageBufferBind; bool needFragmentUniformBufferBind[MAX_UNIFORM_BUFFERS_PER_STAGE]; bool needComputeSamplerBind; bool needComputeReadOnlyStorageTextureBind; bool needComputeReadOnlyStorageBufferBind; bool needComputeUniformBufferBind[MAX_UNIFORM_BUFFERS_PER_STAGE]; D3D12Buffer *vertexBuffers[MAX_VERTEX_BUFFERS]; Uint32 vertexBufferOffsets[MAX_VERTEX_BUFFERS]; Uint32 vertexBufferCount; D3D12Texture *vertexSamplerTextures[MAX_TEXTURE_SAMPLERS_PER_STAGE]; D3D12Sampler *vertexSamplers[MAX_TEXTURE_SAMPLERS_PER_STAGE]; D3D12Texture *vertexStorageTextures[MAX_STORAGE_TEXTURES_PER_STAGE]; D3D12Buffer *vertexStorageBuffers[MAX_STORAGE_BUFFERS_PER_STAGE]; D3D12UniformBuffer *vertexUniformBuffers[MAX_UNIFORM_BUFFERS_PER_STAGE]; D3D12Texture *fragmentSamplerTextures[MAX_TEXTURE_SAMPLERS_PER_STAGE]; D3D12Sampler *fragmentSamplers[MAX_TEXTURE_SAMPLERS_PER_STAGE]; D3D12Texture *fragmentStorageTextures[MAX_STORAGE_TEXTURES_PER_STAGE]; D3D12Buffer *fragmentStorageBuffers[MAX_STORAGE_BUFFERS_PER_STAGE]; D3D12UniformBuffer *fragmentUniformBuffers[MAX_UNIFORM_BUFFERS_PER_STAGE]; D3D12Texture *computeSamplerTextures[MAX_TEXTURE_SAMPLERS_PER_STAGE]; D3D12Sampler *computeSamplers[MAX_TEXTURE_SAMPLERS_PER_STAGE]; D3D12Texture *computeReadOnlyStorageTextures[MAX_STORAGE_TEXTURES_PER_STAGE]; D3D12Buffer *computeReadOnlyStorageBuffers[MAX_STORAGE_BUFFERS_PER_STAGE]; D3D12TextureSubresource *computeReadWriteStorageTextureSubresources[MAX_COMPUTE_WRITE_TEXTURES]; Uint32 computeReadWriteStorageTextureSubresourceCount; D3D12Buffer *computeReadWriteStorageBuffers[MAX_COMPUTE_WRITE_BUFFERS]; Uint32 computeReadWriteStorageBufferCount; D3D12UniformBuffer *computeUniformBuffers[MAX_UNIFORM_BUFFERS_PER_STAGE]; // Resource tracking D3D12Texture **usedTextures; Uint32 usedTextureCount; Uint32 usedTextureCapacity; D3D12Buffer **usedBuffers; Uint32 usedBufferCount; Uint32 usedBufferCapacity; D3D12Sampler **usedSamplers; Uint32 usedSamplerCount; Uint32 usedSamplerCapacity; D3D12GraphicsPipeline **usedGraphicsPipelines; Uint32 usedGraphicsPipelineCount; Uint32 usedGraphicsPipelineCapacity; D3D12ComputePipeline **usedComputePipelines; Uint32 usedComputePipelineCount; Uint32 usedComputePipelineCapacity; // Used for texture pitch hack D3D12TextureDownload **textureDownloads; Uint32 textureDownloadCount; Uint32 textureDownloadCapacity; }; struct D3D12Shader { // todo cleanup void *bytecode; size_t bytecodeSize; Uint32 num_samplers; Uint32 numUniformBuffers; Uint32 numStorageBuffers; Uint32 numStorageTextures; }; typedef struct D3D12GraphicsRootSignature { ID3D12RootSignature *handle; Sint32 vertexSamplerRootIndex; Sint32 vertexSamplerTextureRootIndex; Sint32 vertexStorageTextureRootIndex; Sint32 vertexStorageBufferRootIndex; Sint32 vertexUniformBufferRootIndex[MAX_UNIFORM_BUFFERS_PER_STAGE]; Sint32 fragmentSamplerRootIndex; Sint32 fragmentSamplerTextureRootIndex; Sint32 fragmentStorageTextureRootIndex; Sint32 fragmentStorageBufferRootIndex; Sint32 fragmentUniformBufferRootIndex[MAX_UNIFORM_BUFFERS_PER_STAGE]; } D3D12GraphicsRootSignature; struct D3D12GraphicsPipeline { ID3D12PipelineState *pipelineState; D3D12GraphicsRootSignature *rootSignature; SDL_GPUPrimitiveType primitiveType; Uint32 vertexStrides[MAX_VERTEX_BUFFERS]; Uint32 vertexSamplerCount; Uint32 vertexUniformBufferCount; Uint32 vertexStorageBufferCount; Uint32 vertexStorageTextureCount; Uint32 fragmentSamplerCount; Uint32 fragmentUniformBufferCount; Uint32 fragmentStorageBufferCount; Uint32 fragmentStorageTextureCount; SDL_AtomicInt referenceCount; }; typedef struct D3D12ComputeRootSignature { ID3D12RootSignature *handle; Sint32 samplerRootIndex; Sint32 samplerTextureRootIndex; Sint32 readOnlyStorageTextureRootIndex; Sint32 readOnlyStorageBufferRootIndex; Sint32 readWriteStorageTextureRootIndex; Sint32 readWriteStorageBufferRootIndex; Sint32 uniformBufferRootIndex[MAX_UNIFORM_BUFFERS_PER_STAGE]; } D3D12ComputeRootSignature; struct D3D12ComputePipeline { ID3D12PipelineState *pipelineState; D3D12ComputeRootSignature *rootSignature; Uint32 numSamplers; Uint32 numReadOnlyStorageTextures; Uint32 numReadOnlyStorageBuffers; Uint32 numReadWriteStorageTextures; Uint32 numReadWriteStorageBuffers; Uint32 numUniformBuffers; SDL_AtomicInt referenceCount; }; struct D3D12TextureDownload { D3D12Buffer *destinationBuffer; D3D12Buffer *temporaryBuffer; Uint32 width; Uint32 height; Uint32 depth; Uint32 bufferOffset; Uint32 bytesPerRow; Uint32 bytesPerDepthSlice; Uint32 alignedBytesPerRow; }; struct D3D12Buffer { D3D12BufferContainer *container; Uint32 containerIndex; ID3D12Resource *handle; D3D12CPUDescriptor uavDescriptor; D3D12CPUDescriptor srvDescriptor; D3D12CPUDescriptor cbvDescriptor; D3D12_GPU_VIRTUAL_ADDRESS virtualAddress; Uint8 *mapPointer; // NULL except for upload buffers and fast uniform buffers SDL_AtomicInt referenceCount; bool transitioned; // used for initial resource barrier }; struct D3D12BufferContainer { SDL_GPUBufferUsageFlags usage; Uint32 size; D3D12BufferType type; D3D12Buffer *activeBuffer; D3D12Buffer **buffers; Uint32 bufferCapacity; Uint32 bufferCount; D3D12_RESOURCE_DESC bufferDesc; char *debugName; }; struct D3D12UniformBuffer { D3D12Buffer *buffer; Uint32 writeOffset; Uint32 drawOffset; Uint32 currentBlockSize; }; // Forward function declarations static void D3D12_ReleaseWindow(SDL_GPURenderer *driverData, SDL_Window *window); static bool D3D12_Wait(SDL_GPURenderer *driverData); static bool D3D12_WaitForFences(SDL_GPURenderer *driverData, bool waitAll, SDL_GPUFence *const *fences, Uint32 numFences); static void D3D12_INTERNAL_ReleaseBlitPipelines(SDL_GPURenderer *driverData); // Helpers static Uint32 D3D12_INTERNAL_Align(Uint32 location, Uint32 alignment) { return (location + (alignment - 1)) & ~(alignment - 1); } // Xbox Hack #if (defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) // FIXME: This is purely to work around a presentation bug when recreating the device/command queue. static ID3D12Device *s_Device; static ID3D12CommandQueue *s_CommandQueue; #endif #if defined(SDL_PLATFORM_XBOXONE) // These are not defined in d3d12_x.h. typedef HRESULT (D3DAPI* PFN_D3D12_XBOX_CREATE_DEVICE)(_In_opt_ IGraphicsUnknown*, _In_ const D3D12XBOX_CREATE_DEVICE_PARAMETERS*, _In_ REFIID, _Outptr_opt_ void**); #define D3D12_STANDARD_MULTISAMPLE_PATTERN DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN #endif // Logging static void D3D12_INTERNAL_SetError( D3D12Renderer *renderer, const char *msg, HRESULT res) { #define MAX_ERROR_LEN 1024 // FIXME: Arbitrary! // Buffer for text, ensure space for \0 terminator after buffer char wszMsgBuff[MAX_ERROR_LEN + 1]; DWORD dwChars; // Number of chars returned. if (res == DXGI_ERROR_DEVICE_REMOVED) { if (renderer->device) { res = ID3D12Device_GetDeviceRemovedReason(renderer->device); } } // Try to get the message from the system errors. dwChars = FormatMessageA( FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS, NULL, res, 0, wszMsgBuff, MAX_ERROR_LEN, NULL); // No message? Screw it, just post the code. if (dwChars == 0) { if (renderer->debug_mode) { SDL_LogError(SDL_LOG_CATEGORY_GPU, "%s! Error Code: " HRESULT_FMT, msg, res); } SDL_SetError("%s! Error Code: " HRESULT_FMT, msg, res); return; } // Ensure valid range dwChars = SDL_min(dwChars, MAX_ERROR_LEN); // Trim whitespace from tail of message while (dwChars > 0) { if (wszMsgBuff[dwChars - 1] <= ' ') { dwChars--; } else { break; } } // Ensure null-terminated string wszMsgBuff[dwChars] = '\0'; if (renderer->debug_mode) { SDL_LogError(SDL_LOG_CATEGORY_GPU, "%s! Error Code: %s " HRESULT_FMT, msg, wszMsgBuff, res); } SDL_SetError("%s! Error Code: %s " HRESULT_FMT, msg, wszMsgBuff, res); } // Debug Naming static void D3D12_INTERNAL_SetResourceName( D3D12Renderer *renderer, ID3D12Resource *resource, const char *text) { if (renderer->debug_mode) { ID3D12DeviceChild_SetPrivateData( resource, D3D_GUID(D3D_IID_D3DDebugObjectName), (UINT)SDL_strlen(text), text); } } // Release / Cleanup // TODO: call this when releasing resources static void D3D12_INTERNAL_ReleaseCpuDescriptorHandle( D3D12Renderer *renderer, D3D12CPUDescriptor *cpuDescriptor) { D3D12DescriptorHeap *heap = cpuDescriptor->heap; if (heap != NULL) { SDL_LockMutex(renderer->stagingDescriptorHeapLock); heap->inactiveDescriptorIndices[heap->inactiveDescriptorCount] = cpuDescriptor->cpuHandleIndex; heap->inactiveDescriptorCount += 1; SDL_UnlockMutex(renderer->stagingDescriptorHeapLock); } cpuDescriptor->heap = NULL; cpuDescriptor->cpuHandle.ptr = 0; cpuDescriptor->cpuHandleIndex = SDL_MAX_UINT32; } static void D3D12_INTERNAL_DestroyBuffer( D3D12Renderer *renderer, D3D12Buffer *buffer) { if (!buffer) { return; } if (buffer->mapPointer != NULL) { ID3D12Resource_Unmap( buffer->handle, 0, NULL); } D3D12_INTERNAL_ReleaseCpuDescriptorHandle( renderer, &buffer->srvDescriptor); D3D12_INTERNAL_ReleaseCpuDescriptorHandle( renderer, &buffer->uavDescriptor); D3D12_INTERNAL_ReleaseCpuDescriptorHandle( renderer, &buffer->cbvDescriptor); if (buffer->handle) { ID3D12Resource_Release(buffer->handle); } SDL_free(buffer); } static void D3D12_INTERNAL_ReleaseBuffer( D3D12Renderer *renderer, D3D12Buffer *buffer) { SDL_LockMutex(renderer->disposeLock); EXPAND_ARRAY_IF_NEEDED( renderer->buffersToDestroy, D3D12Buffer *, renderer->buffersToDestroyCount + 1, renderer->buffersToDestroyCapacity, renderer->buffersToDestroyCapacity * 2) renderer->buffersToDestroy[renderer->buffersToDestroyCount] = buffer; renderer->buffersToDestroyCount += 1; SDL_UnlockMutex(renderer->disposeLock); } static void D3D12_INTERNAL_ReleaseBufferContainer( D3D12Renderer *renderer, D3D12BufferContainer *container) { SDL_LockMutex(renderer->disposeLock); for (Uint32 i = 0; i < container->bufferCount; i += 1) { D3D12_INTERNAL_ReleaseBuffer( renderer, container->buffers[i]); } // Containers are just client handles, so we can free immediately if (container->debugName) { SDL_free(container->debugName); } SDL_free(container->buffers); SDL_free(container); SDL_UnlockMutex(renderer->disposeLock); } static void D3D12_INTERNAL_DestroyTexture( D3D12Renderer *renderer, D3D12Texture *texture) { if (!texture) { return; } for (Uint32 i = 0; i < texture->subresourceCount; i += 1) { D3D12TextureSubresource *subresource = &texture->subresources[i]; if (subresource->rtvHandles) { for (Uint32 depthIndex = 0; depthIndex < subresource->depth; depthIndex += 1) { D3D12_INTERNAL_ReleaseCpuDescriptorHandle( renderer, &subresource->rtvHandles[depthIndex]); } SDL_free(subresource->rtvHandles); } D3D12_INTERNAL_ReleaseCpuDescriptorHandle( renderer, &subresource->uavHandle); D3D12_INTERNAL_ReleaseCpuDescriptorHandle( renderer, &subresource->dsvHandle); } SDL_free(texture->subresources); D3D12_INTERNAL_ReleaseCpuDescriptorHandle( renderer, &texture->srvHandle); if (texture->resource) { ID3D12Resource_Release(texture->resource); } SDL_free(texture); } static void D3D12_INTERNAL_ReleaseTexture( D3D12Renderer *renderer, D3D12Texture *texture) { SDL_LockMutex(renderer->disposeLock); EXPAND_ARRAY_IF_NEEDED( renderer->texturesToDestroy, D3D12Texture *, renderer->texturesToDestroyCount + 1, renderer->texturesToDestroyCapacity, renderer->texturesToDestroyCapacity * 2) renderer->texturesToDestroy[renderer->texturesToDestroyCount] = texture; renderer->texturesToDestroyCount += 1; SDL_UnlockMutex(renderer->disposeLock); } static void D3D12_INTERNAL_ReleaseTextureContainer( D3D12Renderer *renderer, D3D12TextureContainer *container) { SDL_LockMutex(renderer->disposeLock); for (Uint32 i = 0; i < container->textureCount; i += 1) { D3D12_INTERNAL_ReleaseTexture( renderer, container->textures[i]); } // Containers are just client handles, so we can destroy immediately if (container->debugName) { SDL_free(container->debugName); } SDL_free(container->textures); SDL_free(container); SDL_UnlockMutex(renderer->disposeLock); } static void D3D12_INTERNAL_DestroySampler( D3D12Renderer *renderer, D3D12Sampler *sampler) { D3D12_INTERNAL_ReleaseCpuDescriptorHandle( renderer, &sampler->handle); SDL_free(sampler); } static void D3D12_INTERNAL_DestroyGraphicsRootSignature( D3D12GraphicsRootSignature *rootSignature) { if (!rootSignature) { return; } if (rootSignature->handle) { ID3D12RootSignature_Release(rootSignature->handle); } SDL_free(rootSignature); } static void D3D12_INTERNAL_DestroyGraphicsPipeline( D3D12GraphicsPipeline *graphicsPipeline) { if (graphicsPipeline->pipelineState) { ID3D12PipelineState_Release(graphicsPipeline->pipelineState); } D3D12_INTERNAL_DestroyGraphicsRootSignature(graphicsPipeline->rootSignature); SDL_free(graphicsPipeline); } static void D3D12_INTERNAL_DestroyComputeRootSignature( D3D12ComputeRootSignature *rootSignature) { if (!rootSignature) { return; } if (rootSignature->handle) { ID3D12RootSignature_Release(rootSignature->handle); } SDL_free(rootSignature); } static void D3D12_INTERNAL_DestroyComputePipeline( D3D12ComputePipeline *computePipeline) { if (computePipeline->pipelineState) { ID3D12PipelineState_Release(computePipeline->pipelineState); } D3D12_INTERNAL_DestroyComputeRootSignature(computePipeline->rootSignature); SDL_free(computePipeline); } static void D3D12_INTERNAL_ReleaseFenceToPool( D3D12Renderer *renderer, D3D12Fence *fence) { SDL_LockMutex(renderer->fenceLock); EXPAND_ARRAY_IF_NEEDED( renderer->availableFences, D3D12Fence *, renderer->availableFenceCount + 1, renderer->availableFenceCapacity, renderer->availableFenceCapacity * 2); renderer->availableFences[renderer->availableFenceCount] = fence; renderer->availableFenceCount += 1; SDL_UnlockMutex(renderer->fenceLock); } static void D3D12_ReleaseFence( SDL_GPURenderer *driverData, SDL_GPUFence *fence) { D3D12Fence *d3d12Fence = (D3D12Fence *)fence; if (SDL_AtomicDecRef(&d3d12Fence->referenceCount)) { D3D12_INTERNAL_ReleaseFenceToPool( (D3D12Renderer *)driverData, d3d12Fence); } } static bool D3D12_QueryFence( SDL_GPURenderer *driverData, SDL_GPUFence *fence) { D3D12Fence *d3d12Fence = (D3D12Fence *)fence; return ID3D12Fence_GetCompletedValue(d3d12Fence->handle) == D3D12_FENCE_SIGNAL_VALUE; } static void D3D12_INTERNAL_DestroyDescriptorHeap(D3D12DescriptorHeap *descriptorHeap) { if (!descriptorHeap) { return; } SDL_free(descriptorHeap->inactiveDescriptorIndices); if (descriptorHeap->handle) { ID3D12DescriptorHeap_Release(descriptorHeap->handle); } SDL_free(descriptorHeap); } static void D3D12_INTERNAL_DestroyCommandBuffer(D3D12CommandBuffer *commandBuffer) { if (!commandBuffer) { return; } if (commandBuffer->graphicsCommandList) { ID3D12GraphicsCommandList_Release(commandBuffer->graphicsCommandList); } if (commandBuffer->commandAllocator) { ID3D12CommandAllocator_Release(commandBuffer->commandAllocator); } SDL_free(commandBuffer->presentDatas); SDL_free(commandBuffer->usedTextures); SDL_free(commandBuffer->usedBuffers); SDL_free(commandBuffer->usedSamplers); SDL_free(commandBuffer->usedGraphicsPipelines); SDL_free(commandBuffer->usedComputePipelines); SDL_free(commandBuffer->usedUniformBuffers); SDL_free(commandBuffer->textureDownloads); SDL_free(commandBuffer); } static void D3D12_INTERNAL_DestroyFence(D3D12Fence *fence) { if (!fence) { return; } if (fence->handle) { ID3D12Fence_Release(fence->handle); } if (fence->event) { CloseHandle(fence->event); } SDL_free(fence); } static void D3D12_INTERNAL_DestroyRenderer(D3D12Renderer *renderer) { // Release uniform buffers for (Uint32 i = 0; i < renderer->uniformBufferPoolCount; i += 1) { D3D12_INTERNAL_DestroyBuffer( renderer, renderer->uniformBufferPool[i]->buffer); SDL_free(renderer->uniformBufferPool[i]); } // Clean up descriptor heaps for (Uint32 i = 0; i < D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES; i += 1) { if (renderer->stagingDescriptorHeaps[i]) { D3D12_INTERNAL_DestroyDescriptorHeap(renderer->stagingDescriptorHeaps[i]); renderer->stagingDescriptorHeaps[i] = NULL; } } for (Uint32 i = 0; i < 2; i += 1) { if (renderer->descriptorHeapPools[i].heaps) { for (Uint32 j = 0; j < renderer->descriptorHeapPools[i].count; j += 1) { if (renderer->descriptorHeapPools[i].heaps[j]) { D3D12_INTERNAL_DestroyDescriptorHeap(renderer->descriptorHeapPools[i].heaps[j]); renderer->descriptorHeapPools[i].heaps[j] = NULL; } } SDL_free(renderer->descriptorHeapPools[i].heaps); } if (renderer->descriptorHeapPools[i].lock) { SDL_DestroyMutex(renderer->descriptorHeapPools[i].lock); renderer->descriptorHeapPools[i].lock = NULL; } } // Release command buffers for (Uint32 i = 0; i < renderer->availableCommandBufferCount; i += 1) { if (renderer->availableCommandBuffers[i]) { D3D12_INTERNAL_DestroyCommandBuffer(renderer->availableCommandBuffers[i]); renderer->availableCommandBuffers[i] = NULL; } } // Release fences for (Uint32 i = 0; i < renderer->availableFenceCount; i += 1) { if (renderer->availableFences[i]) { D3D12_INTERNAL_DestroyFence(renderer->availableFences[i]); renderer->availableFences[i] = NULL; } } // Clean up allocations SDL_free(renderer->availableCommandBuffers); SDL_free(renderer->submittedCommandBuffers); SDL_free(renderer->uniformBufferPool); SDL_free(renderer->claimedWindows); SDL_free(renderer->availableFences); SDL_free(renderer->buffersToDestroy); SDL_free(renderer->texturesToDestroy); SDL_free(renderer->samplersToDestroy); SDL_free(renderer->graphicsPipelinesToDestroy); SDL_free(renderer->computePipelinesToDestroy); // Tear down D3D12 objects if (renderer->indirectDrawCommandSignature) { ID3D12CommandSignature_Release(renderer->indirectDrawCommandSignature); renderer->indirectDrawCommandSignature = NULL; } if (renderer->indirectIndexedDrawCommandSignature) { ID3D12CommandSignature_Release(renderer->indirectIndexedDrawCommandSignature); renderer->indirectIndexedDrawCommandSignature = NULL; } if (renderer->indirectDispatchCommandSignature) { ID3D12CommandSignature_Release(renderer->indirectDispatchCommandSignature); renderer->indirectDispatchCommandSignature = NULL; } #if !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) if (renderer->commandQueue) { ID3D12CommandQueue_Release(renderer->commandQueue); renderer->commandQueue = NULL; } if (renderer->device) { ID3D12Device_Release(renderer->device); renderer->device = NULL; } if (renderer->adapter) { IDXGIAdapter1_Release(renderer->adapter); renderer->adapter = NULL; } if (renderer->factory) { IDXGIFactory4_Release(renderer->factory); renderer->factory = NULL; } if (renderer->dxgiDebug) { IDXGIDebug_ReportLiveObjects( renderer->dxgiDebug, D3D_IID_DXGI_DEBUG_ALL, (DXGI_DEBUG_RLO_FLAGS)(DXGI_DEBUG_RLO_SUMMARY | DXGI_DEBUG_RLO_DETAIL)); IDXGIDebug_Release(renderer->dxgiDebug); renderer->dxgiDebug = NULL; } #endif if (renderer->d3d12_dll) { SDL_UnloadObject(renderer->d3d12_dll); renderer->d3d12_dll = NULL; } #if !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) if (renderer->dxgi_dll) { SDL_UnloadObject(renderer->dxgi_dll); renderer->dxgi_dll = NULL; } if (renderer->dxgidebug_dll) { SDL_UnloadObject(renderer->dxgidebug_dll); renderer->dxgidebug_dll = NULL; } #endif renderer->D3D12SerializeRootSignature_func = NULL; if (renderer->iconv) { SDL_iconv_close(renderer->iconv); } SDL_DestroyMutex(renderer->stagingDescriptorHeapLock); SDL_DestroyMutex(renderer->acquireCommandBufferLock); SDL_DestroyMutex(renderer->acquireUniformBufferLock); SDL_DestroyMutex(renderer->submitLock); SDL_DestroyMutex(renderer->windowLock); SDL_DestroyMutex(renderer->fenceLock); SDL_DestroyMutex(renderer->disposeLock); SDL_free(renderer); } static void D3D12_DestroyDevice(SDL_GPUDevice *device) { D3D12Renderer *renderer = (D3D12Renderer *)device->driverData; // Release blit pipeline structures D3D12_INTERNAL_ReleaseBlitPipelines((SDL_GPURenderer *)renderer); // Flush any remaining GPU work... D3D12_Wait((SDL_GPURenderer *)renderer); // Release window data for (Sint32 i = renderer->claimedWindowCount - 1; i >= 0; i -= 1) { D3D12_ReleaseWindow((SDL_GPURenderer *)renderer, renderer->claimedWindows[i]->window); } D3D12_INTERNAL_DestroyRenderer(renderer); SDL_free(device); } // Barriers static inline Uint32 D3D12_INTERNAL_CalcSubresource( Uint32 mipLevel, Uint32 layer, Uint32 numLevels) { return mipLevel + (layer * numLevels); } static void D3D12_INTERNAL_ResourceBarrier( D3D12CommandBuffer *commandBuffer, D3D12_RESOURCE_STATES sourceState, D3D12_RESOURCE_STATES destinationState, ID3D12Resource *resource, Uint32 subresourceIndex, bool needsUavBarrier) { D3D12_RESOURCE_BARRIER barrierDesc[2]; Uint32 numBarriers = 0; // No transition barrier is needed if the state is not changing. if (sourceState != destinationState) { barrierDesc[numBarriers].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; barrierDesc[numBarriers].Flags = (D3D12_RESOURCE_BARRIER_FLAGS)0; barrierDesc[numBarriers].Transition.StateBefore = sourceState; barrierDesc[numBarriers].Transition.StateAfter = destinationState; barrierDesc[numBarriers].Transition.pResource = resource; barrierDesc[numBarriers].Transition.Subresource = subresourceIndex; numBarriers += 1; } if (needsUavBarrier) { barrierDesc[numBarriers].Type = D3D12_RESOURCE_BARRIER_TYPE_UAV; barrierDesc[numBarriers].Flags = (D3D12_RESOURCE_BARRIER_FLAGS)0; barrierDesc[numBarriers].UAV.pResource = resource; numBarriers += 1; } if (numBarriers > 0) { ID3D12GraphicsCommandList_ResourceBarrier( commandBuffer->graphicsCommandList, numBarriers, barrierDesc); } } static void D3D12_INTERNAL_TextureSubresourceBarrier( D3D12CommandBuffer *commandBuffer, D3D12_RESOURCE_STATES sourceState, D3D12_RESOURCE_STATES destinationState, D3D12TextureSubresource *textureSubresource) { bool needsUAVBarrier = (textureSubresource->parent->container->header.info.usage & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE) || (textureSubresource->parent->container->header.info.usage & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE); D3D12_INTERNAL_ResourceBarrier( commandBuffer, sourceState, destinationState, textureSubresource->parent->resource, textureSubresource->index, needsUAVBarrier); } static D3D12_RESOURCE_STATES D3D12_INTERNAL_DefaultTextureResourceState( SDL_GPUTextureUsageFlags usageFlags) { // NOTE: order matters here! if (usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER) { return D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE; } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ) { return D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE; } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) { return D3D12_RESOURCE_STATE_RENDER_TARGET; } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) { return D3D12_RESOURCE_STATE_DEPTH_WRITE; } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ) { return D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE; } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE) { return D3D12_RESOURCE_STATE_UNORDERED_ACCESS; } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE) { return D3D12_RESOURCE_STATE_UNORDERED_ACCESS; } else { SDL_LogError(SDL_LOG_CATEGORY_GPU, "Texture has no default usage mode!"); return D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE; } } static void D3D12_INTERNAL_TextureSubresourceTransitionFromDefaultUsage( D3D12CommandBuffer *commandBuffer, D3D12_RESOURCE_STATES destinationUsageMode, D3D12TextureSubresource *textureSubresource) { D3D12_INTERNAL_TextureSubresourceBarrier( commandBuffer, D3D12_INTERNAL_DefaultTextureResourceState(textureSubresource->parent->container->header.info.usage), destinationUsageMode, textureSubresource); } static void D3D12_INTERNAL_TextureTransitionFromDefaultUsage( D3D12CommandBuffer *commandBuffer, D3D12_RESOURCE_STATES destinationUsageMode, D3D12Texture *texture) { for (Uint32 i = 0; i < texture->subresourceCount; i += 1) { D3D12_INTERNAL_TextureSubresourceTransitionFromDefaultUsage( commandBuffer, destinationUsageMode, &texture->subresources[i]); } } static void D3D12_INTERNAL_TextureSubresourceTransitionToDefaultUsage( D3D12CommandBuffer *commandBuffer, D3D12_RESOURCE_STATES sourceUsageMode, D3D12TextureSubresource *textureSubresource) { D3D12_INTERNAL_TextureSubresourceBarrier( commandBuffer, sourceUsageMode, D3D12_INTERNAL_DefaultTextureResourceState(textureSubresource->parent->container->header.info.usage), textureSubresource); } static void D3D12_INTERNAL_TextureTransitionToDefaultUsage( D3D12CommandBuffer *commandBuffer, D3D12_RESOURCE_STATES sourceUsageMode, D3D12Texture *texture) { for (Uint32 i = 0; i < texture->subresourceCount; i += 1) { D3D12_INTERNAL_TextureSubresourceTransitionToDefaultUsage( commandBuffer, sourceUsageMode, &texture->subresources[i]); } } static D3D12_RESOURCE_STATES D3D12_INTERNAL_DefaultBufferResourceState( D3D12Buffer *buffer) { if (buffer->container->usage & SDL_GPU_BUFFERUSAGE_VERTEX) { return D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER; } else if (buffer->container->usage & SDL_GPU_BUFFERUSAGE_INDEX) { return D3D12_RESOURCE_STATE_INDEX_BUFFER; } else if (buffer->container->usage & SDL_GPU_BUFFERUSAGE_INDIRECT) { return D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT; } else if (buffer->container->usage & SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ) { return D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE; } else if (buffer->container->usage & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ) { return D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE; } else if (buffer->container->usage & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE) { return D3D12_RESOURCE_STATE_UNORDERED_ACCESS; } else { SDL_LogError(SDL_LOG_CATEGORY_GPU, "Buffer has no default usage mode!"); return D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER; } } static void D3D12_INTERNAL_BufferBarrier( D3D12CommandBuffer *commandBuffer, D3D12_RESOURCE_STATES sourceState, D3D12_RESOURCE_STATES destinationState, D3D12Buffer *buffer) { D3D12_INTERNAL_ResourceBarrier( commandBuffer, buffer->transitioned ? sourceState : D3D12_RESOURCE_STATE_COMMON, destinationState, buffer->handle, 0, buffer->container->usage & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE); buffer->transitioned = true; } static void D3D12_INTERNAL_BufferTransitionFromDefaultUsage( D3D12CommandBuffer *commandBuffer, D3D12_RESOURCE_STATES destinationState, D3D12Buffer *buffer) { D3D12_INTERNAL_BufferBarrier( commandBuffer, D3D12_INTERNAL_DefaultBufferResourceState(buffer), destinationState, buffer); } static void D3D12_INTERNAL_BufferTransitionToDefaultUsage( D3D12CommandBuffer *commandBuffer, D3D12_RESOURCE_STATES sourceState, D3D12Buffer *buffer) { D3D12_INTERNAL_BufferBarrier( commandBuffer, sourceState, D3D12_INTERNAL_DefaultBufferResourceState(buffer), buffer); } // Resource tracking #define TRACK_RESOURCE(resource, type, array, count, capacity) \ Uint32 i; \ \ for (i = 0; i < commandBuffer->count; i += 1) { \ if (commandBuffer->array[i] == resource) { \ return; \ } \ } \ \ if (commandBuffer->count == commandBuffer->capacity) { \ commandBuffer->capacity += 1; \ commandBuffer->array = (type *)SDL_realloc( \ commandBuffer->array, \ commandBuffer->capacity * sizeof(type)); \ } \ commandBuffer->array[commandBuffer->count] = resource; \ commandBuffer->count += 1; \ SDL_AtomicIncRef(&resource->referenceCount); static void D3D12_INTERNAL_TrackTexture( D3D12CommandBuffer *commandBuffer, D3D12Texture *texture) { TRACK_RESOURCE( texture, D3D12Texture *, usedTextures, usedTextureCount, usedTextureCapacity) } static void D3D12_INTERNAL_TrackBuffer( D3D12CommandBuffer *commandBuffer, D3D12Buffer *buffer) { TRACK_RESOURCE( buffer, D3D12Buffer *, usedBuffers, usedBufferCount, usedBufferCapacity) } static void D3D12_INTERNAL_TrackSampler( D3D12CommandBuffer *commandBuffer, D3D12Sampler *sampler) { TRACK_RESOURCE( sampler, D3D12Sampler *, usedSamplers, usedSamplerCount, usedSamplerCapacity) } static void D3D12_INTERNAL_TrackGraphicsPipeline( D3D12CommandBuffer *commandBuffer, D3D12GraphicsPipeline *graphicsPipeline) { TRACK_RESOURCE( graphicsPipeline, D3D12GraphicsPipeline *, usedGraphicsPipelines, usedGraphicsPipelineCount, usedGraphicsPipelineCapacity) } static void D3D12_INTERNAL_TrackComputePipeline( D3D12CommandBuffer *commandBuffer, D3D12ComputePipeline *computePipeline) { TRACK_RESOURCE( computePipeline, D3D12ComputePipeline *, usedComputePipelines, usedComputePipelineCount, usedComputePipelineCapacity) } #undef TRACK_RESOURCE // State Creation static D3D12DescriptorHeap *D3D12_INTERNAL_CreateDescriptorHeap( D3D12Renderer *renderer, D3D12_DESCRIPTOR_HEAP_TYPE type, Uint32 descriptorCount, bool staging) { D3D12DescriptorHeap *heap; ID3D12DescriptorHeap *handle; D3D12_DESCRIPTOR_HEAP_DESC heapDesc; HRESULT res; heap = (D3D12DescriptorHeap *)SDL_calloc(1, sizeof(D3D12DescriptorHeap)); if (!heap) { return NULL; } heap->currentDescriptorIndex = 0; heap->inactiveDescriptorCount = 0; heap->inactiveDescriptorIndices = NULL; if (staging) { heap->inactiveDescriptorIndices = (Uint32 *)SDL_calloc(descriptorCount, sizeof(Uint32)); if (!heap->inactiveDescriptorIndices) { D3D12_INTERNAL_DestroyDescriptorHeap(heap); return NULL; } } heapDesc.NumDescriptors = descriptorCount; heapDesc.Type = type; heapDesc.Flags = staging ? D3D12_DESCRIPTOR_HEAP_FLAG_NONE : D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; heapDesc.NodeMask = 0; res = ID3D12Device_CreateDescriptorHeap( renderer->device, &heapDesc, D3D_GUID(D3D_IID_ID3D12DescriptorHeap), (void **)&handle); if (FAILED(res)) { D3D12_INTERNAL_SetError(renderer, "Failed to create descriptor heap!", res); D3D12_INTERNAL_DestroyDescriptorHeap(heap); return NULL; } heap->handle = handle; heap->heapType = type; heap->maxDescriptors = descriptorCount; heap->staging = staging; heap->descriptorSize = ID3D12Device_GetDescriptorHandleIncrementSize(renderer->device, type); D3D_CALL_RET(handle, GetCPUDescriptorHandleForHeapStart, &heap->descriptorHeapCPUStart); if (!staging) { D3D_CALL_RET(handle, GetGPUDescriptorHandleForHeapStart, &heap->descriptorHeapGPUStart); } return heap; } static D3D12DescriptorHeap *D3D12_INTERNAL_AcquireDescriptorHeapFromPool( D3D12CommandBuffer *commandBuffer, D3D12_DESCRIPTOR_HEAP_TYPE descriptorHeapType) { D3D12DescriptorHeap *result; D3D12Renderer *renderer = commandBuffer->renderer; D3D12DescriptorHeapPool *pool = &renderer->descriptorHeapPools[descriptorHeapType]; SDL_LockMutex(pool->lock); if (pool->count > 0) { result = pool->heaps[pool->count - 1]; pool->count -= 1; } else { result = D3D12_INTERNAL_CreateDescriptorHeap( renderer, descriptorHeapType, descriptorHeapType == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV ? VIEW_GPU_DESCRIPTOR_COUNT : SAMPLER_GPU_DESCRIPTOR_COUNT, false); } SDL_UnlockMutex(pool->lock); return result; } static void D3D12_INTERNAL_ReturnDescriptorHeapToPool( D3D12Renderer *renderer, D3D12DescriptorHeap *heap) { D3D12DescriptorHeapPool *pool = &renderer->descriptorHeapPools[heap->heapType]; heap->currentDescriptorIndex = 0; SDL_LockMutex(pool->lock); if (pool->count >= pool->capacity) { pool->capacity *= 2; pool->heaps = (D3D12DescriptorHeap **)SDL_realloc( pool->heaps, pool->capacity * sizeof(D3D12DescriptorHeap *)); } pool->heaps[pool->count] = heap; pool->count += 1; SDL_UnlockMutex(pool->lock); } /* * The root signature lets us define "root parameters" which are essentially bind points for resources. * These let us define the register ranges as well as the register "space". * The register space is akin to the descriptor set index in Vulkan, which allows us to group resources * by stage so that the registers from the vertex and fragment shaders don't clobber each other. * * Most of our root parameters are implemented as "descriptor tables" so we can * copy and then point to contiguous descriptor regions. * Uniform buffers are the exception - these have to be implemented as raw "root descriptors" so * that we can dynamically update the address that the constant buffer view points to. * * The root signature has a maximum size of 64 DWORDs. * A descriptor table uses 1 DWORD. * A root descriptor uses 2 DWORDS. * This means our biggest root signature uses 24 DWORDs total, well under the limit. * * The root parameter indices are created dynamically and stored in the D3D12GraphicsRootSignature struct. */ static D3D12GraphicsRootSignature *D3D12_INTERNAL_CreateGraphicsRootSignature( D3D12Renderer *renderer, D3D12Shader *vertexShader, D3D12Shader *fragmentShader) { // FIXME: I think the max can be smaller... D3D12_ROOT_PARAMETER rootParameters[MAX_ROOT_SIGNATURE_PARAMETERS]; D3D12_DESCRIPTOR_RANGE descriptorRanges[MAX_ROOT_SIGNATURE_PARAMETERS]; Uint32 parameterCount = 0; Uint32 rangeCount = 0; D3D12_DESCRIPTOR_RANGE descriptorRange; D3D12_ROOT_PARAMETER rootParameter; D3D12GraphicsRootSignature *d3d12GraphicsRootSignature = (D3D12GraphicsRootSignature *)SDL_calloc(1, sizeof(D3D12GraphicsRootSignature)); if (!d3d12GraphicsRootSignature) { return NULL; } SDL_zeroa(rootParameters); SDL_zeroa(descriptorRanges); SDL_zero(rootParameter); d3d12GraphicsRootSignature->vertexSamplerRootIndex = -1; d3d12GraphicsRootSignature->vertexSamplerTextureRootIndex = -1; d3d12GraphicsRootSignature->vertexStorageTextureRootIndex = -1; d3d12GraphicsRootSignature->vertexStorageBufferRootIndex = -1; d3d12GraphicsRootSignature->fragmentSamplerRootIndex = -1; d3d12GraphicsRootSignature->fragmentSamplerTextureRootIndex = -1; d3d12GraphicsRootSignature->fragmentStorageTextureRootIndex = -1; d3d12GraphicsRootSignature->fragmentStorageBufferRootIndex = -1; for (Uint32 i = 0; i < MAX_UNIFORM_BUFFERS_PER_STAGE; i += 1) { d3d12GraphicsRootSignature->vertexUniformBufferRootIndex[i] = -1; d3d12GraphicsRootSignature->fragmentUniformBufferRootIndex[i] = -1; } if (vertexShader->num_samplers > 0) { // Vertex Samplers descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER; descriptorRange.NumDescriptors = vertexShader->num_samplers; descriptorRange.BaseShaderRegister = 0; descriptorRange.RegisterSpace = 0; descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; descriptorRanges[rangeCount] = descriptorRange; rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; rootParameter.DescriptorTable.NumDescriptorRanges = 1; rootParameter.DescriptorTable.pDescriptorRanges = &descriptorRanges[rangeCount]; rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; rootParameters[parameterCount] = rootParameter; d3d12GraphicsRootSignature->vertexSamplerRootIndex = parameterCount; rangeCount += 1; parameterCount += 1; descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; descriptorRange.NumDescriptors = vertexShader->num_samplers; descriptorRange.BaseShaderRegister = 0; descriptorRange.RegisterSpace = 0; descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; descriptorRanges[rangeCount] = descriptorRange; rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; rootParameter.DescriptorTable.NumDescriptorRanges = 1; rootParameter.DescriptorTable.pDescriptorRanges = &descriptorRanges[rangeCount]; rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; rootParameters[parameterCount] = rootParameter; d3d12GraphicsRootSignature->vertexSamplerTextureRootIndex = parameterCount; rangeCount += 1; parameterCount += 1; } if (vertexShader->numStorageTextures) { // Vertex storage textures descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; descriptorRange.NumDescriptors = vertexShader->numStorageTextures; descriptorRange.BaseShaderRegister = vertexShader->num_samplers; descriptorRange.RegisterSpace = 0; descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; descriptorRanges[rangeCount] = descriptorRange; rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; rootParameter.DescriptorTable.NumDescriptorRanges = 1; rootParameter.DescriptorTable.pDescriptorRanges = &descriptorRanges[rangeCount]; rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; rootParameters[parameterCount] = rootParameter; d3d12GraphicsRootSignature->vertexStorageTextureRootIndex = parameterCount; rangeCount += 1; parameterCount += 1; } if (vertexShader->numStorageBuffers) { // Vertex storage buffers descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; descriptorRange.NumDescriptors = vertexShader->numStorageBuffers; descriptorRange.BaseShaderRegister = vertexShader->num_samplers + vertexShader->numStorageTextures; descriptorRange.RegisterSpace = 0; descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; descriptorRanges[rangeCount] = descriptorRange; rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; rootParameter.DescriptorTable.NumDescriptorRanges = 1; rootParameter.DescriptorTable.pDescriptorRanges = &descriptorRanges[rangeCount]; rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; rootParameters[parameterCount] = rootParameter; d3d12GraphicsRootSignature->vertexStorageBufferRootIndex = parameterCount; rangeCount += 1; parameterCount += 1; } // Vertex Uniforms for (Uint32 i = 0; i < vertexShader->numUniformBuffers; i += 1) { rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; rootParameter.Descriptor.ShaderRegister = i; rootParameter.Descriptor.RegisterSpace = 1; rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; rootParameters[parameterCount] = rootParameter; d3d12GraphicsRootSignature->vertexUniformBufferRootIndex[i] = parameterCount; parameterCount += 1; } if (fragmentShader->num_samplers) { // Fragment Samplers descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER; descriptorRange.NumDescriptors = fragmentShader->num_samplers; descriptorRange.BaseShaderRegister = 0; descriptorRange.RegisterSpace = 2; descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; descriptorRanges[rangeCount] = descriptorRange; rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; rootParameter.DescriptorTable.NumDescriptorRanges = 1; rootParameter.DescriptorTable.pDescriptorRanges = &descriptorRanges[rangeCount]; rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; rootParameters[parameterCount] = rootParameter; d3d12GraphicsRootSignature->fragmentSamplerRootIndex = parameterCount; rangeCount += 1; parameterCount += 1; descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; descriptorRange.NumDescriptors = fragmentShader->num_samplers; descriptorRange.BaseShaderRegister = 0; descriptorRange.RegisterSpace = 2; descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; descriptorRanges[rangeCount] = descriptorRange; rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; rootParameter.DescriptorTable.NumDescriptorRanges = 1; rootParameter.DescriptorTable.pDescriptorRanges = &descriptorRanges[rangeCount]; rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; rootParameters[parameterCount] = rootParameter; d3d12GraphicsRootSignature->fragmentSamplerTextureRootIndex = parameterCount; rangeCount += 1; parameterCount += 1; } if (fragmentShader->numStorageTextures) { // Fragment Storage Textures descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; descriptorRange.NumDescriptors = fragmentShader->numStorageTextures; descriptorRange.BaseShaderRegister = fragmentShader->num_samplers; descriptorRange.RegisterSpace = 2; descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; descriptorRanges[rangeCount] = descriptorRange; rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; rootParameter.DescriptorTable.NumDescriptorRanges = 1; rootParameter.DescriptorTable.pDescriptorRanges = &descriptorRanges[rangeCount]; rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; rootParameters[parameterCount] = rootParameter; d3d12GraphicsRootSignature->fragmentStorageTextureRootIndex = parameterCount; rangeCount += 1; parameterCount += 1; } if (fragmentShader->numStorageBuffers) { // Fragment Storage Buffers descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; descriptorRange.NumDescriptors = fragmentShader->numStorageBuffers; descriptorRange.BaseShaderRegister = fragmentShader->num_samplers + fragmentShader->numStorageTextures; descriptorRange.RegisterSpace = 2; descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; descriptorRanges[rangeCount] = descriptorRange; rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; rootParameter.DescriptorTable.NumDescriptorRanges = 1; rootParameter.DescriptorTable.pDescriptorRanges = &descriptorRanges[rangeCount]; rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; rootParameters[parameterCount] = rootParameter; d3d12GraphicsRootSignature->fragmentStorageBufferRootIndex = parameterCount; rangeCount += 1; parameterCount += 1; } // Fragment Uniforms for (Uint32 i = 0; i < fragmentShader->numUniformBuffers; i += 1) { rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; rootParameter.Descriptor.ShaderRegister = i; rootParameter.Descriptor.RegisterSpace = 3; rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; rootParameters[parameterCount] = rootParameter; d3d12GraphicsRootSignature->fragmentUniformBufferRootIndex[i] = parameterCount; parameterCount += 1; } // FIXME: shouldn't have to assert here SDL_assert(parameterCount <= MAX_ROOT_SIGNATURE_PARAMETERS); SDL_assert(rangeCount <= MAX_ROOT_SIGNATURE_PARAMETERS); // Create the root signature description D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc; rootSignatureDesc.NumParameters = parameterCount; rootSignatureDesc.pParameters = rootParameters; rootSignatureDesc.NumStaticSamplers = 0; rootSignatureDesc.pStaticSamplers = NULL; rootSignatureDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; // Serialize the root signature ID3DBlob *serializedRootSignature; ID3DBlob *errorBlob; HRESULT res = renderer->D3D12SerializeRootSignature_func(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &serializedRootSignature, &errorBlob); if (FAILED(res)) { if (errorBlob) { SET_ERROR("Failed to serialize RootSignature: %s", (const char *)ID3D10Blob_GetBufferPointer(errorBlob)); ID3D10Blob_Release(errorBlob); } D3D12_INTERNAL_DestroyGraphicsRootSignature(d3d12GraphicsRootSignature); return NULL; } // Create the root signature ID3D12RootSignature *rootSignature; res = ID3D12Device_CreateRootSignature( renderer->device, 0, ID3D10Blob_GetBufferPointer(serializedRootSignature), ID3D10Blob_GetBufferSize(serializedRootSignature), D3D_GUID(D3D_IID_ID3D12RootSignature), (void **)&rootSignature); if (FAILED(res)) { if (errorBlob) { SET_ERROR("Failed to create RootSignature: %s", (const char *)ID3D10Blob_GetBufferPointer(errorBlob)); ID3D10Blob_Release(errorBlob); } D3D12_INTERNAL_DestroyGraphicsRootSignature(d3d12GraphicsRootSignature); return NULL; } d3d12GraphicsRootSignature->handle = rootSignature; return d3d12GraphicsRootSignature; } static bool D3D12_INTERNAL_CreateShaderBytecode( D3D12Renderer *renderer, Uint32 stage, SDL_GPUShaderFormat format, const Uint8 *code, size_t codeSize, const char *entrypointName, void **pBytecode, size_t *pBytecodeSize) { if (pBytecode != NULL) { *pBytecode = SDL_malloc(codeSize); if (!*pBytecode) { return false; } SDL_memcpy(*pBytecode, code, codeSize); *pBytecodeSize = codeSize; } return true; } static D3D12ComputeRootSignature *D3D12_INTERNAL_CreateComputeRootSignature( D3D12Renderer *renderer, const SDL_GPUComputePipelineCreateInfo *createInfo) { // FIXME: I think the max can be smaller... D3D12_ROOT_PARAMETER rootParameters[MAX_ROOT_SIGNATURE_PARAMETERS]; D3D12_DESCRIPTOR_RANGE descriptorRanges[MAX_ROOT_SIGNATURE_PARAMETERS]; Uint32 parameterCount = 0; Uint32 rangeCount = 0; D3D12_DESCRIPTOR_RANGE descriptorRange; D3D12_ROOT_PARAMETER rootParameter; D3D12ComputeRootSignature *d3d12ComputeRootSignature = (D3D12ComputeRootSignature *)SDL_calloc(1, sizeof(D3D12ComputeRootSignature)); if (!d3d12ComputeRootSignature) { return NULL; } SDL_zeroa(rootParameters); SDL_zeroa(descriptorRanges); SDL_zero(rootParameter); d3d12ComputeRootSignature->samplerRootIndex = -1; d3d12ComputeRootSignature->samplerTextureRootIndex = -1; d3d12ComputeRootSignature->readOnlyStorageTextureRootIndex = -1; d3d12ComputeRootSignature->readOnlyStorageBufferRootIndex = -1; d3d12ComputeRootSignature->readWriteStorageTextureRootIndex = -1; d3d12ComputeRootSignature->readWriteStorageBufferRootIndex = -1; for (Uint32 i = 0; i < MAX_UNIFORM_BUFFERS_PER_STAGE; i += 1) { d3d12ComputeRootSignature->uniformBufferRootIndex[i] = -1; } if (createInfo->num_samplers) { descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER; descriptorRange.NumDescriptors = createInfo->num_samplers; descriptorRange.BaseShaderRegister = 0; descriptorRange.RegisterSpace = 0; descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; descriptorRanges[rangeCount] = descriptorRange; rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; rootParameter.DescriptorTable.NumDescriptorRanges = 1; rootParameter.DescriptorTable.pDescriptorRanges = &descriptorRanges[rangeCount]; rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; // ALL is used for compute rootParameters[parameterCount] = rootParameter; d3d12ComputeRootSignature->samplerRootIndex = parameterCount; rangeCount += 1; parameterCount += 1; descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; descriptorRange.NumDescriptors = createInfo->num_samplers; descriptorRange.BaseShaderRegister = 0; descriptorRange.RegisterSpace = 0; descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; descriptorRanges[rangeCount] = descriptorRange; rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; rootParameter.DescriptorTable.NumDescriptorRanges = 1; rootParameter.DescriptorTable.pDescriptorRanges = &descriptorRanges[rangeCount]; rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; // ALL is used for compute rootParameters[parameterCount] = rootParameter; d3d12ComputeRootSignature->samplerTextureRootIndex = parameterCount; rangeCount += 1; parameterCount += 1; } if (createInfo->num_readonly_storage_textures) { descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; descriptorRange.NumDescriptors = createInfo->num_readonly_storage_textures; descriptorRange.BaseShaderRegister = createInfo->num_samplers; descriptorRange.RegisterSpace = 0; descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; descriptorRanges[rangeCount] = descriptorRange; rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; rootParameter.DescriptorTable.NumDescriptorRanges = 1; rootParameter.DescriptorTable.pDescriptorRanges = &descriptorRanges[rangeCount]; rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; // ALL is used for compute rootParameters[parameterCount] = rootParameter; d3d12ComputeRootSignature->readOnlyStorageTextureRootIndex = parameterCount; rangeCount += 1; parameterCount += 1; } if (createInfo->num_readonly_storage_buffers) { descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; descriptorRange.NumDescriptors = createInfo->num_readonly_storage_buffers; descriptorRange.BaseShaderRegister = createInfo->num_samplers + createInfo->num_readonly_storage_textures; descriptorRange.RegisterSpace = 0; descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; descriptorRanges[rangeCount] = descriptorRange; rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; rootParameter.DescriptorTable.NumDescriptorRanges = 1; rootParameter.DescriptorTable.pDescriptorRanges = &descriptorRanges[rangeCount]; rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; // ALL is used for compute rootParameters[parameterCount] = rootParameter; d3d12ComputeRootSignature->readOnlyStorageBufferRootIndex = parameterCount; rangeCount += 1; parameterCount += 1; } if (createInfo->num_readwrite_storage_textures) { descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; descriptorRange.NumDescriptors = createInfo->num_readwrite_storage_textures; descriptorRange.BaseShaderRegister = 0; descriptorRange.RegisterSpace = 1; descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; descriptorRanges[rangeCount] = descriptorRange; rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; rootParameter.DescriptorTable.NumDescriptorRanges = 1; rootParameter.DescriptorTable.pDescriptorRanges = &descriptorRanges[rangeCount]; rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; // ALL is used for compute rootParameters[parameterCount] = rootParameter; d3d12ComputeRootSignature->readWriteStorageTextureRootIndex = parameterCount; rangeCount += 1; parameterCount += 1; } if (createInfo->num_readwrite_storage_buffers) { descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; descriptorRange.NumDescriptors = createInfo->num_readwrite_storage_buffers; descriptorRange.BaseShaderRegister = createInfo->num_readwrite_storage_textures; descriptorRange.RegisterSpace = 1; descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; descriptorRanges[rangeCount] = descriptorRange; rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; rootParameter.DescriptorTable.NumDescriptorRanges = 1; rootParameter.DescriptorTable.pDescriptorRanges = &descriptorRanges[rangeCount]; rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; // ALL is used for compute rootParameters[parameterCount] = rootParameter; d3d12ComputeRootSignature->readWriteStorageBufferRootIndex = parameterCount; rangeCount += 1; parameterCount += 1; } for (Uint32 i = 0; i < createInfo->num_uniform_buffers; i += 1) { rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; rootParameter.Descriptor.ShaderRegister = i; rootParameter.Descriptor.RegisterSpace = 2; rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; // ALL is used for compute rootParameters[parameterCount] = rootParameter; d3d12ComputeRootSignature->uniformBufferRootIndex[i] = parameterCount; parameterCount += 1; } D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc; rootSignatureDesc.NumParameters = parameterCount; rootSignatureDesc.pParameters = rootParameters; rootSignatureDesc.NumStaticSamplers = 0; rootSignatureDesc.pStaticSamplers = NULL; rootSignatureDesc.Flags = (D3D12_ROOT_SIGNATURE_FLAGS)0; ID3DBlob *serializedRootSignature; ID3DBlob *errorBlob; HRESULT res = renderer->D3D12SerializeRootSignature_func( &rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &serializedRootSignature, &errorBlob); if (FAILED(res)) { if (errorBlob) { SET_ERROR("Failed to serialize RootSignature: %s", (const char *)ID3D10Blob_GetBufferPointer(errorBlob)); ID3D10Blob_Release(errorBlob); } D3D12_INTERNAL_DestroyComputeRootSignature(d3d12ComputeRootSignature); return NULL; } ID3D12RootSignature *rootSignature; res = ID3D12Device_CreateRootSignature( renderer->device, 0, ID3D10Blob_GetBufferPointer(serializedRootSignature), ID3D10Blob_GetBufferSize(serializedRootSignature), D3D_GUID(D3D_IID_ID3D12RootSignature), (void **)&rootSignature); if (FAILED(res)) { if (errorBlob) { SET_ERROR("Failed to create RootSignature: %s", (const char *)ID3D10Blob_GetBufferPointer(errorBlob)); ID3D10Blob_Release(errorBlob); } D3D12_INTERNAL_DestroyComputeRootSignature(d3d12ComputeRootSignature); return NULL; } d3d12ComputeRootSignature->handle = rootSignature; return d3d12ComputeRootSignature; } static SDL_GPUComputePipeline *D3D12_CreateComputePipeline( SDL_GPURenderer *driverData, const SDL_GPUComputePipelineCreateInfo *createinfo) { D3D12Renderer *renderer = (D3D12Renderer *)driverData; void *bytecode; size_t bytecodeSize; ID3D12PipelineState *pipelineState; if (!D3D12_INTERNAL_CreateShaderBytecode( renderer, SDL_GPU_SHADERSTAGE_COMPUTE, createinfo->format, createinfo->code, createinfo->code_size, createinfo->entrypoint, &bytecode, &bytecodeSize)) { return NULL; } D3D12ComputeRootSignature *rootSignature = D3D12_INTERNAL_CreateComputeRootSignature( renderer, createinfo); if (rootSignature == NULL) { SDL_free(bytecode); SET_STRING_ERROR_AND_RETURN("Could not create root signature!", NULL) } D3D12_COMPUTE_PIPELINE_STATE_DESC pipelineDesc; pipelineDesc.CS.pShaderBytecode = bytecode; pipelineDesc.CS.BytecodeLength = bytecodeSize; pipelineDesc.pRootSignature = rootSignature->handle; pipelineDesc.CachedPSO.CachedBlobSizeInBytes = 0; pipelineDesc.CachedPSO.pCachedBlob = NULL; pipelineDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; pipelineDesc.NodeMask = 0; HRESULT res = ID3D12Device_CreateComputePipelineState( renderer->device, &pipelineDesc, D3D_GUID(D3D_IID_ID3D12PipelineState), (void **)&pipelineState); if (FAILED(res)) { D3D12_INTERNAL_SetError(renderer, "Could not create compute pipeline state", res); SDL_free(bytecode); return NULL; } D3D12ComputePipeline *computePipeline = (D3D12ComputePipeline *)SDL_calloc(1, sizeof(D3D12ComputePipeline)); if (!computePipeline) { ID3D12PipelineState_Release(pipelineState); SDL_free(bytecode); return NULL; } computePipeline->pipelineState = pipelineState; computePipeline->rootSignature = rootSignature; computePipeline->numSamplers = createinfo->num_samplers; computePipeline->numReadOnlyStorageTextures = createinfo->num_readonly_storage_textures; computePipeline->numReadOnlyStorageBuffers = createinfo->num_readonly_storage_buffers; computePipeline->numReadWriteStorageTextures = createinfo->num_readwrite_storage_textures; computePipeline->numReadWriteStorageBuffers = createinfo->num_readwrite_storage_buffers; computePipeline->numUniformBuffers = createinfo->num_uniform_buffers; SDL_SetAtomicInt(&computePipeline->referenceCount, 0); return (SDL_GPUComputePipeline *)computePipeline; } static bool D3D12_INTERNAL_ConvertRasterizerState(SDL_GPURasterizerState rasterizerState, D3D12_RASTERIZER_DESC *desc) { if (!desc) { return false; } desc->FillMode = SDLToD3D12_FillMode[rasterizerState.fill_mode]; desc->CullMode = SDLToD3D12_CullMode[rasterizerState.cull_mode]; switch (rasterizerState.front_face) { case SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE: desc->FrontCounterClockwise = TRUE; break; case SDL_GPU_FRONTFACE_CLOCKWISE: desc->FrontCounterClockwise = FALSE; break; default: return false; } if (rasterizerState.enable_depth_bias) { desc->DepthBias = SDL_lroundf(rasterizerState.depth_bias_constant_factor); desc->DepthBiasClamp = rasterizerState.depth_bias_clamp; desc->SlopeScaledDepthBias = rasterizerState.depth_bias_slope_factor; } else { desc->DepthBias = 0; desc->DepthBiasClamp = 0.0f; desc->SlopeScaledDepthBias = 0.0f; } desc->DepthClipEnable = rasterizerState.enable_depth_clip; desc->MultisampleEnable = FALSE; desc->AntialiasedLineEnable = FALSE; desc->ForcedSampleCount = 0; desc->ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; return true; } static bool D3D12_INTERNAL_ConvertBlendState( const SDL_GPUGraphicsPipelineCreateInfo *pipelineInfo, D3D12_BLEND_DESC *blendDesc) { if (!blendDesc) { return false; } SDL_zerop(blendDesc); blendDesc->AlphaToCoverageEnable = FALSE; blendDesc->IndependentBlendEnable = FALSE; for (UINT i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1) { D3D12_RENDER_TARGET_BLEND_DESC rtBlendDesc; rtBlendDesc.BlendEnable = FALSE; rtBlendDesc.LogicOpEnable = FALSE; rtBlendDesc.SrcBlend = D3D12_BLEND_ONE; rtBlendDesc.DestBlend = D3D12_BLEND_ZERO; rtBlendDesc.BlendOp = D3D12_BLEND_OP_ADD; rtBlendDesc.SrcBlendAlpha = D3D12_BLEND_ONE; rtBlendDesc.DestBlendAlpha = D3D12_BLEND_ZERO; rtBlendDesc.BlendOpAlpha = D3D12_BLEND_OP_ADD; rtBlendDesc.LogicOp = D3D12_LOGIC_OP_NOOP; rtBlendDesc.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; // If target_info has more blend states, you can set IndependentBlendEnable to TRUE and assign different blend states to each render target slot if (i < pipelineInfo->target_info.num_color_targets) { SDL_GPUColorTargetBlendState sdlBlendState = pipelineInfo->target_info.color_target_descriptions[i].blend_state; SDL_GPUColorComponentFlags colorWriteMask = sdlBlendState.enable_color_write_mask ? sdlBlendState.color_write_mask : 0xF; rtBlendDesc.BlendEnable = sdlBlendState.enable_blend; rtBlendDesc.SrcBlend = SDLToD3D12_BlendFactor[sdlBlendState.src_color_blendfactor]; rtBlendDesc.DestBlend = SDLToD3D12_BlendFactor[sdlBlendState.dst_color_blendfactor]; rtBlendDesc.BlendOp = SDLToD3D12_BlendOp[sdlBlendState.color_blend_op]; rtBlendDesc.SrcBlendAlpha = SDLToD3D12_BlendFactorAlpha[sdlBlendState.src_alpha_blendfactor]; rtBlendDesc.DestBlendAlpha = SDLToD3D12_BlendFactorAlpha[sdlBlendState.dst_alpha_blendfactor]; rtBlendDesc.BlendOpAlpha = SDLToD3D12_BlendOp[sdlBlendState.alpha_blend_op]; rtBlendDesc.RenderTargetWriteMask = colorWriteMask; if (i > 0) { blendDesc->IndependentBlendEnable = TRUE; } } blendDesc->RenderTarget[i] = rtBlendDesc; } return true; } static bool D3D12_INTERNAL_ConvertDepthStencilState(SDL_GPUDepthStencilState depthStencilState, D3D12_DEPTH_STENCIL_DESC *desc) { if (desc == NULL) { return false; } desc->DepthEnable = depthStencilState.enable_depth_test == true ? TRUE : FALSE; desc->DepthWriteMask = depthStencilState.enable_depth_write == true ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO; desc->DepthFunc = SDLToD3D12_CompareOp[depthStencilState.compare_op]; desc->StencilEnable = depthStencilState.enable_stencil_test == true ? TRUE : FALSE; desc->StencilReadMask = depthStencilState.compare_mask; desc->StencilWriteMask = depthStencilState.write_mask; desc->FrontFace.StencilFailOp = SDLToD3D12_StencilOp[depthStencilState.front_stencil_state.fail_op]; desc->FrontFace.StencilDepthFailOp = SDLToD3D12_StencilOp[depthStencilState.front_stencil_state.depth_fail_op]; desc->FrontFace.StencilPassOp = SDLToD3D12_StencilOp[depthStencilState.front_stencil_state.pass_op]; desc->FrontFace.StencilFunc = SDLToD3D12_CompareOp[depthStencilState.front_stencil_state.compare_op]; desc->BackFace.StencilFailOp = SDLToD3D12_StencilOp[depthStencilState.back_stencil_state.fail_op]; desc->BackFace.StencilDepthFailOp = SDLToD3D12_StencilOp[depthStencilState.back_stencil_state.depth_fail_op]; desc->BackFace.StencilPassOp = SDLToD3D12_StencilOp[depthStencilState.back_stencil_state.pass_op]; desc->BackFace.StencilFunc = SDLToD3D12_CompareOp[depthStencilState.back_stencil_state.compare_op]; return true; } static bool D3D12_INTERNAL_ConvertVertexInputState(SDL_GPUVertexInputState vertexInputState, D3D12_INPUT_ELEMENT_DESC *desc, const char *semantic) { if (desc == NULL || vertexInputState.num_vertex_attributes == 0) { return false; } for (Uint32 i = 0; i < vertexInputState.num_vertex_attributes; i += 1) { SDL_GPUVertexAttribute attribute = vertexInputState.vertex_attributes[i]; desc[i].SemanticName = semantic; desc[i].SemanticIndex = attribute.location; desc[i].Format = SDLToD3D12_VertexFormat[attribute.format]; desc[i].InputSlot = attribute.buffer_slot; desc[i].AlignedByteOffset = attribute.offset; desc[i].InputSlotClass = SDLToD3D12_InputRate[vertexInputState.vertex_buffer_descriptions[attribute.buffer_slot].input_rate]; desc[i].InstanceDataStepRate = (vertexInputState.vertex_buffer_descriptions[attribute.buffer_slot].input_rate == SDL_GPU_VERTEXINPUTRATE_INSTANCE) ? vertexInputState.vertex_buffer_descriptions[attribute.buffer_slot].instance_step_rate : 0; } return true; } static void D3D12_INTERNAL_AssignCpuDescriptorHandle( D3D12Renderer *renderer, D3D12_DESCRIPTOR_HEAP_TYPE heapType, D3D12CPUDescriptor *cpuDescriptor) { D3D12DescriptorHeap *heap = renderer->stagingDescriptorHeaps[heapType]; Uint32 descriptorIndex; cpuDescriptor->heap = heap; SDL_LockMutex(renderer->stagingDescriptorHeapLock); if (heap->inactiveDescriptorCount > 0) { descriptorIndex = heap->inactiveDescriptorIndices[heap->inactiveDescriptorCount - 1]; heap->inactiveDescriptorCount -= 1; } else if (heap->currentDescriptorIndex < heap->maxDescriptors) { descriptorIndex = heap->currentDescriptorIndex; heap->currentDescriptorIndex += 1; } else { cpuDescriptor->cpuHandleIndex = SDL_MAX_UINT32; cpuDescriptor->cpuHandle.ptr = 0; SDL_LogError(SDL_LOG_CATEGORY_GPU, "Out of CPU descriptor handles, many bad things are going to happen!"); SDL_UnlockMutex(renderer->stagingDescriptorHeapLock); return; } SDL_UnlockMutex(renderer->stagingDescriptorHeapLock); cpuDescriptor->cpuHandleIndex = descriptorIndex; cpuDescriptor->cpuHandle.ptr = heap->descriptorHeapCPUStart.ptr + (descriptorIndex * heap->descriptorSize); } static SDL_GPUGraphicsPipeline *D3D12_CreateGraphicsPipeline( SDL_GPURenderer *driverData, const SDL_GPUGraphicsPipelineCreateInfo *createinfo) { D3D12Renderer *renderer = (D3D12Renderer *)driverData; D3D12Shader *vertShader = (D3D12Shader *)createinfo->vertex_shader; D3D12Shader *fragShader = (D3D12Shader *)createinfo->fragment_shader; D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc; SDL_zero(psoDesc); psoDesc.VS.pShaderBytecode = vertShader->bytecode; psoDesc.VS.BytecodeLength = vertShader->bytecodeSize; psoDesc.PS.pShaderBytecode = fragShader->bytecode; psoDesc.PS.BytecodeLength = fragShader->bytecodeSize; D3D12_INPUT_ELEMENT_DESC inputElementDescs[D3D12_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT]; if (createinfo->vertex_input_state.num_vertex_attributes > 0) { psoDesc.InputLayout.pInputElementDescs = inputElementDescs; psoDesc.InputLayout.NumElements = createinfo->vertex_input_state.num_vertex_attributes; D3D12_INTERNAL_ConvertVertexInputState(createinfo->vertex_input_state, inputElementDescs, renderer->semantic); } psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; if (!D3D12_INTERNAL_ConvertRasterizerState(createinfo->rasterizer_state, &psoDesc.RasterizerState)) { return NULL; } if (!D3D12_INTERNAL_ConvertBlendState(createinfo, &psoDesc.BlendState)) { return NULL; } if (!D3D12_INTERNAL_ConvertDepthStencilState(createinfo->depth_stencil_state, &psoDesc.DepthStencilState)) { return NULL; } D3D12GraphicsPipeline *pipeline = (D3D12GraphicsPipeline *)SDL_calloc(1, sizeof(D3D12GraphicsPipeline)); if (!pipeline) { return NULL; } Uint32 sampleMask = createinfo->multisample_state.enable_mask ? createinfo->multisample_state.sample_mask : 0xFFFFFFFF; psoDesc.SampleMask = sampleMask; psoDesc.SampleDesc.Count = SDLToD3D12_SampleCount[createinfo->multisample_state.sample_count]; psoDesc.SampleDesc.Quality = (createinfo->multisample_state.sample_count > SDL_GPU_SAMPLECOUNT_1) ? D3D12_STANDARD_MULTISAMPLE_PATTERN : 0; psoDesc.DSVFormat = SDLToD3D12_DepthFormat[createinfo->target_info.depth_stencil_format]; psoDesc.NumRenderTargets = createinfo->target_info.num_color_targets; for (uint32_t i = 0; i < createinfo->target_info.num_color_targets; i += 1) { psoDesc.RTVFormats[i] = SDLToD3D12_TextureFormat[createinfo->target_info.color_target_descriptions[i].format]; } // Assuming some default values or further initialization psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; psoDesc.CachedPSO.CachedBlobSizeInBytes = 0; psoDesc.CachedPSO.pCachedBlob = NULL; psoDesc.NodeMask = 0; D3D12GraphicsRootSignature *rootSignature = D3D12_INTERNAL_CreateGraphicsRootSignature( renderer, vertShader, fragShader); if (rootSignature == NULL) { D3D12_INTERNAL_DestroyGraphicsPipeline(pipeline); return NULL; } pipeline->rootSignature = rootSignature; psoDesc.pRootSignature = rootSignature->handle; ID3D12PipelineState *pipelineState; HRESULT res = ID3D12Device_CreateGraphicsPipelineState( renderer->device, &psoDesc, D3D_GUID(D3D_IID_ID3D12PipelineState), (void **)&pipelineState); if (FAILED(res)) { D3D12_INTERNAL_SetError(renderer, "Could not create graphics pipeline state", res); D3D12_INTERNAL_DestroyGraphicsPipeline(pipeline); return NULL; } pipeline->pipelineState = pipelineState; for (Uint32 i = 0; i < createinfo->vertex_input_state.num_vertex_buffers; i += 1) { pipeline->vertexStrides[createinfo->vertex_input_state.vertex_buffer_descriptions[i].slot] = createinfo->vertex_input_state.vertex_buffer_descriptions[i].pitch; } pipeline->primitiveType = createinfo->primitive_type; pipeline->vertexSamplerCount = vertShader->num_samplers; pipeline->vertexStorageTextureCount = vertShader->numStorageTextures; pipeline->vertexStorageBufferCount = vertShader->numStorageBuffers; pipeline->vertexUniformBufferCount = vertShader->numUniformBuffers; pipeline->fragmentSamplerCount = fragShader->num_samplers; pipeline->fragmentStorageTextureCount = fragShader->numStorageTextures; pipeline->fragmentStorageBufferCount = fragShader->numStorageBuffers; pipeline->fragmentUniformBufferCount = fragShader->numUniformBuffers; SDL_SetAtomicInt(&pipeline->referenceCount, 0); return (SDL_GPUGraphicsPipeline *)pipeline; } static SDL_GPUSampler *D3D12_CreateSampler( SDL_GPURenderer *driverData, const SDL_GPUSamplerCreateInfo *createinfo) { D3D12Renderer *renderer = (D3D12Renderer *)driverData; D3D12Sampler *sampler = (D3D12Sampler *)SDL_calloc(1, sizeof(D3D12Sampler)); if (!sampler) { return NULL; } D3D12_SAMPLER_DESC samplerDesc; samplerDesc.Filter = SDLToD3D12_Filter( createinfo->min_filter, createinfo->mag_filter, createinfo->mipmap_mode, createinfo->enable_compare, createinfo->enable_anisotropy); samplerDesc.AddressU = SDLToD3D12_SamplerAddressMode[createinfo->address_mode_u]; samplerDesc.AddressV = SDLToD3D12_SamplerAddressMode[createinfo->address_mode_v]; samplerDesc.AddressW = SDLToD3D12_SamplerAddressMode[createinfo->address_mode_w]; samplerDesc.MaxAnisotropy = (Uint32)createinfo->max_anisotropy; samplerDesc.ComparisonFunc = SDLToD3D12_CompareOp[createinfo->compare_op]; samplerDesc.MinLOD = createinfo->min_lod; samplerDesc.MaxLOD = createinfo->max_lod; samplerDesc.MipLODBias = createinfo->mip_lod_bias; samplerDesc.BorderColor[0] = 0; samplerDesc.BorderColor[1] = 0; samplerDesc.BorderColor[2] = 0; samplerDesc.BorderColor[3] = 0; D3D12_INTERNAL_AssignCpuDescriptorHandle( renderer, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, &sampler->handle); ID3D12Device_CreateSampler( renderer->device, &samplerDesc, sampler->handle.cpuHandle); sampler->createInfo = *createinfo; SDL_SetAtomicInt(&sampler->referenceCount, 0); return (SDL_GPUSampler *)sampler; } static SDL_GPUShader *D3D12_CreateShader( SDL_GPURenderer *driverData, const SDL_GPUShaderCreateInfo *createinfo) { D3D12Renderer *renderer = (D3D12Renderer *)driverData; void *bytecode; size_t bytecodeSize; D3D12Shader *shader; if (!D3D12_INTERNAL_CreateShaderBytecode( renderer, createinfo->stage, createinfo->format, createinfo->code, createinfo->code_size, createinfo->entrypoint, &bytecode, &bytecodeSize)) { return NULL; } shader = (D3D12Shader *)SDL_calloc(1, sizeof(D3D12Shader)); if (!shader) { SDL_free(bytecode); return NULL; } shader->num_samplers = createinfo->num_samplers; shader->numStorageBuffers = createinfo->num_storage_buffers; shader->numStorageTextures = createinfo->num_storage_textures; shader->numUniformBuffers = createinfo->num_uniform_buffers; shader->bytecode = bytecode; shader->bytecodeSize = bytecodeSize; return (SDL_GPUShader *)shader; } static D3D12Texture *D3D12_INTERNAL_CreateTexture( D3D12Renderer *renderer, const SDL_GPUTextureCreateInfo *createinfo, bool isSwapchainTexture) { D3D12Texture *texture; ID3D12Resource *handle; D3D12_HEAP_PROPERTIES heapProperties; D3D12_HEAP_FLAGS heapFlags = (D3D12_HEAP_FLAGS)0; D3D12_RESOURCE_DESC desc; D3D12_RESOURCE_FLAGS resourceFlags = (D3D12_RESOURCE_FLAGS)0; D3D12_RESOURCE_STATES initialState = (D3D12_RESOURCE_STATES)0; D3D12_CLEAR_VALUE clearValue; DXGI_FORMAT format; bool useClearValue = false; bool needsUAV = (createinfo->usage & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE) || (createinfo->usage & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE); HRESULT res; texture = (D3D12Texture *)SDL_calloc(1, sizeof(D3D12Texture)); if (!texture) { return NULL; } Uint32 layerCount = createinfo->type == SDL_GPU_TEXTURETYPE_3D ? 1 : createinfo->layer_count_or_depth; Uint32 depth = createinfo->type == SDL_GPU_TEXTURETYPE_3D ? createinfo->layer_count_or_depth : 1; bool isMultisample = createinfo->sample_count > SDL_GPU_SAMPLECOUNT_1; format = SDLToD3D12_TextureFormat[createinfo->format]; if (createinfo->usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) { resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; useClearValue = true; clearValue.Color[0] = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_R_FLOAT, 0); clearValue.Color[1] = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_G_FLOAT, 0); clearValue.Color[2] = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_B_FLOAT, 0); clearValue.Color[3] = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_A_FLOAT, 0); } if (createinfo->usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) { resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL; useClearValue = true; clearValue.DepthStencil.Depth = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_DEPTH_FLOAT, 0); clearValue.DepthStencil.Stencil = (UINT8)SDL_GetNumberProperty(createinfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8, 0); format = SDLToD3D12_DepthFormat[createinfo->format]; } if (needsUAV) { resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; } heapProperties.Type = D3D12_HEAP_TYPE_DEFAULT; heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; heapProperties.CreationNodeMask = 0; // We don't do multi-adapter operation heapProperties.VisibleNodeMask = 0; // We don't do multi-adapter operation heapFlags = isSwapchainTexture ? D3D12_HEAP_FLAG_ALLOW_DISPLAY : D3D12_HEAP_FLAG_NONE; if (createinfo->type != SDL_GPU_TEXTURETYPE_3D) { desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; desc.Alignment = isSwapchainTexture ? 0 : D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; desc.Width = createinfo->width; desc.Height = createinfo->height; desc.DepthOrArraySize = (UINT16)createinfo->layer_count_or_depth; desc.MipLevels = (UINT16)createinfo->num_levels; desc.Format = format; desc.SampleDesc.Count = SDLToD3D12_SampleCount[createinfo->sample_count]; desc.SampleDesc.Quality = isMultisample ? D3D12_STANDARD_MULTISAMPLE_PATTERN : 0; desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; // Apparently this is the most efficient choice desc.Flags = resourceFlags; } else { desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D; desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; desc.Width = createinfo->width; desc.Height = createinfo->height; desc.DepthOrArraySize = (UINT16)createinfo->layer_count_or_depth; desc.MipLevels = (UINT16)createinfo->num_levels; desc.Format = format; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; desc.Flags = resourceFlags; } initialState = isSwapchainTexture ? D3D12_RESOURCE_STATE_PRESENT : D3D12_INTERNAL_DefaultTextureResourceState(createinfo->usage); clearValue.Format = desc.Format; res = ID3D12Device_CreateCommittedResource( renderer->device, &heapProperties, heapFlags, &desc, initialState, useClearValue ? &clearValue : NULL, D3D_GUID(D3D_IID_ID3D12Resource), (void **)&handle); if (FAILED(res)) { D3D12_INTERNAL_SetError(renderer, "Failed to create texture!", res); D3D12_INTERNAL_DestroyTexture(renderer, texture); return NULL; } texture->resource = handle; // Create the SRV if applicable if ((createinfo->usage & SDL_GPU_TEXTUREUSAGE_SAMPLER) || (createinfo->usage & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ) || (createinfo->usage & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ)) { D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc; D3D12_INTERNAL_AssignCpuDescriptorHandle( renderer, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, &texture->srvHandle); srvDesc.Format = SDLToD3D12_TextureFormat[createinfo->format]; srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; if (createinfo->type == SDL_GPU_TEXTURETYPE_CUBE) { srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE; srvDesc.TextureCube.MipLevels = createinfo->num_levels; srvDesc.TextureCube.MostDetailedMip = 0; srvDesc.TextureCube.ResourceMinLODClamp = 0; } else if (createinfo->type == SDL_GPU_TEXTURETYPE_CUBE_ARRAY) { srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY; srvDesc.TextureCubeArray.MipLevels = createinfo->num_levels; srvDesc.TextureCubeArray.MostDetailedMip = 0; srvDesc.TextureCubeArray.First2DArrayFace = 0; srvDesc.TextureCubeArray.NumCubes = createinfo->layer_count_or_depth / 6; srvDesc.TextureCubeArray.ResourceMinLODClamp = 0; } else if (createinfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY) { srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY; srvDesc.Texture2DArray.MipLevels = createinfo->num_levels; srvDesc.Texture2DArray.MostDetailedMip = 0; srvDesc.Texture2DArray.FirstArraySlice = 0; srvDesc.Texture2DArray.ArraySize = layerCount; srvDesc.Texture2DArray.ResourceMinLODClamp = 0; srvDesc.Texture2DArray.PlaneSlice = 0; } else if (createinfo->type == SDL_GPU_TEXTURETYPE_3D) { srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D; srvDesc.Texture3D.MipLevels = createinfo->num_levels; srvDesc.Texture3D.MostDetailedMip = 0; srvDesc.Texture3D.ResourceMinLODClamp = 0; // default behavior } else { srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MipLevels = createinfo->num_levels; srvDesc.Texture2D.MostDetailedMip = 0; srvDesc.Texture2D.PlaneSlice = 0; srvDesc.Texture2D.ResourceMinLODClamp = 0; // default behavior } ID3D12Device_CreateShaderResourceView( renderer->device, handle, &srvDesc, texture->srvHandle.cpuHandle); } SDL_SetAtomicInt(&texture->referenceCount, 0); texture->subresourceCount = createinfo->num_levels * layerCount; texture->subresources = (D3D12TextureSubresource *)SDL_calloc( texture->subresourceCount, sizeof(D3D12TextureSubresource)); if (!texture->subresources) { D3D12_INTERNAL_DestroyTexture(renderer, texture); return NULL; } for (Uint32 layerIndex = 0; layerIndex < layerCount; layerIndex += 1) { for (Uint32 levelIndex = 0; levelIndex < createinfo->num_levels; levelIndex += 1) { Uint32 subresourceIndex = D3D12_INTERNAL_CalcSubresource( levelIndex, layerIndex, createinfo->num_levels); texture->subresources[subresourceIndex].parent = texture; texture->subresources[subresourceIndex].layer = layerIndex; texture->subresources[subresourceIndex].level = levelIndex; texture->subresources[subresourceIndex].depth = depth; texture->subresources[subresourceIndex].index = subresourceIndex; texture->subresources[subresourceIndex].rtvHandles = NULL; texture->subresources[subresourceIndex].uavHandle.heap = NULL; texture->subresources[subresourceIndex].dsvHandle.heap = NULL; // Create RTV if needed if (createinfo->usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) { texture->subresources[subresourceIndex].rtvHandles = (D3D12CPUDescriptor *)SDL_calloc(depth, sizeof(D3D12CPUDescriptor)); for (Uint32 depthIndex = 0; depthIndex < depth; depthIndex += 1) { D3D12_RENDER_TARGET_VIEW_DESC rtvDesc; D3D12_INTERNAL_AssignCpuDescriptorHandle( renderer, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, &texture->subresources[subresourceIndex].rtvHandles[depthIndex]); rtvDesc.Format = SDLToD3D12_TextureFormat[createinfo->format]; if (createinfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY || createinfo->type == SDL_GPU_TEXTURETYPE_CUBE || createinfo->type == SDL_GPU_TEXTURETYPE_CUBE_ARRAY) { rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY; rtvDesc.Texture2DArray.MipSlice = levelIndex; rtvDesc.Texture2DArray.FirstArraySlice = layerIndex; rtvDesc.Texture2DArray.ArraySize = 1; rtvDesc.Texture2DArray.PlaneSlice = 0; } else if (createinfo->type == SDL_GPU_TEXTURETYPE_3D) { rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D; rtvDesc.Texture3D.MipSlice = levelIndex; rtvDesc.Texture3D.FirstWSlice = depthIndex; rtvDesc.Texture3D.WSize = 1; } else if (isMultisample) { rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS; } else { rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; rtvDesc.Texture2D.MipSlice = levelIndex; rtvDesc.Texture2D.PlaneSlice = 0; } ID3D12Device_CreateRenderTargetView( renderer->device, texture->resource, &rtvDesc, texture->subresources[subresourceIndex].rtvHandles[depthIndex].cpuHandle); } } // Create DSV if needed if (createinfo->usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) { D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc; D3D12_INTERNAL_AssignCpuDescriptorHandle( renderer, D3D12_DESCRIPTOR_HEAP_TYPE_DSV, &texture->subresources[subresourceIndex].dsvHandle); dsvDesc.Format = SDLToD3D12_DepthFormat[createinfo->format]; dsvDesc.Flags = (D3D12_DSV_FLAGS)0; if (isMultisample) { dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS; } else { dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D; dsvDesc.Texture2D.MipSlice = levelIndex; } ID3D12Device_CreateDepthStencilView( renderer->device, texture->resource, &dsvDesc, texture->subresources[subresourceIndex].dsvHandle.cpuHandle); } // Create subresource UAV if necessary if (needsUAV) { D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc; D3D12_INTERNAL_AssignCpuDescriptorHandle( renderer, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, &texture->subresources[subresourceIndex].uavHandle); uavDesc.Format = SDLToD3D12_TextureFormat[createinfo->format]; if (createinfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY || createinfo->type == SDL_GPU_TEXTURETYPE_CUBE || createinfo->type == SDL_GPU_TEXTURETYPE_CUBE_ARRAY) { uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY; uavDesc.Texture2DArray.MipSlice = levelIndex; uavDesc.Texture2DArray.FirstArraySlice = layerIndex; uavDesc.Texture2DArray.ArraySize = 1; } else if (createinfo->type == SDL_GPU_TEXTURETYPE_3D) { uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D; uavDesc.Texture3D.MipSlice = levelIndex; uavDesc.Texture3D.FirstWSlice = 0; uavDesc.Texture3D.WSize = depth; } else { uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D; uavDesc.Texture2D.MipSlice = levelIndex; uavDesc.Texture2D.PlaneSlice = 0; } ID3D12Device_CreateUnorderedAccessView( renderer->device, texture->resource, NULL, &uavDesc, texture->subresources[subresourceIndex].uavHandle.cpuHandle); } } } return texture; } static SDL_GPUTexture *D3D12_CreateTexture( SDL_GPURenderer *driverData, const SDL_GPUTextureCreateInfo *createinfo) { D3D12TextureContainer *container = (D3D12TextureContainer *)SDL_calloc(1, sizeof(D3D12TextureContainer)); if (!container) { return NULL; } container->header.info = *createinfo; container->textureCapacity = 1; container->textureCount = 1; container->textures = (D3D12Texture **)SDL_calloc( container->textureCapacity, sizeof(D3D12Texture *)); if (!container->textures) { SDL_free(container); return NULL; } container->debugName = NULL; container->canBeCycled = true; D3D12Texture *texture = D3D12_INTERNAL_CreateTexture( (D3D12Renderer *)driverData, createinfo, false); if (!texture) { SDL_free(container->textures); SDL_free(container); return NULL; } container->textures[0] = texture; container->activeTexture = texture; texture->container = container; texture->containerIndex = 0; return (SDL_GPUTexture *)container; } static D3D12Buffer *D3D12_INTERNAL_CreateBuffer( D3D12Renderer *renderer, SDL_GPUBufferUsageFlags usageFlags, Uint32 size, D3D12BufferType type) { D3D12Buffer *buffer; ID3D12Resource *handle; D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc; D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc; D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc; D3D12_HEAP_PROPERTIES heapProperties; D3D12_RESOURCE_DESC desc; D3D12_HEAP_FLAGS heapFlags = (D3D12_HEAP_FLAGS)0; D3D12_RESOURCE_FLAGS resourceFlags = (D3D12_RESOURCE_FLAGS)0; D3D12_RESOURCE_STATES initialState = D3D12_RESOURCE_STATE_COMMON; HRESULT res; buffer = (D3D12Buffer *)SDL_calloc(1, sizeof(D3D12Buffer)); if (!buffer) { return NULL; } if (usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE) { resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; } #if (defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) if (usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT) { resourceFlags |= D3D12XBOX_RESOURCE_FLAG_ALLOW_INDIRECT_BUFFER; } #endif heapProperties.CreationNodeMask = 0; // We don't do multi-adapter operation heapProperties.VisibleNodeMask = 0; // We don't do multi-adapter operation if (type == D3D12_BUFFER_TYPE_GPU) { heapProperties.Type = D3D12_HEAP_TYPE_DEFAULT; heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; heapFlags = D3D12_HEAP_FLAG_NONE; } else if (type == D3D12_BUFFER_TYPE_UPLOAD) { heapProperties.Type = D3D12_HEAP_TYPE_UPLOAD; heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; heapFlags = D3D12_HEAP_FLAG_NONE; initialState = D3D12_RESOURCE_STATE_GENERIC_READ; } else if (type == D3D12_BUFFER_TYPE_DOWNLOAD) { heapProperties.Type = D3D12_HEAP_TYPE_READBACK; heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; heapFlags = D3D12_HEAP_FLAG_NONE; initialState = D3D12_RESOURCE_STATE_COPY_DEST; } else if (type == D3D12_BUFFER_TYPE_UNIFORM) { // D3D12 is badly designed, so we have to check if the fast path for uniform buffers is enabled if (renderer->GPUUploadHeapSupported) { heapProperties.Type = D3D12_HEAP_TYPE_GPU_UPLOAD; heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; } else { heapProperties.Type = D3D12_HEAP_TYPE_UPLOAD; heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; initialState = D3D12_RESOURCE_STATE_GENERIC_READ; } heapFlags = D3D12_HEAP_FLAG_NONE; } else { SET_STRING_ERROR_AND_RETURN("Unrecognized buffer type!", NULL) } desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; desc.Width = size; desc.Height = 1; desc.DepthOrArraySize = 1; desc.MipLevels = 1; desc.Format = DXGI_FORMAT_UNKNOWN; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; desc.Flags = resourceFlags; res = ID3D12Device_CreateCommittedResource( renderer->device, &heapProperties, heapFlags, &desc, initialState, NULL, D3D_GUID(D3D_IID_ID3D12Resource), (void **)&handle); if (FAILED(res)) { D3D12_INTERNAL_SetError(renderer, "Could not create buffer!", res); D3D12_INTERNAL_DestroyBuffer(renderer, buffer); return NULL; } buffer->handle = handle; SDL_SetAtomicInt(&buffer->referenceCount, 0); buffer->uavDescriptor.heap = NULL; buffer->srvDescriptor.heap = NULL; buffer->cbvDescriptor.heap = NULL; if (usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE) { D3D12_INTERNAL_AssignCpuDescriptorHandle( renderer, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, &buffer->uavDescriptor); uavDesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; uavDesc.Format = DXGI_FORMAT_R32_TYPELESS; uavDesc.Buffer.FirstElement = 0; uavDesc.Buffer.NumElements = size / sizeof(Uint32); uavDesc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW; uavDesc.Buffer.CounterOffsetInBytes = 0; // TODO: support counters? uavDesc.Buffer.StructureByteStride = 0; // Create UAV ID3D12Device_CreateUnorderedAccessView( renderer->device, handle, NULL, // TODO: support counters? &uavDesc, buffer->uavDescriptor.cpuHandle); } if ( (usageFlags & SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ) || (usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ)) { D3D12_INTERNAL_AssignCpuDescriptorHandle( renderer, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, &buffer->srvDescriptor); srvDesc.Format = DXGI_FORMAT_R32_TYPELESS; srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; srvDesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER; srvDesc.Buffer.FirstElement = 0; srvDesc.Buffer.NumElements = size / sizeof(Uint32); srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW; srvDesc.Buffer.StructureByteStride = 0; // Create SRV ID3D12Device_CreateShaderResourceView( renderer->device, handle, &srvDesc, buffer->srvDescriptor.cpuHandle); } // FIXME: we may not need a CBV since we use root descriptors if (type == D3D12_BUFFER_TYPE_UNIFORM) { D3D12_INTERNAL_AssignCpuDescriptorHandle( renderer, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, &buffer->cbvDescriptor); cbvDesc.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(handle); cbvDesc.SizeInBytes = size; // Create CBV ID3D12Device_CreateConstantBufferView( renderer->device, &cbvDesc, buffer->cbvDescriptor.cpuHandle); } buffer->virtualAddress = 0; if (type == D3D12_BUFFER_TYPE_GPU || type == D3D12_BUFFER_TYPE_UNIFORM) { buffer->virtualAddress = ID3D12Resource_GetGPUVirtualAddress(buffer->handle); } buffer->mapPointer = NULL; // Persistently map upload buffers if (type == D3D12_BUFFER_TYPE_UPLOAD) { res = ID3D12Resource_Map( buffer->handle, 0, NULL, (void **)&buffer->mapPointer); if (FAILED(res)) { D3D12_INTERNAL_SetError(renderer, "Failed to map upload buffer!", res); D3D12_INTERNAL_DestroyBuffer(renderer, buffer); return NULL; } } buffer->container = NULL; buffer->containerIndex = 0; buffer->transitioned = initialState != D3D12_RESOURCE_STATE_COMMON; SDL_SetAtomicInt(&buffer->referenceCount, 0); return buffer; } static D3D12BufferContainer *D3D12_INTERNAL_CreateBufferContainer( D3D12Renderer *renderer, SDL_GPUBufferUsageFlags usageFlags, Uint32 size, D3D12BufferType type) { D3D12BufferContainer *container; D3D12Buffer *buffer; container = (D3D12BufferContainer *)SDL_calloc(1, sizeof(D3D12BufferContainer)); if (!container) { return NULL; } container->usage = usageFlags; container->size = size; container->type = type; container->bufferCapacity = 1; container->bufferCount = 1; container->buffers = (D3D12Buffer **)SDL_calloc( container->bufferCapacity, sizeof(D3D12Buffer *)); if (!container->buffers) { SDL_free(container); return NULL; } container->debugName = NULL; buffer = D3D12_INTERNAL_CreateBuffer( renderer, usageFlags, size, type); if (buffer == NULL) { SDL_free(container->buffers); SDL_free(container); return NULL; } container->activeBuffer = buffer; container->buffers[0] = buffer; buffer->container = container; buffer->containerIndex = 0; return container; } static SDL_GPUBuffer *D3D12_CreateBuffer( SDL_GPURenderer *driverData, SDL_GPUBufferUsageFlags usageFlags, Uint32 size) { return (SDL_GPUBuffer *)D3D12_INTERNAL_CreateBufferContainer( (D3D12Renderer *)driverData, usageFlags, size, D3D12_BUFFER_TYPE_GPU); } static SDL_GPUTransferBuffer *D3D12_CreateTransferBuffer( SDL_GPURenderer *driverData, SDL_GPUTransferBufferUsage usage, Uint32 size) { return (SDL_GPUTransferBuffer *)D3D12_INTERNAL_CreateBufferContainer( (D3D12Renderer *)driverData, 0, size, usage == SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD ? D3D12_BUFFER_TYPE_UPLOAD : D3D12_BUFFER_TYPE_DOWNLOAD); } // Debug Naming static void D3D12_SetBufferName( SDL_GPURenderer *driverData, SDL_GPUBuffer *buffer, const char *text) { D3D12Renderer *renderer = (D3D12Renderer *)driverData; D3D12BufferContainer *container = (D3D12BufferContainer *)buffer; size_t textLength = SDL_strlen(text) + 1; if (renderer->debug_mode) { container->debugName = (char *)SDL_realloc( container->debugName, textLength); SDL_utf8strlcpy( container->debugName, text, textLength); for (Uint32 i = 0; i < container->bufferCount; i += 1) { D3D12_INTERNAL_SetResourceName( renderer, container->buffers[i]->handle, text); } } } static void D3D12_SetTextureName( SDL_GPURenderer *driverData, SDL_GPUTexture *texture, const char *text) { D3D12Renderer *renderer = (D3D12Renderer *)driverData; D3D12TextureContainer *container = (D3D12TextureContainer *)texture; size_t textLength = SDL_strlen(text) + 1; if (renderer->debug_mode) { container->debugName = (char *)SDL_realloc( container->debugName, textLength); SDL_utf8strlcpy( container->debugName, text, textLength); for (Uint32 i = 0; i < container->textureCount; i += 1) { D3D12_INTERNAL_SetResourceName( renderer, container->textures[i]->resource, text); } } } /* These debug functions are all marked as "for internal usage only" * on D3D12... works on renderdoc! */ static bool D3D12_INTERNAL_StrToWStr( D3D12Renderer *renderer, const char *str, wchar_t *wstr, size_t wstrSize, Uint32 *outSize) { size_t inlen, result; size_t outlen = wstrSize; if (renderer->iconv == NULL) { renderer->iconv = SDL_iconv_open("WCHAR_T", "UTF-8"); SDL_assert(renderer->iconv); } // Convert... inlen = SDL_strlen(str) + 1; result = SDL_iconv( renderer->iconv, &str, &inlen, (char **)&wstr, &outlen); *outSize = (Uint32)outlen; // Check... switch (result) { case SDL_ICONV_ERROR: case SDL_ICONV_E2BIG: case SDL_ICONV_EILSEQ: case SDL_ICONV_EINVAL: SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Failed to convert string to wchar_t!"); return false; default: break; } return true; } static void D3D12_InsertDebugLabel( SDL_GPUCommandBuffer *commandBuffer, const char *text) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; wchar_t wstr[256]; Uint32 convSize; if (!D3D12_INTERNAL_StrToWStr( d3d12CommandBuffer->renderer, text, wstr, sizeof(wstr), &convSize)) { return; } ID3D12GraphicsCommandList_SetMarker( d3d12CommandBuffer->graphicsCommandList, 0, wstr, convSize); } static void D3D12_PushDebugGroup( SDL_GPUCommandBuffer *commandBuffer, const char *name) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; wchar_t wstr[256]; Uint32 convSize; if (!D3D12_INTERNAL_StrToWStr( d3d12CommandBuffer->renderer, name, wstr, sizeof(wstr), &convSize)) { return; } ID3D12GraphicsCommandList_BeginEvent( d3d12CommandBuffer->graphicsCommandList, 0, wstr, convSize); } static void D3D12_PopDebugGroup( SDL_GPUCommandBuffer *commandBuffer) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; ID3D12GraphicsCommandList_EndEvent(d3d12CommandBuffer->graphicsCommandList); } // Disposal static void D3D12_ReleaseTexture( SDL_GPURenderer *driverData, SDL_GPUTexture *texture) { D3D12Renderer *renderer = (D3D12Renderer *)driverData; D3D12TextureContainer *container = (D3D12TextureContainer *)texture; D3D12_INTERNAL_ReleaseTextureContainer( renderer, container); } static void D3D12_ReleaseSampler( SDL_GPURenderer *driverData, SDL_GPUSampler *sampler) { D3D12Renderer *renderer = (D3D12Renderer *)driverData; D3D12Sampler *d3d12Sampler = (D3D12Sampler *)sampler; SDL_LockMutex(renderer->disposeLock); EXPAND_ARRAY_IF_NEEDED( renderer->samplersToDestroy, D3D12Sampler *, renderer->samplersToDestroyCount + 1, renderer->samplersToDestroyCapacity, renderer->samplersToDestroyCapacity * 2) renderer->samplersToDestroy[renderer->samplersToDestroyCount] = d3d12Sampler; renderer->samplersToDestroyCount += 1; SDL_UnlockMutex(renderer->disposeLock); } static void D3D12_ReleaseBuffer( SDL_GPURenderer *driverData, SDL_GPUBuffer *buffer) { D3D12Renderer *renderer = (D3D12Renderer *)driverData; D3D12BufferContainer *bufferContainer = (D3D12BufferContainer *)buffer; D3D12_INTERNAL_ReleaseBufferContainer( renderer, bufferContainer); } static void D3D12_ReleaseTransferBuffer( SDL_GPURenderer *driverData, SDL_GPUTransferBuffer *transferBuffer) { D3D12Renderer *renderer = (D3D12Renderer *)driverData; D3D12BufferContainer *transferBufferContainer = (D3D12BufferContainer *)transferBuffer; D3D12_INTERNAL_ReleaseBufferContainer( renderer, transferBufferContainer); } static void D3D12_ReleaseShader( SDL_GPURenderer *driverData, SDL_GPUShader *shader) { /* D3D12Renderer *renderer = (D3D12Renderer *)driverData; */ D3D12Shader *d3d12shader = (D3D12Shader *)shader; if (d3d12shader->bytecode) { SDL_free(d3d12shader->bytecode); d3d12shader->bytecode = NULL; } SDL_free(d3d12shader); } static void D3D12_ReleaseComputePipeline( SDL_GPURenderer *driverData, SDL_GPUComputePipeline *computePipeline) { D3D12Renderer *renderer = (D3D12Renderer *)driverData; D3D12ComputePipeline *d3d12ComputePipeline = (D3D12ComputePipeline *)computePipeline; SDL_LockMutex(renderer->disposeLock); EXPAND_ARRAY_IF_NEEDED( renderer->computePipelinesToDestroy, D3D12ComputePipeline *, renderer->computePipelinesToDestroyCount + 1, renderer->computePipelinesToDestroyCapacity, renderer->computePipelinesToDestroyCapacity * 2) renderer->computePipelinesToDestroy[renderer->computePipelinesToDestroyCount] = d3d12ComputePipeline; renderer->computePipelinesToDestroyCount += 1; SDL_UnlockMutex(renderer->disposeLock); } static void D3D12_ReleaseGraphicsPipeline( SDL_GPURenderer *driverData, SDL_GPUGraphicsPipeline *graphicsPipeline) { D3D12Renderer *renderer = (D3D12Renderer *)driverData; D3D12GraphicsPipeline *d3d12GraphicsPipeline = (D3D12GraphicsPipeline *)graphicsPipeline; SDL_LockMutex(renderer->disposeLock); EXPAND_ARRAY_IF_NEEDED( renderer->graphicsPipelinesToDestroy, D3D12GraphicsPipeline *, renderer->graphicsPipelinesToDestroyCount + 1, renderer->graphicsPipelinesToDestroyCapacity, renderer->graphicsPipelinesToDestroyCapacity * 2) renderer->graphicsPipelinesToDestroy[renderer->graphicsPipelinesToDestroyCount] = d3d12GraphicsPipeline; renderer->graphicsPipelinesToDestroyCount += 1; SDL_UnlockMutex(renderer->disposeLock); } static void D3D12_INTERNAL_ReleaseBlitPipelines(SDL_GPURenderer *driverData) { D3D12Renderer *renderer = (D3D12Renderer *)driverData; D3D12_ReleaseSampler(driverData, renderer->blitLinearSampler); D3D12_ReleaseSampler(driverData, renderer->blitNearestSampler); D3D12_ReleaseShader(driverData, renderer->blitVertexShader); D3D12_ReleaseShader(driverData, renderer->blitFrom2DShader); D3D12_ReleaseShader(driverData, renderer->blitFrom2DArrayShader); D3D12_ReleaseShader(driverData, renderer->blitFrom3DShader); D3D12_ReleaseShader(driverData, renderer->blitFromCubeShader); D3D12_ReleaseShader(driverData, renderer->blitFromCubeArrayShader); for (Uint32 i = 0; i < renderer->blitPipelineCount; i += 1) { D3D12_ReleaseGraphicsPipeline(driverData, renderer->blitPipelines[i].pipeline); } SDL_free(renderer->blitPipelines); } // Render Pass static void D3D12_SetViewport( SDL_GPUCommandBuffer *commandBuffer, const SDL_GPUViewport *viewport) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; D3D12_VIEWPORT d3d12Viewport; d3d12Viewport.TopLeftX = viewport->x; d3d12Viewport.TopLeftY = viewport->y; d3d12Viewport.Width = viewport->w; d3d12Viewport.Height = viewport->h; d3d12Viewport.MinDepth = viewport->min_depth; d3d12Viewport.MaxDepth = viewport->max_depth; ID3D12GraphicsCommandList_RSSetViewports(d3d12CommandBuffer->graphicsCommandList, 1, &d3d12Viewport); } static void D3D12_SetScissor( SDL_GPUCommandBuffer *commandBuffer, const SDL_Rect *scissor) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; D3D12_RECT scissorRect; scissorRect.left = scissor->x; scissorRect.top = scissor->y; scissorRect.right = scissor->x + scissor->w; scissorRect.bottom = scissor->y + scissor->h; ID3D12GraphicsCommandList_RSSetScissorRects(d3d12CommandBuffer->graphicsCommandList, 1, &scissorRect); } static void D3D12_SetBlendConstants( SDL_GPUCommandBuffer *commandBuffer, SDL_FColor blendConstants) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; FLOAT blendFactor[4] = { blendConstants.r, blendConstants.g, blendConstants.b, blendConstants.a }; ID3D12GraphicsCommandList_OMSetBlendFactor(d3d12CommandBuffer->graphicsCommandList, blendFactor); } static void D3D12_SetStencilReference( SDL_GPUCommandBuffer *commandBuffer, Uint8 reference ) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; ID3D12GraphicsCommandList_OMSetStencilRef(d3d12CommandBuffer->graphicsCommandList, reference); } static D3D12TextureSubresource *D3D12_INTERNAL_FetchTextureSubresource( D3D12TextureContainer *container, Uint32 layer, Uint32 level) { Uint32 index = D3D12_INTERNAL_CalcSubresource( level, layer, container->header.info.num_levels); return &container->activeTexture->subresources[index]; } static void D3D12_INTERNAL_CycleActiveTexture( D3D12Renderer *renderer, D3D12TextureContainer *container) { D3D12Texture *texture; // If a previously-cycled texture is available, we can use that. for (Uint32 i = 0; i < container->textureCount; i += 1) { texture = container->textures[i]; if (SDL_GetAtomicInt(&texture->referenceCount) == 0) { container->activeTexture = texture; return; } } // No texture is available, generate a new one. texture = D3D12_INTERNAL_CreateTexture( renderer, &container->header.info, false); if (!texture) { return; } EXPAND_ARRAY_IF_NEEDED( container->textures, D3D12Texture *, container->textureCount + 1, container->textureCapacity, container->textureCapacity * 2); container->textures[container->textureCount] = texture; texture->container = container; texture->containerIndex = container->textureCount; container->textureCount += 1; container->activeTexture = texture; if (renderer->debug_mode && container->debugName != NULL) { D3D12_INTERNAL_SetResourceName( renderer, container->activeTexture->resource, container->debugName); } } static D3D12TextureSubresource *D3D12_INTERNAL_PrepareTextureSubresourceForWrite( D3D12CommandBuffer *commandBuffer, D3D12TextureContainer *container, Uint32 layer, Uint32 level, bool cycle, D3D12_RESOURCE_STATES destinationUsageMode) { D3D12TextureSubresource *subresource = D3D12_INTERNAL_FetchTextureSubresource( container, layer, level); if ( container->canBeCycled && cycle && SDL_GetAtomicInt(&subresource->parent->referenceCount) > 0) { D3D12_INTERNAL_CycleActiveTexture( commandBuffer->renderer, container); subresource = D3D12_INTERNAL_FetchTextureSubresource( container, layer, level); } D3D12_INTERNAL_TextureSubresourceTransitionFromDefaultUsage( commandBuffer, destinationUsageMode, subresource); return subresource; } static void D3D12_INTERNAL_CycleActiveBuffer( D3D12Renderer *renderer, D3D12BufferContainer *container) { // If a previously-cycled buffer is available, we can use that. for (Uint32 i = 0; i < container->bufferCount; i += 1) { D3D12Buffer *buffer = container->buffers[i]; if (SDL_GetAtomicInt(&buffer->referenceCount) == 0) { container->activeBuffer = buffer; return; } } // No buffer handle is available, create a new one. D3D12Buffer *buffer = D3D12_INTERNAL_CreateBuffer( renderer, container->usage, container->size, container->type); if (!buffer) { return; } EXPAND_ARRAY_IF_NEEDED( container->buffers, D3D12Buffer *, container->bufferCount + 1, container->bufferCapacity, container->bufferCapacity * 2); container->buffers[container->bufferCount] = buffer; buffer->container = container; buffer->containerIndex = container->bufferCount; container->bufferCount += 1; container->activeBuffer = buffer; if (renderer->debug_mode && container->debugName != NULL) { D3D12_INTERNAL_SetResourceName( renderer, container->activeBuffer->handle, container->debugName); } } static D3D12Buffer *D3D12_INTERNAL_PrepareBufferForWrite( D3D12CommandBuffer *commandBuffer, D3D12BufferContainer *container, bool cycle, D3D12_RESOURCE_STATES destinationState) { if ( cycle && SDL_GetAtomicInt(&container->activeBuffer->referenceCount) > 0) { D3D12_INTERNAL_CycleActiveBuffer( commandBuffer->renderer, container); } D3D12_INTERNAL_BufferTransitionFromDefaultUsage( commandBuffer, destinationState, container->activeBuffer); return container->activeBuffer; } static void D3D12_BeginRenderPass( SDL_GPUCommandBuffer *commandBuffer, const SDL_GPUColorTargetInfo *colorTargetInfos, Uint32 numColorTargets, const SDL_GPUDepthStencilTargetInfo *depthStencilTargetInfo) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; Uint32 framebufferWidth = SDL_MAX_UINT32; Uint32 framebufferHeight = SDL_MAX_UINT32; for (Uint32 i = 0; i < numColorTargets; i += 1) { D3D12TextureContainer *container = (D3D12TextureContainer *)colorTargetInfos[i].texture; Uint32 h = container->header.info.height >> colorTargetInfos[i].mip_level; Uint32 w = container->header.info.width >> colorTargetInfos[i].mip_level; // The framebuffer cannot be larger than the smallest target. if (w < framebufferWidth) { framebufferWidth = w; } if (h < framebufferHeight) { framebufferHeight = h; } } if (depthStencilTargetInfo != NULL) { D3D12TextureContainer *container = (D3D12TextureContainer *)depthStencilTargetInfo->texture; Uint32 h = container->header.info.height; Uint32 w = container->header.info.width; // The framebuffer cannot be larger than the smallest target. if (w < framebufferWidth) { framebufferWidth = w; } if (h < framebufferHeight) { framebufferHeight = h; } } D3D12_CPU_DESCRIPTOR_HANDLE rtvs[MAX_COLOR_TARGET_BINDINGS]; for (Uint32 i = 0; i < numColorTargets; i += 1) { D3D12TextureContainer *container = (D3D12TextureContainer *)colorTargetInfos[i].texture; D3D12TextureSubresource *subresource = D3D12_INTERNAL_PrepareTextureSubresourceForWrite( d3d12CommandBuffer, container, container->header.info.type == SDL_GPU_TEXTURETYPE_3D ? 0 : colorTargetInfos[i].layer_or_depth_plane, colorTargetInfos[i].mip_level, colorTargetInfos[i].cycle, D3D12_RESOURCE_STATE_RENDER_TARGET); Uint32 rtvIndex = container->header.info.type == SDL_GPU_TEXTURETYPE_3D ? colorTargetInfos[i].layer_or_depth_plane : 0; D3D12_CPU_DESCRIPTOR_HANDLE rtv = subresource->rtvHandles[rtvIndex].cpuHandle; if (colorTargetInfos[i].load_op == SDL_GPU_LOADOP_CLEAR) { float clearColor[4]; clearColor[0] = colorTargetInfos[i].clear_color.r; clearColor[1] = colorTargetInfos[i].clear_color.g; clearColor[2] = colorTargetInfos[i].clear_color.b; clearColor[3] = colorTargetInfos[i].clear_color.a; ID3D12GraphicsCommandList_ClearRenderTargetView( d3d12CommandBuffer->graphicsCommandList, rtv, clearColor, 0, NULL); } rtvs[i] = rtv; d3d12CommandBuffer->colorTargetSubresources[i] = subresource; D3D12_INTERNAL_TrackTexture(d3d12CommandBuffer, subresource->parent); if (colorTargetInfos[i].store_op == SDL_GPU_STOREOP_RESOLVE || colorTargetInfos[i].store_op == SDL_GPU_STOREOP_RESOLVE_AND_STORE) { D3D12TextureContainer *resolveContainer = (D3D12TextureContainer *)colorTargetInfos[i].resolve_texture; D3D12TextureSubresource *resolveSubresource = D3D12_INTERNAL_PrepareTextureSubresourceForWrite( d3d12CommandBuffer, resolveContainer, colorTargetInfos[i].resolve_layer, colorTargetInfos[i].resolve_mip_level, colorTargetInfos[i].cycle_resolve_texture, D3D12_RESOURCE_STATE_RESOLVE_DEST); d3d12CommandBuffer->colorResolveSubresources[i] = resolveSubresource; D3D12_INTERNAL_TrackTexture(d3d12CommandBuffer, resolveSubresource->parent); } } D3D12_CPU_DESCRIPTOR_HANDLE dsv; if (depthStencilTargetInfo != NULL) { D3D12TextureContainer *container = (D3D12TextureContainer *)depthStencilTargetInfo->texture; D3D12TextureSubresource *subresource = D3D12_INTERNAL_PrepareTextureSubresourceForWrite( d3d12CommandBuffer, container, 0, 0, depthStencilTargetInfo->cycle, D3D12_RESOURCE_STATE_DEPTH_WRITE); if ( depthStencilTargetInfo->load_op == SDL_GPU_LOADOP_CLEAR || depthStencilTargetInfo->stencil_load_op == SDL_GPU_LOADOP_CLEAR) { D3D12_CLEAR_FLAGS clearFlags = (D3D12_CLEAR_FLAGS)0; if (depthStencilTargetInfo->load_op == SDL_GPU_LOADOP_CLEAR) { clearFlags |= D3D12_CLEAR_FLAG_DEPTH; } if (depthStencilTargetInfo->stencil_load_op == SDL_GPU_LOADOP_CLEAR) { clearFlags |= D3D12_CLEAR_FLAG_STENCIL; } ID3D12GraphicsCommandList_ClearDepthStencilView( d3d12CommandBuffer->graphicsCommandList, subresource->dsvHandle.cpuHandle, clearFlags, depthStencilTargetInfo->clear_depth, depthStencilTargetInfo->clear_stencil, 0, NULL); } dsv = subresource->dsvHandle.cpuHandle; d3d12CommandBuffer->depthStencilTextureSubresource = subresource; D3D12_INTERNAL_TrackTexture(d3d12CommandBuffer, subresource->parent); } ID3D12GraphicsCommandList_OMSetRenderTargets( d3d12CommandBuffer->graphicsCommandList, numColorTargets, rtvs, false, (depthStencilTargetInfo == NULL) ? NULL : &dsv); // Set sensible default states SDL_GPUViewport defaultViewport; defaultViewport.x = 0; defaultViewport.y = 0; defaultViewport.w = (float)framebufferWidth; defaultViewport.h = (float)framebufferHeight; defaultViewport.min_depth = 0; defaultViewport.max_depth = 1; D3D12_SetViewport( commandBuffer, &defaultViewport); SDL_Rect defaultScissor; defaultScissor.x = 0; defaultScissor.y = 0; defaultScissor.w = (Sint32)framebufferWidth; defaultScissor.h = (Sint32)framebufferHeight; D3D12_SetScissor( commandBuffer, &defaultScissor); D3D12_SetStencilReference( commandBuffer, 0); SDL_FColor blendConstants; blendConstants.r = 1.0f; blendConstants.g = 1.0f; blendConstants.b = 1.0f; blendConstants.a = 1.0f; D3D12_SetBlendConstants( commandBuffer, blendConstants); } static void D3D12_INTERNAL_TrackUniformBuffer( D3D12CommandBuffer *commandBuffer, D3D12UniformBuffer *uniformBuffer) { Uint32 i; for (i = 0; i < commandBuffer->usedUniformBufferCount; i += 1) { if (commandBuffer->usedUniformBuffers[i] == uniformBuffer) { return; } } if (commandBuffer->usedUniformBufferCount == commandBuffer->usedUniformBufferCapacity) { commandBuffer->usedUniformBufferCapacity += 1; commandBuffer->usedUniformBuffers = (D3D12UniformBuffer **)SDL_realloc( commandBuffer->usedUniformBuffers, commandBuffer->usedUniformBufferCapacity * sizeof(D3D12UniformBuffer *)); } commandBuffer->usedUniformBuffers[commandBuffer->usedUniformBufferCount] = uniformBuffer; commandBuffer->usedUniformBufferCount += 1; D3D12_INTERNAL_TrackBuffer( commandBuffer, uniformBuffer->buffer); } static D3D12UniformBuffer *D3D12_INTERNAL_AcquireUniformBufferFromPool( D3D12CommandBuffer *commandBuffer) { D3D12Renderer *renderer = commandBuffer->renderer; D3D12UniformBuffer *uniformBuffer; SDL_LockMutex(renderer->acquireUniformBufferLock); if (renderer->uniformBufferPoolCount > 0) { uniformBuffer = renderer->uniformBufferPool[renderer->uniformBufferPoolCount - 1]; renderer->uniformBufferPoolCount -= 1; } else { uniformBuffer = (D3D12UniformBuffer *)SDL_calloc(1, sizeof(D3D12UniformBuffer)); if (!uniformBuffer) { SDL_UnlockMutex(renderer->acquireUniformBufferLock); return NULL; } uniformBuffer->buffer = D3D12_INTERNAL_CreateBuffer( renderer, 0, UNIFORM_BUFFER_SIZE, D3D12_BUFFER_TYPE_UNIFORM); if (!uniformBuffer->buffer) { SDL_UnlockMutex(renderer->acquireUniformBufferLock); return NULL; } } SDL_UnlockMutex(renderer->acquireUniformBufferLock); uniformBuffer->currentBlockSize = 0; uniformBuffer->drawOffset = 0; uniformBuffer->writeOffset = 0; HRESULT res = ID3D12Resource_Map( uniformBuffer->buffer->handle, 0, NULL, (void **)&uniformBuffer->buffer->mapPointer); CHECK_D3D12_ERROR_AND_RETURN("Failed to map buffer pool!", NULL); D3D12_INTERNAL_TrackUniformBuffer(commandBuffer, uniformBuffer); return uniformBuffer; } static void D3D12_INTERNAL_ReturnUniformBufferToPool( D3D12Renderer *renderer, D3D12UniformBuffer *uniformBuffer) { if (renderer->uniformBufferPoolCount >= renderer->uniformBufferPoolCapacity) { renderer->uniformBufferPoolCapacity *= 2; renderer->uniformBufferPool = (D3D12UniformBuffer **)SDL_realloc( renderer->uniformBufferPool, renderer->uniformBufferPoolCapacity * sizeof(D3D12UniformBuffer *)); } renderer->uniformBufferPool[renderer->uniformBufferPoolCount] = uniformBuffer; renderer->uniformBufferPoolCount += 1; } static void D3D12_INTERNAL_PushUniformData( D3D12CommandBuffer *commandBuffer, SDL_GPUShaderStage shaderStage, Uint32 slotIndex, const void *data, Uint32 length) { D3D12UniformBuffer *uniformBuffer; if (shaderStage == SDL_GPU_SHADERSTAGE_VERTEX) { if (commandBuffer->vertexUniformBuffers[slotIndex] == NULL) { commandBuffer->vertexUniformBuffers[slotIndex] = D3D12_INTERNAL_AcquireUniformBufferFromPool( commandBuffer); } uniformBuffer = commandBuffer->vertexUniformBuffers[slotIndex]; } else if (shaderStage == SDL_GPU_SHADERSTAGE_FRAGMENT) { if (commandBuffer->fragmentUniformBuffers[slotIndex] == NULL) { commandBuffer->fragmentUniformBuffers[slotIndex] = D3D12_INTERNAL_AcquireUniformBufferFromPool( commandBuffer); } uniformBuffer = commandBuffer->fragmentUniformBuffers[slotIndex]; } else if (shaderStage == SDL_GPU_SHADERSTAGE_COMPUTE) { if (commandBuffer->computeUniformBuffers[slotIndex] == NULL) { commandBuffer->computeUniformBuffers[slotIndex] = D3D12_INTERNAL_AcquireUniformBufferFromPool( commandBuffer); } uniformBuffer = commandBuffer->computeUniformBuffers[slotIndex]; } else { SDL_LogError(SDL_LOG_CATEGORY_GPU, "Unrecognized shader stage!"); return; } uniformBuffer->currentBlockSize = D3D12_INTERNAL_Align( length, 256); // If there is no more room, acquire a new uniform buffer if (uniformBuffer->writeOffset + uniformBuffer->currentBlockSize >= UNIFORM_BUFFER_SIZE) { ID3D12Resource_Unmap( uniformBuffer->buffer->handle, 0, NULL); uniformBuffer->buffer->mapPointer = NULL; uniformBuffer = D3D12_INTERNAL_AcquireUniformBufferFromPool(commandBuffer); uniformBuffer->drawOffset = 0; uniformBuffer->writeOffset = 0; if (shaderStage == SDL_GPU_SHADERSTAGE_VERTEX) { commandBuffer->vertexUniformBuffers[slotIndex] = uniformBuffer; } else if (shaderStage == SDL_GPU_SHADERSTAGE_FRAGMENT) { commandBuffer->fragmentUniformBuffers[slotIndex] = uniformBuffer; } else if (shaderStage == SDL_GPU_SHADERSTAGE_COMPUTE) { commandBuffer->computeUniformBuffers[slotIndex] = uniformBuffer; } else { SDL_LogError(SDL_LOG_CATEGORY_GPU, "Unrecognized shader stage!"); } } uniformBuffer->drawOffset = uniformBuffer->writeOffset; SDL_memcpy( (Uint8 *)uniformBuffer->buffer->mapPointer + uniformBuffer->writeOffset, data, length); uniformBuffer->writeOffset += uniformBuffer->currentBlockSize; if (shaderStage == SDL_GPU_SHADERSTAGE_VERTEX) { commandBuffer->needVertexUniformBufferBind[slotIndex] = true; } else if (shaderStage == SDL_GPU_SHADERSTAGE_FRAGMENT) { commandBuffer->needFragmentUniformBufferBind[slotIndex] = true; } else if (shaderStage == SDL_GPU_SHADERSTAGE_COMPUTE) { commandBuffer->needComputeUniformBufferBind[slotIndex] = true; } else { SDL_LogError(SDL_LOG_CATEGORY_GPU, "Unrecognized shader stage!"); } } static void D3D12_BindGraphicsPipeline( SDL_GPUCommandBuffer *commandBuffer, SDL_GPUGraphicsPipeline *graphicsPipeline) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; D3D12GraphicsPipeline *pipeline = (D3D12GraphicsPipeline *)graphicsPipeline; Uint32 i; d3d12CommandBuffer->currentGraphicsPipeline = pipeline; // Set the pipeline state ID3D12GraphicsCommandList_SetPipelineState(d3d12CommandBuffer->graphicsCommandList, pipeline->pipelineState); ID3D12GraphicsCommandList_SetGraphicsRootSignature(d3d12CommandBuffer->graphicsCommandList, pipeline->rootSignature->handle); ID3D12GraphicsCommandList_IASetPrimitiveTopology(d3d12CommandBuffer->graphicsCommandList, SDLToD3D12_PrimitiveType[pipeline->primitiveType]); // Mark that bindings are needed d3d12CommandBuffer->needVertexSamplerBind = true; d3d12CommandBuffer->needVertexStorageTextureBind = true; d3d12CommandBuffer->needVertexStorageBufferBind = true; d3d12CommandBuffer->needFragmentSamplerBind = true; d3d12CommandBuffer->needFragmentStorageTextureBind = true; d3d12CommandBuffer->needFragmentStorageBufferBind = true; for (i = 0; i < MAX_UNIFORM_BUFFERS_PER_STAGE; i += 1) { d3d12CommandBuffer->needVertexUniformBufferBind[i] = true; d3d12CommandBuffer->needFragmentUniformBufferBind[i] = true; } for (i = 0; i < pipeline->vertexUniformBufferCount; i += 1) { if (d3d12CommandBuffer->vertexUniformBuffers[i] == NULL) { d3d12CommandBuffer->vertexUniformBuffers[i] = D3D12_INTERNAL_AcquireUniformBufferFromPool( d3d12CommandBuffer); } } for (i = 0; i < pipeline->fragmentUniformBufferCount; i += 1) { if (d3d12CommandBuffer->fragmentUniformBuffers[i] == NULL) { d3d12CommandBuffer->fragmentUniformBuffers[i] = D3D12_INTERNAL_AcquireUniformBufferFromPool( d3d12CommandBuffer); } } D3D12_INTERNAL_TrackGraphicsPipeline(d3d12CommandBuffer, pipeline); } static void D3D12_BindVertexBuffers( SDL_GPUCommandBuffer *commandBuffer, Uint32 firstSlot, const SDL_GPUBufferBinding *bindings, Uint32 numBindings) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; for (Uint32 i = 0; i < numBindings; i += 1) { D3D12Buffer *currentBuffer = ((D3D12BufferContainer *)bindings[i].buffer)->activeBuffer; d3d12CommandBuffer->vertexBuffers[firstSlot + i] = currentBuffer; d3d12CommandBuffer->vertexBufferOffsets[firstSlot + i] = bindings[i].offset; D3D12_INTERNAL_TrackBuffer(d3d12CommandBuffer, currentBuffer); } d3d12CommandBuffer->vertexBufferCount = SDL_max(d3d12CommandBuffer->vertexBufferCount, firstSlot + numBindings); d3d12CommandBuffer->needVertexBufferBind = true; } static void D3D12_BindIndexBuffer( SDL_GPUCommandBuffer *commandBuffer, const SDL_GPUBufferBinding *binding, SDL_GPUIndexElementSize indexElementSize) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; D3D12Buffer *buffer = ((D3D12BufferContainer *)binding->buffer)->activeBuffer; D3D12_INDEX_BUFFER_VIEW view; D3D12_INTERNAL_TrackBuffer(d3d12CommandBuffer, buffer); view.BufferLocation = buffer->virtualAddress + binding->offset; view.SizeInBytes = buffer->container->size - binding->offset; view.Format = indexElementSize == SDL_GPU_INDEXELEMENTSIZE_16BIT ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; ID3D12GraphicsCommandList_IASetIndexBuffer( d3d12CommandBuffer->graphicsCommandList, &view); } static void D3D12_BindVertexSamplers( SDL_GPUCommandBuffer *commandBuffer, Uint32 firstSlot, const SDL_GPUTextureSamplerBinding *textureSamplerBindings, Uint32 numBindings) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; for (Uint32 i = 0; i < numBindings; i += 1) { D3D12TextureContainer *container = (D3D12TextureContainer *)textureSamplerBindings[i].texture; D3D12Sampler *sampler = (D3D12Sampler *)textureSamplerBindings[i].sampler; D3D12_INTERNAL_TrackTexture( d3d12CommandBuffer, container->activeTexture); D3D12_INTERNAL_TrackSampler( d3d12CommandBuffer, sampler); d3d12CommandBuffer->vertexSamplers[firstSlot + i] = sampler; d3d12CommandBuffer->vertexSamplerTextures[firstSlot + i] = container->activeTexture; } d3d12CommandBuffer->needVertexSamplerBind = true; } static void D3D12_BindVertexStorageTextures( SDL_GPUCommandBuffer *commandBuffer, Uint32 firstSlot, SDL_GPUTexture *const *storageTextures, Uint32 numBindings) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; for (Uint32 i = 0; i < numBindings; i += 1) { D3D12TextureContainer *container = (D3D12TextureContainer *)storageTextures[i]; D3D12Texture *texture = container->activeTexture; D3D12_INTERNAL_TrackTexture(d3d12CommandBuffer, texture); d3d12CommandBuffer->vertexStorageTextures[firstSlot + i] = texture; } d3d12CommandBuffer->needVertexStorageTextureBind = true; } static void D3D12_BindVertexStorageBuffers( SDL_GPUCommandBuffer *commandBuffer, Uint32 firstSlot, SDL_GPUBuffer *const *storageBuffers, Uint32 numBindings) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; for (Uint32 i = 0; i < numBindings; i += 1) { D3D12BufferContainer *container = (D3D12BufferContainer *)storageBuffers[i]; D3D12_INTERNAL_TrackBuffer( d3d12CommandBuffer, container->activeBuffer); d3d12CommandBuffer->vertexStorageBuffers[firstSlot + i] = container->activeBuffer; } d3d12CommandBuffer->needVertexStorageBufferBind = true; } static void D3D12_BindFragmentSamplers( SDL_GPUCommandBuffer *commandBuffer, Uint32 firstSlot, const SDL_GPUTextureSamplerBinding *textureSamplerBindings, Uint32 numBindings) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; for (Uint32 i = 0; i < numBindings; i += 1) { D3D12TextureContainer *container = (D3D12TextureContainer *)textureSamplerBindings[i].texture; D3D12Sampler *sampler = (D3D12Sampler *)textureSamplerBindings[i].sampler; D3D12_INTERNAL_TrackTexture( d3d12CommandBuffer, container->activeTexture); D3D12_INTERNAL_TrackSampler( d3d12CommandBuffer, sampler); d3d12CommandBuffer->fragmentSamplers[firstSlot + i] = sampler; d3d12CommandBuffer->fragmentSamplerTextures[firstSlot + i] = container->activeTexture; } d3d12CommandBuffer->needFragmentSamplerBind = true; } static void D3D12_BindFragmentStorageTextures( SDL_GPUCommandBuffer *commandBuffer, Uint32 firstSlot, SDL_GPUTexture *const *storageTextures, Uint32 numBindings) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; for (Uint32 i = 0; i < numBindings; i += 1) { D3D12TextureContainer *container = (D3D12TextureContainer *)storageTextures[i]; D3D12Texture *texture = container->activeTexture; D3D12_INTERNAL_TrackTexture(d3d12CommandBuffer, texture); d3d12CommandBuffer->fragmentStorageTextures[firstSlot + i] = texture; } d3d12CommandBuffer->needFragmentStorageTextureBind = true; } static void D3D12_BindFragmentStorageBuffers( SDL_GPUCommandBuffer *commandBuffer, Uint32 firstSlot, SDL_GPUBuffer *const *storageBuffers, Uint32 numBindings) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; for (Uint32 i = 0; i < numBindings; i += 1) { D3D12BufferContainer *container = (D3D12BufferContainer *)storageBuffers[i]; D3D12_INTERNAL_TrackBuffer( d3d12CommandBuffer, container->activeBuffer); d3d12CommandBuffer->fragmentStorageBuffers[firstSlot + i] = container->activeBuffer; } d3d12CommandBuffer->needFragmentStorageBufferBind = true; } static void D3D12_PushVertexUniformData( SDL_GPUCommandBuffer *commandBuffer, Uint32 slotIndex, const void *data, Uint32 length) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; D3D12_INTERNAL_PushUniformData( d3d12CommandBuffer, SDL_GPU_SHADERSTAGE_VERTEX, slotIndex, data, length); } static void D3D12_PushFragmentUniformData( SDL_GPUCommandBuffer *commandBuffer, Uint32 slotIndex, const void *data, Uint32 length) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; D3D12_INTERNAL_PushUniformData( d3d12CommandBuffer, SDL_GPU_SHADERSTAGE_FRAGMENT, slotIndex, data, length); } static void D3D12_INTERNAL_WriteGPUDescriptors( D3D12CommandBuffer *commandBuffer, D3D12_DESCRIPTOR_HEAP_TYPE heapType, D3D12_CPU_DESCRIPTOR_HANDLE *resourceDescriptorHandles, Uint32 resourceHandleCount, D3D12_GPU_DESCRIPTOR_HANDLE *gpuBaseDescriptor) { D3D12DescriptorHeap *heap = commandBuffer->gpuDescriptorHeaps[heapType]; D3D12_CPU_DESCRIPTOR_HANDLE gpuHeapCpuHandle; // FIXME: need to error on overflow gpuHeapCpuHandle.ptr = heap->descriptorHeapCPUStart.ptr + (heap->currentDescriptorIndex * heap->descriptorSize); gpuBaseDescriptor->ptr = heap->descriptorHeapGPUStart.ptr + (heap->currentDescriptorIndex * heap->descriptorSize); for (Uint32 i = 0; i < resourceHandleCount; i += 1) { ID3D12Device_CopyDescriptorsSimple( commandBuffer->renderer->device, 1, gpuHeapCpuHandle, resourceDescriptorHandles[i], heapType); heap->currentDescriptorIndex += 1; gpuHeapCpuHandle.ptr += heap->descriptorSize; } } static void D3D12_INTERNAL_BindGraphicsResources( D3D12CommandBuffer *commandBuffer) { D3D12GraphicsPipeline *graphicsPipeline = commandBuffer->currentGraphicsPipeline; D3D12_CPU_DESCRIPTOR_HANDLE cpuHandles[MAX_TEXTURE_SAMPLERS_PER_STAGE]; D3D12_GPU_DESCRIPTOR_HANDLE gpuDescriptorHandle; D3D12_VERTEX_BUFFER_VIEW vertexBufferViews[MAX_VERTEX_BUFFERS]; if (commandBuffer->needVertexBufferBind) { for (Uint32 i = 0; i < commandBuffer->vertexBufferCount; i += 1) { vertexBufferViews[i].BufferLocation = commandBuffer->vertexBuffers[i]->virtualAddress + commandBuffer->vertexBufferOffsets[i]; vertexBufferViews[i].SizeInBytes = commandBuffer->vertexBuffers[i]->container->size - commandBuffer->vertexBufferOffsets[i]; vertexBufferViews[i].StrideInBytes = graphicsPipeline->vertexStrides[i]; } ID3D12GraphicsCommandList_IASetVertexBuffers( commandBuffer->graphicsCommandList, 0, commandBuffer->vertexBufferCount, vertexBufferViews); } if (commandBuffer->needVertexSamplerBind) { if (graphicsPipeline->vertexSamplerCount > 0) { for (Uint32 i = 0; i < graphicsPipeline->vertexSamplerCount; i += 1) { cpuHandles[i] = commandBuffer->vertexSamplers[i]->handle.cpuHandle; } D3D12_INTERNAL_WriteGPUDescriptors( commandBuffer, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, cpuHandles, graphicsPipeline->vertexSamplerCount, &gpuDescriptorHandle); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable( commandBuffer->graphicsCommandList, graphicsPipeline->rootSignature->vertexSamplerRootIndex, gpuDescriptorHandle); for (Uint32 i = 0; i < graphicsPipeline->vertexSamplerCount; i += 1) { cpuHandles[i] = commandBuffer->vertexSamplerTextures[i]->srvHandle.cpuHandle; } D3D12_INTERNAL_WriteGPUDescriptors( commandBuffer, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, cpuHandles, graphicsPipeline->vertexSamplerCount, &gpuDescriptorHandle); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable( commandBuffer->graphicsCommandList, graphicsPipeline->rootSignature->vertexSamplerTextureRootIndex, gpuDescriptorHandle); } commandBuffer->needVertexSamplerBind = false; } if (commandBuffer->needVertexStorageTextureBind) { if (graphicsPipeline->vertexStorageTextureCount > 0) { for (Uint32 i = 0; i < graphicsPipeline->vertexStorageTextureCount; i += 1) { cpuHandles[i] = commandBuffer->vertexStorageTextures[i]->srvHandle.cpuHandle; } D3D12_INTERNAL_WriteGPUDescriptors( commandBuffer, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, cpuHandles, graphicsPipeline->vertexStorageTextureCount, &gpuDescriptorHandle); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable( commandBuffer->graphicsCommandList, graphicsPipeline->rootSignature->vertexStorageTextureRootIndex, gpuDescriptorHandle); } commandBuffer->needVertexStorageTextureBind = false; } if (commandBuffer->needVertexStorageBufferBind) { if (graphicsPipeline->vertexStorageBufferCount > 0) { for (Uint32 i = 0; i < graphicsPipeline->vertexStorageBufferCount; i += 1) { cpuHandles[i] = commandBuffer->vertexStorageBuffers[i]->srvDescriptor.cpuHandle; } D3D12_INTERNAL_WriteGPUDescriptors( commandBuffer, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, cpuHandles, graphicsPipeline->vertexStorageBufferCount, &gpuDescriptorHandle); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable( commandBuffer->graphicsCommandList, graphicsPipeline->rootSignature->vertexStorageBufferRootIndex, gpuDescriptorHandle); } commandBuffer->needVertexStorageBufferBind = false; } for (Uint32 i = 0; i < MAX_UNIFORM_BUFFERS_PER_STAGE; i += 1) { if (commandBuffer->needVertexUniformBufferBind[i]) { if (graphicsPipeline->vertexUniformBufferCount > i) { ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView( commandBuffer->graphicsCommandList, graphicsPipeline->rootSignature->vertexUniformBufferRootIndex[i], commandBuffer->vertexUniformBuffers[i]->buffer->virtualAddress + commandBuffer->vertexUniformBuffers[i]->drawOffset); } commandBuffer->needVertexUniformBufferBind[i] = false; } } if (commandBuffer->needFragmentSamplerBind) { if (graphicsPipeline->fragmentSamplerCount > 0) { for (Uint32 i = 0; i < graphicsPipeline->fragmentSamplerCount; i += 1) { cpuHandles[i] = commandBuffer->fragmentSamplers[i]->handle.cpuHandle; } D3D12_INTERNAL_WriteGPUDescriptors( commandBuffer, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, cpuHandles, graphicsPipeline->fragmentSamplerCount, &gpuDescriptorHandle); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable( commandBuffer->graphicsCommandList, graphicsPipeline->rootSignature->fragmentSamplerRootIndex, gpuDescriptorHandle); for (Uint32 i = 0; i < graphicsPipeline->fragmentSamplerCount; i += 1) { cpuHandles[i] = commandBuffer->fragmentSamplerTextures[i]->srvHandle.cpuHandle; } D3D12_INTERNAL_WriteGPUDescriptors( commandBuffer, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, cpuHandles, graphicsPipeline->fragmentSamplerCount, &gpuDescriptorHandle); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable( commandBuffer->graphicsCommandList, graphicsPipeline->rootSignature->fragmentSamplerTextureRootIndex, gpuDescriptorHandle); } commandBuffer->needFragmentSamplerBind = false; } if (commandBuffer->needFragmentStorageTextureBind) { if (graphicsPipeline->fragmentStorageTextureCount > 0) { for (Uint32 i = 0; i < graphicsPipeline->fragmentStorageTextureCount; i += 1) { cpuHandles[i] = commandBuffer->fragmentStorageTextures[i]->srvHandle.cpuHandle; } D3D12_INTERNAL_WriteGPUDescriptors( commandBuffer, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, cpuHandles, graphicsPipeline->fragmentStorageTextureCount, &gpuDescriptorHandle); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable( commandBuffer->graphicsCommandList, graphicsPipeline->rootSignature->fragmentStorageTextureRootIndex, gpuDescriptorHandle); } commandBuffer->needFragmentStorageTextureBind = false; } if (commandBuffer->needFragmentStorageBufferBind) { if (graphicsPipeline->fragmentStorageBufferCount > 0) { for (Uint32 i = 0; i < graphicsPipeline->fragmentStorageBufferCount; i += 1) { cpuHandles[i] = commandBuffer->fragmentStorageBuffers[i]->srvDescriptor.cpuHandle; } D3D12_INTERNAL_WriteGPUDescriptors( commandBuffer, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, cpuHandles, graphicsPipeline->fragmentStorageBufferCount, &gpuDescriptorHandle); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable( commandBuffer->graphicsCommandList, graphicsPipeline->rootSignature->fragmentStorageBufferRootIndex, gpuDescriptorHandle); } commandBuffer->needFragmentStorageBufferBind = false; } for (Uint32 i = 0; i < MAX_UNIFORM_BUFFERS_PER_STAGE; i += 1) { if (commandBuffer->needFragmentUniformBufferBind[i]) { if (graphicsPipeline->fragmentUniformBufferCount > i) { ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView( commandBuffer->graphicsCommandList, graphicsPipeline->rootSignature->fragmentUniformBufferRootIndex[i], commandBuffer->fragmentUniformBuffers[i]->buffer->virtualAddress + commandBuffer->fragmentUniformBuffers[i]->drawOffset); } commandBuffer->needFragmentUniformBufferBind[i] = false; } } } static void D3D12_DrawIndexedPrimitives( SDL_GPUCommandBuffer *commandBuffer, Uint32 numIndices, Uint32 numInstances, Uint32 firstIndex, Sint32 vertexOffset, Uint32 firstInstance) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; D3D12_INTERNAL_BindGraphicsResources(d3d12CommandBuffer); ID3D12GraphicsCommandList_DrawIndexedInstanced( d3d12CommandBuffer->graphicsCommandList, numIndices, numInstances, firstIndex, vertexOffset, firstInstance); } static void D3D12_DrawPrimitives( SDL_GPUCommandBuffer *commandBuffer, Uint32 numVertices, Uint32 numInstances, Uint32 firstVertex, Uint32 firstInstance) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; D3D12_INTERNAL_BindGraphicsResources(d3d12CommandBuffer); ID3D12GraphicsCommandList_DrawInstanced( d3d12CommandBuffer->graphicsCommandList, numVertices, numInstances, firstVertex, firstInstance); } static void D3D12_DrawPrimitivesIndirect( SDL_GPUCommandBuffer *commandBuffer, SDL_GPUBuffer *buffer, Uint32 offset, Uint32 drawCount) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; D3D12Buffer *d3d12Buffer = ((D3D12BufferContainer *)buffer)->activeBuffer; D3D12_INTERNAL_BindGraphicsResources(d3d12CommandBuffer); ID3D12GraphicsCommandList_ExecuteIndirect( d3d12CommandBuffer->graphicsCommandList, d3d12CommandBuffer->renderer->indirectDrawCommandSignature, drawCount, d3d12Buffer->handle, offset, NULL, 0); D3D12_INTERNAL_TrackBuffer(d3d12CommandBuffer, d3d12Buffer); } static void D3D12_DrawIndexedPrimitivesIndirect( SDL_GPUCommandBuffer *commandBuffer, SDL_GPUBuffer *buffer, Uint32 offset, Uint32 drawCount) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; D3D12Buffer *d3d12Buffer = ((D3D12BufferContainer *)buffer)->activeBuffer; D3D12_INTERNAL_BindGraphicsResources(d3d12CommandBuffer); ID3D12GraphicsCommandList_ExecuteIndirect( d3d12CommandBuffer->graphicsCommandList, d3d12CommandBuffer->renderer->indirectIndexedDrawCommandSignature, drawCount, d3d12Buffer->handle, offset, NULL, 0); D3D12_INTERNAL_TrackBuffer(d3d12CommandBuffer, d3d12Buffer); } static void D3D12_EndRenderPass( SDL_GPUCommandBuffer *commandBuffer) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; Uint32 i; for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1) { if (d3d12CommandBuffer->colorTargetSubresources[i] != NULL) { if (d3d12CommandBuffer->colorResolveSubresources[i] != NULL) { // Resolving requires some extra barriers D3D12_INTERNAL_TextureSubresourceBarrier( d3d12CommandBuffer, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_SOURCE, d3d12CommandBuffer->colorTargetSubresources[i] ); ID3D12GraphicsCommandList_ResolveSubresource( d3d12CommandBuffer->graphicsCommandList, d3d12CommandBuffer->colorResolveSubresources[i]->parent->resource, d3d12CommandBuffer->colorResolveSubresources[i]->index, d3d12CommandBuffer->colorTargetSubresources[i]->parent->resource, d3d12CommandBuffer->colorTargetSubresources[i]->index, SDLToD3D12_TextureFormat[d3d12CommandBuffer->colorTargetSubresources[i]->parent->container->header.info.format]); D3D12_INTERNAL_TextureSubresourceTransitionToDefaultUsage( d3d12CommandBuffer, D3D12_RESOURCE_STATE_RESOLVE_SOURCE, d3d12CommandBuffer->colorTargetSubresources[i]); D3D12_INTERNAL_TextureSubresourceTransitionToDefaultUsage( d3d12CommandBuffer, D3D12_RESOURCE_STATE_RESOLVE_DEST, d3d12CommandBuffer->colorResolveSubresources[i]); } else { D3D12_INTERNAL_TextureSubresourceTransitionToDefaultUsage( d3d12CommandBuffer, D3D12_RESOURCE_STATE_RENDER_TARGET, d3d12CommandBuffer->colorTargetSubresources[i]); } } } if (d3d12CommandBuffer->depthStencilTextureSubresource != NULL) { D3D12_INTERNAL_TextureSubresourceTransitionToDefaultUsage( d3d12CommandBuffer, D3D12_RESOURCE_STATE_DEPTH_WRITE, d3d12CommandBuffer->depthStencilTextureSubresource); d3d12CommandBuffer->depthStencilTextureSubresource = NULL; } d3d12CommandBuffer->currentGraphicsPipeline = NULL; ID3D12GraphicsCommandList_OMSetRenderTargets( d3d12CommandBuffer->graphicsCommandList, 0, NULL, false, NULL); // Reset bind state SDL_zeroa(d3d12CommandBuffer->colorTargetSubresources); SDL_zeroa(d3d12CommandBuffer->colorResolveSubresources); d3d12CommandBuffer->depthStencilTextureSubresource = NULL; SDL_zeroa(d3d12CommandBuffer->vertexBuffers); SDL_zeroa(d3d12CommandBuffer->vertexBufferOffsets); d3d12CommandBuffer->vertexBufferCount = 0; SDL_zeroa(d3d12CommandBuffer->vertexSamplerTextures); SDL_zeroa(d3d12CommandBuffer->vertexSamplers); SDL_zeroa(d3d12CommandBuffer->vertexStorageTextures); SDL_zeroa(d3d12CommandBuffer->vertexStorageBuffers); SDL_zeroa(d3d12CommandBuffer->fragmentSamplerTextures); SDL_zeroa(d3d12CommandBuffer->fragmentSamplers); SDL_zeroa(d3d12CommandBuffer->fragmentStorageTextures); SDL_zeroa(d3d12CommandBuffer->fragmentStorageBuffers); } // Compute Pass static void D3D12_BeginComputePass( SDL_GPUCommandBuffer *commandBuffer, const SDL_GPUStorageTextureReadWriteBinding *storageTextureBindings, Uint32 numStorageTextureBindings, const SDL_GPUStorageBufferReadWriteBinding *storageBufferBindings, Uint32 numStorageBufferBindings) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; d3d12CommandBuffer->computeReadWriteStorageTextureSubresourceCount = numStorageTextureBindings; d3d12CommandBuffer->computeReadWriteStorageBufferCount = numStorageBufferBindings; /* Read-write resources will be actually bound in BindComputePipeline * after the root signature is set. * We also have to scan to see which barriers we actually need because depth slices aren't separate subresources */ if (numStorageTextureBindings > 0) { for (Uint32 i = 0; i < numStorageTextureBindings; i += 1) { D3D12TextureContainer *container = (D3D12TextureContainer *)storageTextureBindings[i].texture; D3D12TextureSubresource *subresource = D3D12_INTERNAL_PrepareTextureSubresourceForWrite( d3d12CommandBuffer, container, storageTextureBindings[i].layer, storageTextureBindings[i].mip_level, storageTextureBindings[i].cycle, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); d3d12CommandBuffer->computeReadWriteStorageTextureSubresources[i] = subresource; D3D12_INTERNAL_TrackTexture( d3d12CommandBuffer, subresource->parent); } } if (numStorageBufferBindings > 0) { for (Uint32 i = 0; i < numStorageBufferBindings; i += 1) { D3D12BufferContainer *container = (D3D12BufferContainer *)storageBufferBindings[i].buffer; D3D12Buffer *buffer = D3D12_INTERNAL_PrepareBufferForWrite( d3d12CommandBuffer, container, storageBufferBindings[i].cycle, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); d3d12CommandBuffer->computeReadWriteStorageBuffers[i] = buffer; D3D12_INTERNAL_TrackBuffer( d3d12CommandBuffer, buffer); } } } static void D3D12_BindComputePipeline( SDL_GPUCommandBuffer *commandBuffer, SDL_GPUComputePipeline *computePipeline) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; D3D12ComputePipeline *pipeline = (D3D12ComputePipeline *)computePipeline; D3D12_CPU_DESCRIPTOR_HANDLE cpuHandles[MAX_TEXTURE_SAMPLERS_PER_STAGE]; D3D12_GPU_DESCRIPTOR_HANDLE gpuDescriptorHandle; ID3D12GraphicsCommandList_SetPipelineState( d3d12CommandBuffer->graphicsCommandList, pipeline->pipelineState); ID3D12GraphicsCommandList_SetComputeRootSignature( d3d12CommandBuffer->graphicsCommandList, pipeline->rootSignature->handle); d3d12CommandBuffer->currentComputePipeline = pipeline; d3d12CommandBuffer->needComputeSamplerBind = true; d3d12CommandBuffer->needComputeReadOnlyStorageTextureBind = true; d3d12CommandBuffer->needComputeReadOnlyStorageBufferBind = true; for (Uint32 i = 0; i < MAX_UNIFORM_BUFFERS_PER_STAGE; i += 1) { d3d12CommandBuffer->needComputeUniformBufferBind[i] = true; } for (Uint32 i = 0; i < pipeline->numUniformBuffers; i += 1) { if (d3d12CommandBuffer->computeUniformBuffers[i] == NULL) { d3d12CommandBuffer->computeUniformBuffers[i] = D3D12_INTERNAL_AcquireUniformBufferFromPool( d3d12CommandBuffer); } } D3D12_INTERNAL_TrackComputePipeline(d3d12CommandBuffer, pipeline); // Bind write-only resources after setting root signature if (pipeline->numReadWriteStorageTextures > 0) { for (Uint32 i = 0; i < pipeline->numReadWriteStorageTextures; i += 1) { cpuHandles[i] = d3d12CommandBuffer->computeReadWriteStorageTextureSubresources[i]->uavHandle.cpuHandle; } D3D12_INTERNAL_WriteGPUDescriptors( d3d12CommandBuffer, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, cpuHandles, d3d12CommandBuffer->computeReadWriteStorageTextureSubresourceCount, &gpuDescriptorHandle); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable( d3d12CommandBuffer->graphicsCommandList, d3d12CommandBuffer->currentComputePipeline->rootSignature->readWriteStorageTextureRootIndex, gpuDescriptorHandle); } if (pipeline->numReadWriteStorageBuffers > 0) { for (Uint32 i = 0; i < pipeline->numReadWriteStorageBuffers; i += 1) { cpuHandles[i] = d3d12CommandBuffer->computeReadWriteStorageBuffers[i]->uavDescriptor.cpuHandle; } D3D12_INTERNAL_WriteGPUDescriptors( d3d12CommandBuffer, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, cpuHandles, d3d12CommandBuffer->computeReadWriteStorageBufferCount, &gpuDescriptorHandle); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable( d3d12CommandBuffer->graphicsCommandList, d3d12CommandBuffer->currentComputePipeline->rootSignature->readWriteStorageBufferRootIndex, gpuDescriptorHandle); } } static void D3D12_BindComputeSamplers( SDL_GPUCommandBuffer *commandBuffer, Uint32 firstSlot, const SDL_GPUTextureSamplerBinding *textureSamplerBindings, Uint32 numBindings) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; for (Uint32 i = 0; i < numBindings; i += 1) { D3D12TextureContainer *container = (D3D12TextureContainer *)textureSamplerBindings[i].texture; D3D12_INTERNAL_TrackSampler( d3d12CommandBuffer, (D3D12Sampler *)textureSamplerBindings[i].sampler); D3D12_INTERNAL_TrackTexture( d3d12CommandBuffer, container->activeTexture); d3d12CommandBuffer->computeSamplerTextures[firstSlot + i] = container->activeTexture; d3d12CommandBuffer->computeSamplers[firstSlot + i] = (D3D12Sampler *)textureSamplerBindings[i].sampler; } d3d12CommandBuffer->needComputeSamplerBind = true; } static void D3D12_BindComputeStorageTextures( SDL_GPUCommandBuffer *commandBuffer, Uint32 firstSlot, SDL_GPUTexture *const *storageTextures, Uint32 numBindings) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; for (Uint32 i = 0; i < numBindings; i += 1) { if (d3d12CommandBuffer->computeReadOnlyStorageTextures[firstSlot + i] != NULL) { D3D12_INTERNAL_TextureTransitionToDefaultUsage( d3d12CommandBuffer, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, d3d12CommandBuffer->computeReadOnlyStorageTextures[firstSlot + i]); } D3D12TextureContainer *container = (D3D12TextureContainer *)storageTextures[i]; d3d12CommandBuffer->computeReadOnlyStorageTextures[firstSlot + i] = container->activeTexture; D3D12_INTERNAL_TextureTransitionFromDefaultUsage( d3d12CommandBuffer, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, container->activeTexture); D3D12_INTERNAL_TrackTexture( d3d12CommandBuffer, container->activeTexture); } d3d12CommandBuffer->needComputeReadOnlyStorageTextureBind = true; } static void D3D12_BindComputeStorageBuffers( SDL_GPUCommandBuffer *commandBuffer, Uint32 firstSlot, SDL_GPUBuffer *const *storageBuffers, Uint32 numBindings) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; for (Uint32 i = 0; i < numBindings; i += 1) { if (d3d12CommandBuffer->computeReadOnlyStorageBuffers[firstSlot + i] != NULL) { D3D12_INTERNAL_BufferTransitionToDefaultUsage( d3d12CommandBuffer, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, d3d12CommandBuffer->computeReadOnlyStorageBuffers[firstSlot + i]); } D3D12BufferContainer *container = (D3D12BufferContainer *)storageBuffers[i]; D3D12Buffer *buffer = container->activeBuffer; d3d12CommandBuffer->computeReadOnlyStorageBuffers[firstSlot + i] = buffer; D3D12_INTERNAL_BufferTransitionFromDefaultUsage( d3d12CommandBuffer, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, buffer); D3D12_INTERNAL_TrackBuffer( d3d12CommandBuffer, buffer); } d3d12CommandBuffer->needComputeReadOnlyStorageBufferBind = true; } static void D3D12_PushComputeUniformData( SDL_GPUCommandBuffer *commandBuffer, Uint32 slotIndex, const void *data, Uint32 length) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; D3D12_INTERNAL_PushUniformData( d3d12CommandBuffer, SDL_GPU_SHADERSTAGE_COMPUTE, slotIndex, data, length); } static void D3D12_INTERNAL_BindComputeResources( D3D12CommandBuffer *commandBuffer) { D3D12ComputePipeline *computePipeline = commandBuffer->currentComputePipeline; D3D12_CPU_DESCRIPTOR_HANDLE cpuHandles[MAX_TEXTURE_SAMPLERS_PER_STAGE]; D3D12_GPU_DESCRIPTOR_HANDLE gpuDescriptorHandle; if (commandBuffer->needComputeSamplerBind) { if (computePipeline->numSamplers > 0) { for (Uint32 i = 0; i < computePipeline->numSamplers; i += 1) { cpuHandles[i] = commandBuffer->computeSamplers[i]->handle.cpuHandle; } D3D12_INTERNAL_WriteGPUDescriptors( commandBuffer, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, cpuHandles, computePipeline->numSamplers, &gpuDescriptorHandle); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable( commandBuffer->graphicsCommandList, computePipeline->rootSignature->samplerRootIndex, gpuDescriptorHandle); for (Uint32 i = 0; i < computePipeline->numSamplers; i += 1) { cpuHandles[i] = commandBuffer->computeSamplerTextures[i]->srvHandle.cpuHandle; } D3D12_INTERNAL_WriteGPUDescriptors( commandBuffer, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, cpuHandles, computePipeline->numSamplers, &gpuDescriptorHandle); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable( commandBuffer->graphicsCommandList, computePipeline->rootSignature->samplerTextureRootIndex, gpuDescriptorHandle); } commandBuffer->needComputeSamplerBind = false; } if (commandBuffer->needComputeReadOnlyStorageTextureBind) { if (computePipeline->numReadOnlyStorageTextures > 0) { for (Uint32 i = 0; i < computePipeline->numReadOnlyStorageTextures; i += 1) { cpuHandles[i] = commandBuffer->computeReadOnlyStorageTextures[i]->srvHandle.cpuHandle; } D3D12_INTERNAL_WriteGPUDescriptors( commandBuffer, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, cpuHandles, computePipeline->numReadOnlyStorageTextures, &gpuDescriptorHandle); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable( commandBuffer->graphicsCommandList, computePipeline->rootSignature->readOnlyStorageTextureRootIndex, gpuDescriptorHandle); } commandBuffer->needComputeReadOnlyStorageTextureBind = false; } if (commandBuffer->needComputeReadOnlyStorageBufferBind) { if (computePipeline->numReadOnlyStorageBuffers > 0) { for (Uint32 i = 0; i < computePipeline->numReadOnlyStorageBuffers; i += 1) { cpuHandles[i] = commandBuffer->computeReadOnlyStorageBuffers[i]->srvDescriptor.cpuHandle; } D3D12_INTERNAL_WriteGPUDescriptors( commandBuffer, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, cpuHandles, computePipeline->numReadOnlyStorageBuffers, &gpuDescriptorHandle); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable( commandBuffer->graphicsCommandList, computePipeline->rootSignature->readOnlyStorageBufferRootIndex, gpuDescriptorHandle); } commandBuffer->needComputeReadOnlyStorageBufferBind = false; } for (Uint32 i = 0; i < MAX_UNIFORM_BUFFERS_PER_STAGE; i += 1) { if (commandBuffer->needComputeUniformBufferBind[i]) { if (computePipeline->numUniformBuffers > i) { ID3D12GraphicsCommandList_SetComputeRootConstantBufferView( commandBuffer->graphicsCommandList, computePipeline->rootSignature->uniformBufferRootIndex[i], commandBuffer->computeUniformBuffers[i]->buffer->virtualAddress + commandBuffer->computeUniformBuffers[i]->drawOffset); } } commandBuffer->needComputeUniformBufferBind[i] = false; } } static void D3D12_DispatchCompute( SDL_GPUCommandBuffer *commandBuffer, Uint32 groupcountX, Uint32 groupcountY, Uint32 groupcountZ) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; D3D12_INTERNAL_BindComputeResources(d3d12CommandBuffer); ID3D12GraphicsCommandList_Dispatch( d3d12CommandBuffer->graphicsCommandList, groupcountX, groupcountY, groupcountZ); } static void D3D12_DispatchComputeIndirect( SDL_GPUCommandBuffer *commandBuffer, SDL_GPUBuffer *buffer, Uint32 offset) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; D3D12Buffer *d3d12Buffer = ((D3D12BufferContainer *)buffer)->activeBuffer; D3D12_INTERNAL_BindComputeResources(d3d12CommandBuffer); ID3D12GraphicsCommandList_ExecuteIndirect( d3d12CommandBuffer->graphicsCommandList, d3d12CommandBuffer->renderer->indirectDispatchCommandSignature, 1, d3d12Buffer->handle, offset, NULL, 0); D3D12_INTERNAL_TrackBuffer(d3d12CommandBuffer, d3d12Buffer); } static void D3D12_EndComputePass( SDL_GPUCommandBuffer *commandBuffer) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; for (Uint32 i = 0; i < d3d12CommandBuffer->computeReadWriteStorageTextureSubresourceCount; i += 1) { if (d3d12CommandBuffer->computeReadWriteStorageTextureSubresources[i]) { D3D12_INTERNAL_TextureSubresourceTransitionToDefaultUsage( d3d12CommandBuffer, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, d3d12CommandBuffer->computeReadWriteStorageTextureSubresources[i]); d3d12CommandBuffer->computeReadWriteStorageTextureSubresources[i] = NULL; } } d3d12CommandBuffer->computeReadWriteStorageTextureSubresourceCount = 0; for (Uint32 i = 0; i < d3d12CommandBuffer->computeReadWriteStorageBufferCount; i += 1) { if (d3d12CommandBuffer->computeReadWriteStorageBuffers[i]) { D3D12_INTERNAL_BufferTransitionToDefaultUsage( d3d12CommandBuffer, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, d3d12CommandBuffer->computeReadWriteStorageBuffers[i]); d3d12CommandBuffer->computeReadWriteStorageBuffers[i] = NULL; } } d3d12CommandBuffer->computeReadWriteStorageBufferCount = 0; for (Uint32 i = 0; i < MAX_STORAGE_TEXTURES_PER_STAGE; i += 1) { if (d3d12CommandBuffer->computeReadOnlyStorageTextures[i]) { D3D12_INTERNAL_TextureTransitionToDefaultUsage( d3d12CommandBuffer, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, d3d12CommandBuffer->computeReadOnlyStorageTextures[i]); d3d12CommandBuffer->computeReadOnlyStorageTextures[i] = NULL; } } for (Uint32 i = 0; i < MAX_STORAGE_BUFFERS_PER_STAGE; i += 1) { if (d3d12CommandBuffer->computeReadOnlyStorageBuffers[i]) { D3D12_INTERNAL_BufferTransitionToDefaultUsage( d3d12CommandBuffer, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, d3d12CommandBuffer->computeReadOnlyStorageBuffers[i]); d3d12CommandBuffer->computeReadOnlyStorageBuffers[i] = NULL; } } SDL_zeroa(d3d12CommandBuffer->computeSamplerTextures); SDL_zeroa(d3d12CommandBuffer->computeSamplers); d3d12CommandBuffer->currentComputePipeline = NULL; } // TransferBuffer Data static void *D3D12_MapTransferBuffer( SDL_GPURenderer *driverData, SDL_GPUTransferBuffer *transferBuffer, bool cycle) { D3D12Renderer *renderer = (D3D12Renderer *)driverData; D3D12BufferContainer *container = (D3D12BufferContainer *)transferBuffer; void *dataPointer; if ( cycle && SDL_GetAtomicInt(&container->activeBuffer->referenceCount) > 0) { D3D12_INTERNAL_CycleActiveBuffer( renderer, container); } // Upload buffers are persistently mapped, download buffers are not if (container->type == D3D12_BUFFER_TYPE_UPLOAD) { dataPointer = container->activeBuffer->mapPointer; } else { ID3D12Resource_Map( container->activeBuffer->handle, 0, NULL, (void **)&dataPointer); } return dataPointer; } static void D3D12_UnmapTransferBuffer( SDL_GPURenderer *driverData, SDL_GPUTransferBuffer *transferBuffer) { (void)driverData; D3D12BufferContainer *container = (D3D12BufferContainer *)transferBuffer; // Upload buffers are persistently mapped, download buffers are not if (container->type == D3D12_BUFFER_TYPE_DOWNLOAD) { ID3D12Resource_Unmap( container->activeBuffer->handle, 0, NULL); } } // Copy Pass static void D3D12_BeginCopyPass( SDL_GPUCommandBuffer *commandBuffer) { // no-op (void)commandBuffer; } static void D3D12_UploadToTexture( SDL_GPUCommandBuffer *commandBuffer, const SDL_GPUTextureTransferInfo *source, const SDL_GPUTextureRegion *destination, bool cycle) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; D3D12BufferContainer *transferBufferContainer = (D3D12BufferContainer *)source->transfer_buffer; D3D12Buffer *temporaryBuffer = NULL; D3D12_TEXTURE_COPY_LOCATION sourceLocation; D3D12_TEXTURE_COPY_LOCATION destinationLocation; Uint32 pixelsPerRow = source->pixels_per_row; Uint32 rowPitch; Uint32 alignedRowPitch; Uint32 rowsPerSlice = source->rows_per_layer; Uint32 bytesPerSlice; bool needsRealignment; bool needsPlacementCopy; // Note that the transfer buffer does not need a barrier, as it is synced by the client. D3D12TextureContainer *textureContainer = (D3D12TextureContainer *)destination->texture; D3D12TextureSubresource *textureSubresource = D3D12_INTERNAL_PrepareTextureSubresourceForWrite( d3d12CommandBuffer, textureContainer, destination->layer, destination->mip_level, cycle, D3D12_RESOURCE_STATE_COPY_DEST); /* D3D12 requires texture data row pitch to be 256 byte aligned, which is obviously insane. * Instead of exposing that restriction to the client, which is a huge rake to step on, * and a restriction that no other backend requires, we're going to copy data to a temporary buffer, * copy THAT data to the texture, and then get rid of the temporary buffer ASAP. * If we're lucky and the row pitch and depth pitch are already aligned, we can skip all of that. * * D3D12 also requires offsets to be 512 byte aligned. We'll fix that for the client and warn them as well. * * And just for some extra fun, D3D12 doesn't actually support depth pitch, so we have to realign that too! */ if (pixelsPerRow == 0) { pixelsPerRow = destination->w; } rowPitch = BytesPerRow(pixelsPerRow, textureContainer->header.info.format); if (rowsPerSlice == 0) { rowsPerSlice = destination->h; } bytesPerSlice = rowsPerSlice * rowPitch; alignedRowPitch = D3D12_INTERNAL_Align(rowPitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); needsRealignment = rowsPerSlice != destination->h || rowPitch != alignedRowPitch; needsPlacementCopy = source->offset % D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT != 0; sourceLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; sourceLocation.PlacedFootprint.Footprint.Format = SDLToD3D12_TextureFormat[textureContainer->header.info.format]; sourceLocation.PlacedFootprint.Footprint.RowPitch = alignedRowPitch; destinationLocation.pResource = textureContainer->activeTexture->resource; destinationLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; destinationLocation.SubresourceIndex = textureSubresource->index; if (needsRealignment) { temporaryBuffer = D3D12_INTERNAL_CreateBuffer( d3d12CommandBuffer->renderer, 0, alignedRowPitch * destination->h * destination->d, D3D12_BUFFER_TYPE_UPLOAD); if (!temporaryBuffer) { return; } sourceLocation.pResource = temporaryBuffer->handle; for (Uint32 sliceIndex = 0; sliceIndex < destination->d; sliceIndex += 1) { // copy row count minus one to avoid overread for (Uint32 rowIndex = 0; rowIndex < rowsPerSlice - 1; rowIndex += 1) { SDL_memcpy( temporaryBuffer->mapPointer + (sliceIndex * rowsPerSlice) + (rowIndex * alignedRowPitch), transferBufferContainer->activeBuffer->mapPointer + source->offset + (sliceIndex * bytesPerSlice) + (rowIndex * rowPitch), alignedRowPitch); } Uint32 offset = source->offset + (sliceIndex * bytesPerSlice) + ((rowsPerSlice - 1) * rowPitch); SDL_memcpy( temporaryBuffer->mapPointer + (sliceIndex * rowsPerSlice) + ((rowsPerSlice - 1) * alignedRowPitch), transferBufferContainer->activeBuffer->mapPointer + offset, SDL_min(alignedRowPitch, transferBufferContainer->size - offset)); sourceLocation.PlacedFootprint.Footprint.Width = destination->w; sourceLocation.PlacedFootprint.Footprint.Height = rowsPerSlice; sourceLocation.PlacedFootprint.Footprint.Depth = 1; sourceLocation.PlacedFootprint.Offset = (sliceIndex * bytesPerSlice); ID3D12GraphicsCommandList_CopyTextureRegion( d3d12CommandBuffer->graphicsCommandList, &destinationLocation, destination->x, destination->y, sliceIndex, &sourceLocation, NULL); } D3D12_INTERNAL_TrackBuffer(d3d12CommandBuffer, temporaryBuffer); D3D12_INTERNAL_ReleaseBuffer( d3d12CommandBuffer->renderer, temporaryBuffer); } else if (needsPlacementCopy) { temporaryBuffer = D3D12_INTERNAL_CreateBuffer( d3d12CommandBuffer->renderer, 0, alignedRowPitch * destination->h * destination->d, D3D12_BUFFER_TYPE_UPLOAD); if (!temporaryBuffer) { return; } SDL_memcpy( temporaryBuffer->mapPointer, transferBufferContainer->activeBuffer->mapPointer + source->offset, alignedRowPitch * destination->h * destination->d); sourceLocation.pResource = temporaryBuffer->handle; sourceLocation.PlacedFootprint.Offset = 0; sourceLocation.PlacedFootprint.Footprint.Width = destination->w; sourceLocation.PlacedFootprint.Footprint.Height = destination->h; sourceLocation.PlacedFootprint.Footprint.Depth = 1; ID3D12GraphicsCommandList_CopyTextureRegion( d3d12CommandBuffer->graphicsCommandList, &destinationLocation, destination->x, destination->y, destination->z, &sourceLocation, NULL); D3D12_INTERNAL_TrackBuffer(d3d12CommandBuffer, temporaryBuffer); D3D12_INTERNAL_ReleaseBuffer( d3d12CommandBuffer->renderer, temporaryBuffer); SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Texture upload offset not aligned to 512 bytes! This is suboptimal on D3D12!"); } else { sourceLocation.pResource = transferBufferContainer->activeBuffer->handle; sourceLocation.PlacedFootprint.Offset = source->offset; sourceLocation.PlacedFootprint.Footprint.Width = destination->w; sourceLocation.PlacedFootprint.Footprint.Height = destination->h; sourceLocation.PlacedFootprint.Footprint.Depth = destination->d; ID3D12GraphicsCommandList_CopyTextureRegion( d3d12CommandBuffer->graphicsCommandList, &destinationLocation, destination->x, destination->y, destination->z, &sourceLocation, NULL); } D3D12_INTERNAL_TextureSubresourceTransitionToDefaultUsage( d3d12CommandBuffer, D3D12_RESOURCE_STATE_COPY_DEST, textureSubresource); D3D12_INTERNAL_TrackBuffer(d3d12CommandBuffer, transferBufferContainer->activeBuffer); D3D12_INTERNAL_TrackTexture(d3d12CommandBuffer, textureSubresource->parent); } static void D3D12_UploadToBuffer( SDL_GPUCommandBuffer *commandBuffer, const SDL_GPUTransferBufferLocation *source, const SDL_GPUBufferRegion *destination, bool cycle) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; D3D12BufferContainer *transferBufferContainer = (D3D12BufferContainer *)source->transfer_buffer; D3D12BufferContainer *bufferContainer = (D3D12BufferContainer *)destination->buffer; // The transfer buffer does not need a barrier, it is synced by the client. D3D12Buffer *buffer = D3D12_INTERNAL_PrepareBufferForWrite( d3d12CommandBuffer, bufferContainer, cycle, D3D12_RESOURCE_STATE_COPY_DEST); ID3D12GraphicsCommandList_CopyBufferRegion( d3d12CommandBuffer->graphicsCommandList, buffer->handle, destination->offset, transferBufferContainer->activeBuffer->handle, source->offset, destination->size); D3D12_INTERNAL_BufferTransitionToDefaultUsage( d3d12CommandBuffer, D3D12_RESOURCE_STATE_COPY_DEST, buffer); D3D12_INTERNAL_TrackBuffer(d3d12CommandBuffer, transferBufferContainer->activeBuffer); D3D12_INTERNAL_TrackBuffer(d3d12CommandBuffer, buffer); } static void D3D12_CopyTextureToTexture( SDL_GPUCommandBuffer *commandBuffer, const SDL_GPUTextureLocation *source, const SDL_GPUTextureLocation *destination, Uint32 w, Uint32 h, Uint32 d, bool cycle) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; D3D12_TEXTURE_COPY_LOCATION sourceLocation; D3D12_TEXTURE_COPY_LOCATION destinationLocation; D3D12TextureSubresource *sourceSubresource = D3D12_INTERNAL_FetchTextureSubresource( (D3D12TextureContainer *)source->texture, source->layer, source->mip_level); D3D12TextureSubresource *destinationSubresource = D3D12_INTERNAL_PrepareTextureSubresourceForWrite( d3d12CommandBuffer, (D3D12TextureContainer *)destination->texture, destination->layer, destination->mip_level, cycle, D3D12_RESOURCE_STATE_COPY_DEST); D3D12_INTERNAL_TextureSubresourceTransitionFromDefaultUsage( d3d12CommandBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, sourceSubresource); sourceLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; sourceLocation.SubresourceIndex = sourceSubresource->index; sourceLocation.pResource = sourceSubresource->parent->resource; destinationLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; destinationLocation.SubresourceIndex = destinationSubresource->index; destinationLocation.pResource = destinationSubresource->parent->resource; D3D12_BOX sourceBox = { source->x, source->y, source->z, source->x + w, source->y + h, source->z + d }; ID3D12GraphicsCommandList_CopyTextureRegion( d3d12CommandBuffer->graphicsCommandList, &destinationLocation, destination->x, destination->y, destination->z, &sourceLocation, &sourceBox); D3D12_INTERNAL_TextureSubresourceTransitionToDefaultUsage( d3d12CommandBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, sourceSubresource); D3D12_INTERNAL_TextureSubresourceTransitionToDefaultUsage( d3d12CommandBuffer, D3D12_RESOURCE_STATE_COPY_DEST, destinationSubresource); D3D12_INTERNAL_TrackTexture( d3d12CommandBuffer, sourceSubresource->parent); D3D12_INTERNAL_TrackTexture( d3d12CommandBuffer, destinationSubresource->parent); } static void D3D12_CopyBufferToBuffer( SDL_GPUCommandBuffer *commandBuffer, const SDL_GPUBufferLocation *source, const SDL_GPUBufferLocation *destination, Uint32 size, bool cycle) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; D3D12BufferContainer *sourceContainer = (D3D12BufferContainer *)source->buffer; D3D12BufferContainer *destinationContainer = (D3D12BufferContainer *)destination->buffer; D3D12Buffer *sourceBuffer = sourceContainer->activeBuffer; D3D12Buffer *destinationBuffer = D3D12_INTERNAL_PrepareBufferForWrite( d3d12CommandBuffer, destinationContainer, cycle, D3D12_RESOURCE_STATE_COPY_DEST); D3D12_INTERNAL_BufferTransitionFromDefaultUsage( d3d12CommandBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, sourceBuffer); ID3D12GraphicsCommandList_CopyBufferRegion( d3d12CommandBuffer->graphicsCommandList, destinationBuffer->handle, destination->offset, sourceBuffer->handle, source->offset, size); D3D12_INTERNAL_BufferTransitionToDefaultUsage( d3d12CommandBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, sourceBuffer); D3D12_INTERNAL_BufferTransitionToDefaultUsage( d3d12CommandBuffer, D3D12_RESOURCE_STATE_COPY_DEST, destinationBuffer); D3D12_INTERNAL_TrackBuffer(d3d12CommandBuffer, sourceBuffer); D3D12_INTERNAL_TrackBuffer(d3d12CommandBuffer, destinationBuffer); } static void D3D12_DownloadFromTexture( SDL_GPUCommandBuffer *commandBuffer, const SDL_GPUTextureRegion *source, const SDL_GPUTextureTransferInfo *destination) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; D3D12_TEXTURE_COPY_LOCATION sourceLocation; D3D12_TEXTURE_COPY_LOCATION destinationLocation; Uint32 pixelsPerRow = destination->pixels_per_row; Uint32 rowPitch; Uint32 alignedRowPitch; Uint32 rowsPerSlice = destination->rows_per_layer; bool needsRealignment; bool needsPlacementCopy; D3D12TextureDownload *textureDownload = NULL; D3D12TextureContainer *sourceContainer = (D3D12TextureContainer *)source->texture; D3D12TextureSubresource *sourceSubresource = D3D12_INTERNAL_FetchTextureSubresource( sourceContainer, source->layer, source->mip_level); D3D12BufferContainer *destinationContainer = (D3D12BufferContainer *)destination->transfer_buffer; D3D12Buffer *destinationBuffer = destinationContainer->activeBuffer; /* D3D12 requires texture data row pitch to be 256 byte aligned, which is obviously insane. * Instead of exposing that restriction to the client, which is a huge rake to step on, * and a restriction that no other backend requires, we're going to copy data to a temporary buffer, * copy THAT data to the texture, and then get rid of the temporary buffer ASAP. * If we're lucky and the row pitch and depth pitch are already aligned, we can skip all of that. * * D3D12 also requires offsets to be 512 byte aligned. We'll fix that for the client and warn them as well. * * And just for some extra fun, D3D12 doesn't actually support depth pitch, so we have to realign that too! * * Since this is an async download we have to do all these fixups after the command is finished, * so we'll cache the metadata and map and copy it when the command buffer is cleaned. */ if (pixelsPerRow == 0) { pixelsPerRow = source->w; } rowPitch = BytesPerRow(pixelsPerRow, sourceContainer->header.info.format); if (rowsPerSlice == 0) { rowsPerSlice = source->h; } alignedRowPitch = D3D12_INTERNAL_Align(rowPitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); needsRealignment = rowsPerSlice != source->h || rowPitch != alignedRowPitch; needsPlacementCopy = destination->offset % D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT != 0; sourceLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; sourceLocation.SubresourceIndex = sourceSubresource->index; sourceLocation.pResource = sourceSubresource->parent->resource; D3D12_BOX sourceBox = { source->x, source->y, source->z, source->x + source->w, source->y + rowsPerSlice, source->z + source->d }; destinationLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; destinationLocation.PlacedFootprint.Footprint.Format = SDLToD3D12_TextureFormat[sourceContainer->header.info.format]; destinationLocation.PlacedFootprint.Footprint.Width = source->w; destinationLocation.PlacedFootprint.Footprint.Height = rowsPerSlice; destinationLocation.PlacedFootprint.Footprint.Depth = source->d; destinationLocation.PlacedFootprint.Footprint.RowPitch = alignedRowPitch; if (needsRealignment || needsPlacementCopy) { textureDownload = (D3D12TextureDownload *)SDL_malloc(sizeof(D3D12TextureDownload)); if (!textureDownload) { SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create texture download structure!"); return; } textureDownload->temporaryBuffer = D3D12_INTERNAL_CreateBuffer( d3d12CommandBuffer->renderer, 0, alignedRowPitch * rowsPerSlice * source->d, D3D12_BUFFER_TYPE_DOWNLOAD); if (!textureDownload->temporaryBuffer) { SDL_free(textureDownload); return; } textureDownload->destinationBuffer = destinationBuffer; textureDownload->bufferOffset = destination->offset; textureDownload->width = source->w; textureDownload->height = rowsPerSlice; textureDownload->depth = source->d; textureDownload->bytesPerRow = rowPitch; textureDownload->bytesPerDepthSlice = rowPitch * rowsPerSlice; textureDownload->alignedBytesPerRow = alignedRowPitch; destinationLocation.pResource = textureDownload->temporaryBuffer->handle; destinationLocation.PlacedFootprint.Offset = 0; } else { destinationLocation.pResource = destinationBuffer->handle; destinationLocation.PlacedFootprint.Offset = destination->offset; } D3D12_INTERNAL_TextureSubresourceTransitionFromDefaultUsage( d3d12CommandBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, sourceSubresource); ID3D12GraphicsCommandList_CopyTextureRegion( d3d12CommandBuffer->graphicsCommandList, &destinationLocation, 0, 0, 0, &sourceLocation, &sourceBox); D3D12_INTERNAL_TextureSubresourceTransitionToDefaultUsage( d3d12CommandBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, sourceSubresource); D3D12_INTERNAL_TrackBuffer(d3d12CommandBuffer, destinationBuffer); D3D12_INTERNAL_TrackTexture(d3d12CommandBuffer, sourceSubresource->parent); if (textureDownload != NULL) { D3D12_INTERNAL_TrackBuffer(d3d12CommandBuffer, textureDownload->temporaryBuffer); if (d3d12CommandBuffer->textureDownloadCount >= d3d12CommandBuffer->textureDownloadCapacity) { d3d12CommandBuffer->textureDownloadCapacity *= 2; d3d12CommandBuffer->textureDownloads = (D3D12TextureDownload **)SDL_realloc( d3d12CommandBuffer->textureDownloads, d3d12CommandBuffer->textureDownloadCapacity * sizeof(D3D12TextureDownload *)); } d3d12CommandBuffer->textureDownloads[d3d12CommandBuffer->textureDownloadCount] = textureDownload; d3d12CommandBuffer->textureDownloadCount += 1; D3D12_INTERNAL_ReleaseBuffer(d3d12CommandBuffer->renderer, textureDownload->temporaryBuffer); } } static void D3D12_DownloadFromBuffer( SDL_GPUCommandBuffer *commandBuffer, const SDL_GPUBufferRegion *source, const SDL_GPUTransferBufferLocation *destination) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; D3D12BufferContainer *sourceContainer = (D3D12BufferContainer *)source->buffer; D3D12BufferContainer *destinationContainer = (D3D12BufferContainer *)destination->transfer_buffer; D3D12Buffer *sourceBuffer = sourceContainer->activeBuffer; D3D12_INTERNAL_BufferTransitionFromDefaultUsage( d3d12CommandBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, sourceBuffer); D3D12Buffer *destinationBuffer = destinationContainer->activeBuffer; ID3D12GraphicsCommandList_CopyBufferRegion( d3d12CommandBuffer->graphicsCommandList, destinationBuffer->handle, destination->offset, sourceBuffer->handle, source->offset, source->size); D3D12_INTERNAL_BufferTransitionToDefaultUsage( d3d12CommandBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, sourceBuffer); D3D12_INTERNAL_TrackBuffer(d3d12CommandBuffer, sourceBuffer); D3D12_INTERNAL_TrackBuffer(d3d12CommandBuffer, destinationBuffer); } static void D3D12_EndCopyPass( SDL_GPUCommandBuffer *commandBuffer) { // no-op (void)commandBuffer; } static void D3D12_GenerateMipmaps( SDL_GPUCommandBuffer *commandBuffer, SDL_GPUTexture *texture) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; D3D12Renderer *renderer = d3d12CommandBuffer->renderer; D3D12TextureContainer *container = (D3D12TextureContainer *)texture; SDL_GPUGraphicsPipeline *blitPipeline; blitPipeline = SDL_GPU_FetchBlitPipeline( renderer->sdlGPUDevice, container->header.info.type, container->header.info.format, renderer->blitVertexShader, renderer->blitFrom2DShader, renderer->blitFrom2DArrayShader, renderer->blitFrom3DShader, renderer->blitFromCubeShader, renderer->blitFromCubeArrayShader, &renderer->blitPipelines, &renderer->blitPipelineCount, &renderer->blitPipelineCapacity); if (blitPipeline == NULL) { SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Could not fetch blit pipeline"); return; } // We have to do this one subresource at a time for (Uint32 layerOrDepthIndex = 0; layerOrDepthIndex < container->header.info.layer_count_or_depth; layerOrDepthIndex += 1) { for (Uint32 levelIndex = 1; levelIndex < container->header.info.num_levels; levelIndex += 1) { SDL_GPUBlitInfo blitInfo; SDL_zero(blitInfo); blitInfo.source.texture = texture; blitInfo.source.mip_level = levelIndex - 1; blitInfo.source.layer_or_depth_plane = layerOrDepthIndex; blitInfo.source.x = 0; blitInfo.source.y = 0; blitInfo.source.w = container->header.info.width >> (levelIndex - 1); blitInfo.source.h = container->header.info.height >> (levelIndex - 1); blitInfo.destination.texture = texture; blitInfo.destination.mip_level = levelIndex; blitInfo.destination.layer_or_depth_plane = layerOrDepthIndex; blitInfo.destination.x = 0; blitInfo.destination.y = 0; blitInfo.destination.w = container->header.info.width >> levelIndex; blitInfo.destination.h = container->header.info.height >> levelIndex; blitInfo.load_op = SDL_GPU_LOADOP_DONT_CARE; blitInfo.filter = SDL_GPU_FILTER_LINEAR; SDL_BlitGPUTexture( commandBuffer, &blitInfo); } } D3D12_INTERNAL_TrackTexture(d3d12CommandBuffer, container->activeTexture); } static void D3D12_Blit( SDL_GPUCommandBuffer *commandBuffer, const SDL_GPUBlitInfo *info) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; D3D12Renderer *renderer = (D3D12Renderer *)d3d12CommandBuffer->renderer; SDL_GPU_BlitCommon( commandBuffer, info, renderer->blitLinearSampler, renderer->blitNearestSampler, renderer->blitVertexShader, renderer->blitFrom2DShader, renderer->blitFrom2DArrayShader, renderer->blitFrom3DShader, renderer->blitFromCubeShader, renderer->blitFromCubeArrayShader, &renderer->blitPipelines, &renderer->blitPipelineCount, &renderer->blitPipelineCapacity); } // Submission/Presentation static D3D12WindowData *D3D12_INTERNAL_FetchWindowData( SDL_Window *window) { SDL_PropertiesID properties = SDL_GetWindowProperties(window); return (D3D12WindowData *)SDL_GetPointerProperty(properties, WINDOW_PROPERTY_DATA, NULL); } static bool D3D12_INTERNAL_OnWindowResize(void *userdata, SDL_Event *e) { SDL_Window *w = (SDL_Window *)userdata; D3D12WindowData *data; if (e->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED && e->window.windowID == SDL_GetWindowID(w)) { data = D3D12_INTERNAL_FetchWindowData(w); data->needsSwapchainRecreate = true; } return true; } static bool D3D12_SupportsSwapchainComposition( SDL_GPURenderer *driverData, SDL_Window *window, SDL_GPUSwapchainComposition swapchainComposition) { #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) // FIXME: HDR support would be nice to add, but it seems complicated... return swapchainComposition == SDL_GPU_SWAPCHAINCOMPOSITION_SDR || swapchainComposition == SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR; #else D3D12Renderer *renderer = (D3D12Renderer *)driverData; DXGI_FORMAT format; D3D12_FEATURE_DATA_FORMAT_SUPPORT formatSupport; Uint32 colorSpaceSupport; HRESULT res; format = SwapchainCompositionToTextureFormat[swapchainComposition]; formatSupport.Format = format; res = ID3D12Device_CheckFeatureSupport( renderer->device, D3D12_FEATURE_FORMAT_SUPPORT, &formatSupport, sizeof(formatSupport)); if (FAILED(res)) { // Format is apparently unknown return false; } if (!(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_DISPLAY)) { return false; } D3D12WindowData *windowData = D3D12_INTERNAL_FetchWindowData(window); if (windowData == NULL) { SET_STRING_ERROR_AND_RETURN("Must claim window before querying swapchain composition support!", false) } // Check the color space support if necessary if (swapchainComposition != SDL_GPU_SWAPCHAINCOMPOSITION_SDR) { IDXGISwapChain3_CheckColorSpaceSupport( windowData->swapchain, SwapchainCompositionToColorSpace[swapchainComposition], &colorSpaceSupport); if (!(colorSpaceSupport & DXGI_SWAP_CHAIN_COLOR_SPACE_SUPPORT_FLAG_PRESENT)) { return false; } } #endif return true; } static bool D3D12_SupportsPresentMode( SDL_GPURenderer *driverData, SDL_Window *window, SDL_GPUPresentMode presentMode) { (void)driverData; (void)window; switch (presentMode) { case SDL_GPU_PRESENTMODE_IMMEDIATE: case SDL_GPU_PRESENTMODE_VSYNC: return true; case SDL_GPU_PRESENTMODE_MAILBOX: #if (defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) return false; #else return true; #endif default: SDL_assert(!"Unrecognized present mode"); return false; } } #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) static bool D3D12_INTERNAL_CreateSwapchain( D3D12Renderer *renderer, D3D12WindowData *windowData, SDL_GPUSwapchainComposition swapchain_composition, SDL_GPUPresentMode present_mode) { int width, height; SDL_GPUTextureCreateInfo createInfo; D3D12Texture *texture; // Get the swapchain size SDL_SyncWindow(windowData->window); SDL_GetWindowSizeInPixels(windowData->window, &width, &height); // Create the swapchain textures SDL_zero(createInfo); createInfo.type = SDL_GPU_TEXTURETYPE_2D; createInfo.width = width; createInfo.height = height; createInfo.format = SwapchainCompositionToSDLTextureFormat[swapchain_composition]; createInfo.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET; createInfo.layer_count_or_depth = 1; createInfo.num_levels = 1; for (Uint32 i = 0; i < MAX_FRAMES_IN_FLIGHT; i += 1) { texture = D3D12_INTERNAL_CreateTexture(renderer, &createInfo, true); texture->container = &windowData->textureContainers[i]; windowData->textureContainers[i].activeTexture = texture; windowData->textureContainers[i].canBeCycled = false; windowData->textureContainers[i].header.info = createInfo; windowData->textureContainers[i].textureCapacity = 1; windowData->textureContainers[i].textureCount = 1; windowData->textureContainers[i].textures = &windowData->textureContainers[i].activeTexture; } // Initialize the swapchain data windowData->present_mode = present_mode; windowData->swapchainComposition = swapchain_composition; windowData->swapchainColorSpace = DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709; windowData->frameCounter = 0; windowData->width = width; windowData->height = height; // Precache blit pipelines for the swapchain format for (Uint32 i = 0; i < 5; i += 1) { SDL_GPU_FetchBlitPipeline( renderer->sdlGPUDevice, (SDL_GPUTextureType)i, createInfo.format, renderer->blitVertexShader, renderer->blitFrom2DShader, renderer->blitFrom2DArrayShader, renderer->blitFrom3DShader, renderer->blitFromCubeShader, renderer->blitFromCubeArrayShader, &renderer->blitPipelines, &renderer->blitPipelineCount, &renderer->blitPipelineCapacity); } return true; } static void D3D12_INTERNAL_DestroySwapchain( D3D12Renderer *renderer, D3D12WindowData *windowData) { renderer->commandQueue->PresentX(0, NULL, NULL); for (Uint32 i = 0; i < MAX_FRAMES_IN_FLIGHT; i += 1) { D3D12_INTERNAL_DestroyTexture( renderer, windowData->textureContainers[i].activeTexture); } } static bool D3D12_INTERNAL_ResizeSwapchain( D3D12Renderer *renderer, D3D12WindowData *windowData) { // Wait so we don't release in-flight views D3D12_Wait((SDL_GPURenderer *)renderer); // Present a black screen renderer->commandQueue->PresentX(0, NULL, NULL); // Clean up the previous swapchain textures for (Uint32 i = 0; i < MAX_FRAMES_IN_FLIGHT; i += 1) { D3D12_INTERNAL_DestroyTexture( renderer, windowData->textureContainers[i].activeTexture); } // Create a new swapchain D3D12_INTERNAL_CreateSwapchain( renderer, windowData, windowData->swapchainComposition, windowData->present_mode); windowData->needsSwapchainRecreate = false; return true; } #else static bool D3D12_INTERNAL_InitializeSwapchainTexture( D3D12Renderer *renderer, IDXGISwapChain3 *swapchain, SDL_GPUSwapchainComposition composition, Uint32 index, D3D12TextureContainer *pTextureContainer) { D3D12Texture *pTexture; ID3D12Resource *swapchainTexture; D3D12_RESOURCE_DESC textureDesc; D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc; D3D12_RENDER_TARGET_VIEW_DESC rtvDesc; DXGI_FORMAT swapchainFormat = SwapchainCompositionToTextureFormat[composition]; HRESULT res; res = IDXGISwapChain_GetBuffer( swapchain, index, D3D_GUID(D3D_IID_ID3D12Resource), (void **)&swapchainTexture); CHECK_D3D12_ERROR_AND_RETURN("Could not get buffer from swapchain!", false); pTexture = (D3D12Texture *)SDL_calloc(1, sizeof(D3D12Texture)); if (!pTexture) { ID3D12Resource_Release(swapchainTexture); return false; } pTexture->resource = NULL; // This will be set in AcquireSwapchainTexture SDL_SetAtomicInt(&pTexture->referenceCount, 0); pTexture->subresourceCount = 1; pTexture->subresources = (D3D12TextureSubresource *)SDL_calloc(1, sizeof(D3D12TextureSubresource)); if (!pTexture->subresources) { SDL_free(pTexture); ID3D12Resource_Release(swapchainTexture); return false; } pTexture->subresources[0].rtvHandles = SDL_calloc(1, sizeof(D3D12CPUDescriptor)); pTexture->subresources[0].uavHandle.heap = NULL; pTexture->subresources[0].dsvHandle.heap = NULL; pTexture->subresources[0].parent = pTexture; pTexture->subresources[0].index = 0; pTexture->subresources[0].layer = 0; pTexture->subresources[0].depth = 1; pTexture->subresources[0].level = 0; ID3D12Resource_GetDesc(swapchainTexture, &textureDesc); pTextureContainer->header.info.width = (Uint32)textureDesc.Width; pTextureContainer->header.info.height = (Uint32)textureDesc.Height; pTextureContainer->header.info.layer_count_or_depth = 1; pTextureContainer->header.info.num_levels = 1; pTextureContainer->header.info.type = SDL_GPU_TEXTURETYPE_2D; pTextureContainer->header.info.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET; pTextureContainer->header.info.sample_count = SDL_GPU_SAMPLECOUNT_1; pTextureContainer->header.info.format = SwapchainCompositionToSDLTextureFormat[composition]; pTextureContainer->debugName = NULL; pTextureContainer->textures = (D3D12Texture **)SDL_calloc(1, sizeof(D3D12Texture *)); if (!pTextureContainer->textures) { SDL_free(pTexture->subresources); SDL_free(pTexture); ID3D12Resource_Release(swapchainTexture); return false; } pTextureContainer->textureCapacity = 1; pTextureContainer->textureCount = 1; pTextureContainer->textures[0] = pTexture; pTextureContainer->activeTexture = pTexture; pTextureContainer->canBeCycled = false; pTexture->container = pTextureContainer; pTexture->containerIndex = 0; // Create the SRV for the swapchain D3D12_INTERNAL_AssignCpuDescriptorHandle( renderer, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, &pTexture->srvHandle); srvDesc.Format = SwapchainCompositionToTextureFormat[composition]; srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MipLevels = 1; srvDesc.Texture2D.MostDetailedMip = 0; srvDesc.Texture2D.ResourceMinLODClamp = 0; srvDesc.Texture2D.PlaneSlice = 0; ID3D12Device_CreateShaderResourceView( renderer->device, swapchainTexture, &srvDesc, pTexture->srvHandle.cpuHandle); // Create the RTV for the swapchain D3D12_INTERNAL_AssignCpuDescriptorHandle( renderer, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, &pTexture->subresources[0].rtvHandles[0]); rtvDesc.Format = (composition == SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR) ? DXGI_FORMAT_B8G8R8A8_UNORM_SRGB : swapchainFormat; rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; rtvDesc.Texture2D.MipSlice = 0; rtvDesc.Texture2D.PlaneSlice = 0; ID3D12Device_CreateRenderTargetView( renderer->device, swapchainTexture, &rtvDesc, pTexture->subresources[0].rtvHandles[0].cpuHandle); ID3D12Resource_Release(swapchainTexture); return true; } static bool D3D12_INTERNAL_ResizeSwapchain( D3D12Renderer *renderer, D3D12WindowData *windowData) { // Wait so we don't release in-flight views D3D12_Wait((SDL_GPURenderer *)renderer); // Release views and clean up for (Uint32 i = 0; i < MAX_FRAMES_IN_FLIGHT; i += 1) { D3D12_INTERNAL_ReleaseCpuDescriptorHandle( renderer, &windowData->textureContainers[i].activeTexture->srvHandle); D3D12_INTERNAL_ReleaseCpuDescriptorHandle( renderer, &windowData->textureContainers[i].activeTexture->subresources[0].rtvHandles[0]); SDL_free(windowData->textureContainers[i].activeTexture->subresources[0].rtvHandles); SDL_free(windowData->textureContainers[i].activeTexture->subresources); SDL_free(windowData->textureContainers[i].activeTexture); SDL_free(windowData->textureContainers[i].textures); } // Resize the swapchain HRESULT res = IDXGISwapChain_ResizeBuffers( windowData->swapchain, 0, // Keep buffer count the same 0, // use client window width 0, // use client window height DXGI_FORMAT_UNKNOWN, // Keep the old format renderer->supportsTearing ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0); CHECK_D3D12_ERROR_AND_RETURN("Could not resize swapchain buffers", false) // Create texture object for the swapchain for (Uint32 i = 0; i < MAX_FRAMES_IN_FLIGHT; i += 1) { if (!D3D12_INTERNAL_InitializeSwapchainTexture( renderer, windowData->swapchain, windowData->swapchainComposition, i, &windowData->textureContainers[i])) { return false; } } DXGI_SWAP_CHAIN_DESC1 swapchainDesc; IDXGISwapChain3_GetDesc1(windowData->swapchain, &swapchainDesc); CHECK_D3D12_ERROR_AND_RETURN("Failed to retrieve swapchain descriptor!", false) windowData->width = swapchainDesc.Width; windowData->height = swapchainDesc.Height; windowData->needsSwapchainRecreate = false; return true; } static void D3D12_INTERNAL_DestroySwapchain( D3D12Renderer *renderer, D3D12WindowData *windowData) { // Release views and clean up for (Uint32 i = 0; i < MAX_FRAMES_IN_FLIGHT; i += 1) { D3D12_INTERNAL_ReleaseCpuDescriptorHandle( renderer, &windowData->textureContainers[i].activeTexture->srvHandle); D3D12_INTERNAL_ReleaseCpuDescriptorHandle( renderer, &windowData->textureContainers[i].activeTexture->subresources[0].rtvHandles[0]); SDL_free(windowData->textureContainers[i].activeTexture->subresources[0].rtvHandles); SDL_free(windowData->textureContainers[i].activeTexture->subresources); SDL_free(windowData->textureContainers[i].activeTexture); SDL_free(windowData->textureContainers[i].textures); } IDXGISwapChain_Release(windowData->swapchain); windowData->swapchain = NULL; } static bool D3D12_INTERNAL_CreateSwapchain( D3D12Renderer *renderer, D3D12WindowData *windowData, SDL_GPUSwapchainComposition swapchainComposition, SDL_GPUPresentMode presentMode) { HWND dxgiHandle; DXGI_SWAP_CHAIN_DESC1 swapchainDesc; DXGI_SWAP_CHAIN_FULLSCREEN_DESC fullscreenDesc; DXGI_FORMAT swapchainFormat; IDXGIFactory1 *pParent; IDXGISwapChain1 *swapchain; IDXGISwapChain3 *swapchain3; HRESULT res; // Get the DXGI handle #ifdef _WIN32 dxgiHandle = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(windowData->window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL); #else dxgiHandle = (HWND)windowData->window; #endif swapchainFormat = SwapchainCompositionToTextureFormat[swapchainComposition]; // Initialize the swapchain buffer descriptor swapchainDesc.Width = 0; // use client window width swapchainDesc.Height = 0; // use client window height swapchainDesc.Format = swapchainFormat; swapchainDesc.SampleDesc.Count = 1; swapchainDesc.SampleDesc.Quality = 0; swapchainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapchainDesc.BufferCount = MAX_FRAMES_IN_FLIGHT; swapchainDesc.Scaling = DXGI_SCALING_STRETCH; swapchainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; swapchainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; swapchainDesc.Flags = 0; swapchainDesc.Stereo = 0; // Initialize the fullscreen descriptor (if needed) fullscreenDesc.RefreshRate.Numerator = 0; fullscreenDesc.RefreshRate.Denominator = 0; fullscreenDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; fullscreenDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; fullscreenDesc.Windowed = true; if (renderer->supportsTearing) { swapchainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING; } else { swapchainDesc.Flags = 0; } if (!IsWindow(dxgiHandle)) { return false; } // Create the swapchain! res = IDXGIFactory4_CreateSwapChainForHwnd( renderer->factory, (IUnknown *)renderer->commandQueue, dxgiHandle, &swapchainDesc, &fullscreenDesc, NULL, &swapchain); CHECK_D3D12_ERROR_AND_RETURN("Could not create swapchain", false); res = IDXGISwapChain1_QueryInterface( swapchain, D3D_GUID(D3D_IID_IDXGISwapChain3), (void **)&swapchain3); IDXGISwapChain1_Release(swapchain); CHECK_D3D12_ERROR_AND_RETURN("Could not create IDXGISwapChain3", false); if (swapchainComposition != SDL_GPU_SWAPCHAINCOMPOSITION_SDR) { // Support already verified if we hit this block IDXGISwapChain3_SetColorSpace1( swapchain3, SwapchainCompositionToColorSpace[swapchainComposition]); } /* * The swapchain's parent is a separate factory from the factory that * we used to create the swapchain, and only that parent can be used to * set the window association. Trying to set an association on our factory * will silently fail and doesn't even verify arguments or return errors. * See https://gamedev.net/forums/topic/634235-dxgidisabling-altenter/4999955/ */ res = IDXGISwapChain3_GetParent( swapchain3, D3D_GUID(D3D_IID_IDXGIFactory1), (void **)&pParent); if (FAILED(res)) { SDL_LogWarn( SDL_LOG_CATEGORY_GPU, "Could not get swapchain parent! Error Code: " HRESULT_FMT, res); } else { // Disable DXGI window crap res = IDXGIFactory1_MakeWindowAssociation( pParent, dxgiHandle, DXGI_MWA_NO_WINDOW_CHANGES); if (FAILED(res)) { SDL_LogWarn( SDL_LOG_CATEGORY_GPU, "MakeWindowAssociation failed! Error Code: " HRESULT_FMT, res); } // We're done with the parent now IDXGIFactory1_Release(pParent); } IDXGISwapChain3_GetDesc1(swapchain3, &swapchainDesc); CHECK_D3D12_ERROR_AND_RETURN("Failed to retrieve swapchain descriptor!", false) // Initialize the swapchain data windowData->swapchain = swapchain3; windowData->present_mode = presentMode; windowData->swapchainComposition = swapchainComposition; windowData->swapchainColorSpace = SwapchainCompositionToColorSpace[swapchainComposition]; windowData->frameCounter = 0; windowData->width = swapchainDesc.Width; windowData->height = swapchainDesc.Height; // Precache blit pipelines for the swapchain format for (Uint32 i = 0; i < 5; i += 1) { SDL_GPU_FetchBlitPipeline( renderer->sdlGPUDevice, (SDL_GPUTextureType)i, SwapchainCompositionToSDLTextureFormat[swapchainComposition], renderer->blitVertexShader, renderer->blitFrom2DShader, renderer->blitFrom2DArrayShader, renderer->blitFrom3DShader, renderer->blitFromCubeShader, renderer->blitFromCubeArrayShader, &renderer->blitPipelines, &renderer->blitPipelineCount, &renderer->blitPipelineCapacity); } /* If a you are using a FLIP model format you can't create the swapchain as DXGI_FORMAT_B8G8R8A8_UNORM_SRGB. * You have to create the swapchain as DXGI_FORMAT_B8G8R8A8_UNORM and then set the render target view's format to DXGI_FORMAT_B8G8R8A8_UNORM_SRGB */ for (Uint32 i = 0; i < MAX_FRAMES_IN_FLIGHT; i += 1) { if (!D3D12_INTERNAL_InitializeSwapchainTexture( renderer, swapchain3, swapchainComposition, i, &windowData->textureContainers[i])) { IDXGISwapChain3_Release(swapchain3); return false; } } return true; } #endif static bool D3D12_ClaimWindow( SDL_GPURenderer *driverData, SDL_Window *window) { D3D12Renderer *renderer = (D3D12Renderer *)driverData; D3D12WindowData *windowData = D3D12_INTERNAL_FetchWindowData(window); if (windowData == NULL) { windowData = (D3D12WindowData *)SDL_calloc(1, sizeof(D3D12WindowData)); if (!windowData) { return false; } windowData->window = window; if (D3D12_INTERNAL_CreateSwapchain(renderer, windowData, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, SDL_GPU_PRESENTMODE_VSYNC)) { SDL_SetPointerProperty(SDL_GetWindowProperties(window), WINDOW_PROPERTY_DATA, windowData); SDL_LockMutex(renderer->windowLock); if (renderer->claimedWindowCount >= renderer->claimedWindowCapacity) { renderer->claimedWindowCapacity *= 2; renderer->claimedWindows = (D3D12WindowData **)SDL_realloc( renderer->claimedWindows, renderer->claimedWindowCapacity * sizeof(D3D12WindowData *)); } renderer->claimedWindows[renderer->claimedWindowCount] = windowData; renderer->claimedWindowCount += 1; SDL_UnlockMutex(renderer->windowLock); SDL_AddEventWatch(D3D12_INTERNAL_OnWindowResize, window); return true; } else { SDL_free(windowData); SET_STRING_ERROR_AND_RETURN("Could not create swapchain, failed to claim window!", false) } } else { SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Window already claimed!"); return false; } } static void D3D12_ReleaseWindow( SDL_GPURenderer *driverData, SDL_Window *window) { D3D12Renderer *renderer = (D3D12Renderer *)driverData; D3D12WindowData *windowData = D3D12_INTERNAL_FetchWindowData(window); if (windowData == NULL) { SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Window already unclaimed!"); return; } D3D12_Wait(driverData); for (Uint32 i = 0; i < MAX_FRAMES_IN_FLIGHT; i += 1) { if (windowData->inFlightFences[i] != NULL) { D3D12_ReleaseFence( driverData, windowData->inFlightFences[i]); windowData->inFlightFences[i] = NULL; } } D3D12_INTERNAL_DestroySwapchain(renderer, windowData); SDL_LockMutex(renderer->windowLock); for (Uint32 i = 0; i < renderer->claimedWindowCount; i += 1) { if (renderer->claimedWindows[i]->window == window) { renderer->claimedWindows[i] = renderer->claimedWindows[renderer->claimedWindowCount - 1]; renderer->claimedWindowCount -= 1; break; } } SDL_UnlockMutex(renderer->windowLock); SDL_free(windowData); SDL_ClearProperty(SDL_GetWindowProperties(window), WINDOW_PROPERTY_DATA); SDL_RemoveEventWatch(D3D12_INTERNAL_OnWindowResize, window); } static bool D3D12_SetSwapchainParameters( SDL_GPURenderer *driverData, SDL_Window *window, SDL_GPUSwapchainComposition swapchainComposition, SDL_GPUPresentMode presentMode) { D3D12Renderer *renderer = (D3D12Renderer *)driverData; D3D12WindowData *windowData = D3D12_INTERNAL_FetchWindowData(window); if (windowData == NULL) { SET_STRING_ERROR_AND_RETURN("Cannot set swapchain parameters on unclaimed window!", false) } if (!D3D12_SupportsSwapchainComposition(driverData, window, swapchainComposition)) { SET_STRING_ERROR_AND_RETURN("Swapchain composition not supported!", false) } if (!D3D12_SupportsPresentMode(driverData, window, presentMode)) { SET_STRING_ERROR_AND_RETURN("Present mode not supported!", false) } if ( swapchainComposition != windowData->swapchainComposition || presentMode != windowData->present_mode) { D3D12_Wait(driverData); // Recreate the swapchain D3D12_INTERNAL_DestroySwapchain( renderer, windowData); return D3D12_INTERNAL_CreateSwapchain( renderer, windowData, swapchainComposition, presentMode); } return true; } static bool D3D12_SetAllowedFramesInFlight( SDL_GPURenderer *driverData, Uint32 allowedFramesInFlight) { D3D12Renderer *renderer = (D3D12Renderer *)driverData; if (!D3D12_Wait(driverData)) { return false; } renderer->allowedFramesInFlight = allowedFramesInFlight; return true; } static SDL_GPUTextureFormat D3D12_GetSwapchainTextureFormat( SDL_GPURenderer *driverData, SDL_Window *window) { D3D12Renderer *renderer = (D3D12Renderer *)driverData; D3D12WindowData *windowData = D3D12_INTERNAL_FetchWindowData(window); if (windowData == NULL) { SET_STRING_ERROR_AND_RETURN("Cannot get swapchain format, window has not been claimed!", SDL_GPU_TEXTUREFORMAT_INVALID) } return windowData->textureContainers[windowData->frameCounter].header.info.format; } static D3D12Fence *D3D12_INTERNAL_AcquireFence( D3D12Renderer *renderer) { D3D12Fence *fence; ID3D12Fence *handle; HRESULT res; SDL_LockMutex(renderer->fenceLock); if (renderer->availableFenceCount == 0) { res = ID3D12Device_CreateFence( renderer->device, D3D12_FENCE_UNSIGNALED_VALUE, D3D12_FENCE_FLAG_NONE, D3D_GUID(D3D_IID_ID3D12Fence), (void **)&handle); if (FAILED(res)) { D3D12_INTERNAL_SetError(renderer, "Failed to create fence!", res); SDL_UnlockMutex(renderer->fenceLock); return NULL; } fence = (D3D12Fence *)SDL_calloc(1, sizeof(D3D12Fence)); if (!fence) { ID3D12Fence_Release(handle); SDL_UnlockMutex(renderer->fenceLock); return NULL; } fence->handle = handle; fence->event = CreateEvent(NULL, FALSE, FALSE, NULL); SDL_SetAtomicInt(&fence->referenceCount, 0); } else { fence = renderer->availableFences[renderer->availableFenceCount - 1]; renderer->availableFenceCount -= 1; ID3D12Fence_Signal(fence->handle, D3D12_FENCE_UNSIGNALED_VALUE); } SDL_UnlockMutex(renderer->fenceLock); (void)SDL_AtomicIncRef(&fence->referenceCount); return fence; } static bool D3D12_INTERNAL_AllocateCommandBuffer( D3D12Renderer *renderer) { D3D12CommandBuffer *commandBuffer; HRESULT res; ID3D12CommandAllocator *commandAllocator; ID3D12GraphicsCommandList *commandList; commandBuffer = (D3D12CommandBuffer *)SDL_calloc(1, sizeof(D3D12CommandBuffer)); if (!commandBuffer) { SET_STRING_ERROR_AND_RETURN("Failed to create ID3D12CommandList. Out of Memory", false) } res = ID3D12Device_CreateCommandAllocator( renderer->device, D3D12_COMMAND_LIST_TYPE_DIRECT, D3D_GUID(D3D_IID_ID3D12CommandAllocator), (void **)&commandAllocator); if (FAILED(res)) { D3D12_INTERNAL_SetError(renderer, "Failed to create ID3D12CommandAllocator", res); D3D12_INTERNAL_DestroyCommandBuffer(commandBuffer); return false; } commandBuffer->commandAllocator = commandAllocator; res = ID3D12Device_CreateCommandList( renderer->device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator, NULL, D3D_GUID(D3D_IID_ID3D12GraphicsCommandList), (void **)&commandList); if (FAILED(res)) { D3D12_INTERNAL_SetError(renderer, "Failed to create ID3D12CommandList", res); D3D12_INTERNAL_DestroyCommandBuffer(commandBuffer); return false; } commandBuffer->graphicsCommandList = commandList; commandBuffer->renderer = renderer; commandBuffer->inFlightFence = NULL; // Window handling commandBuffer->presentDataCapacity = 1; commandBuffer->presentDataCount = 0; commandBuffer->presentDatas = (D3D12PresentData *)SDL_calloc( commandBuffer->presentDataCapacity, sizeof(D3D12PresentData)); // Resource tracking commandBuffer->usedTextureCapacity = 4; commandBuffer->usedTextureCount = 0; commandBuffer->usedTextures = (D3D12Texture **)SDL_calloc( commandBuffer->usedTextureCapacity, sizeof(D3D12Texture *)); commandBuffer->usedBufferCapacity = 4; commandBuffer->usedBufferCount = 0; commandBuffer->usedBuffers = (D3D12Buffer **)SDL_calloc( commandBuffer->usedBufferCapacity, sizeof(D3D12Buffer *)); commandBuffer->usedSamplerCapacity = 4; commandBuffer->usedSamplerCount = 0; commandBuffer->usedSamplers = (D3D12Sampler **)SDL_calloc( commandBuffer->usedSamplerCapacity, sizeof(D3D12Sampler *)); commandBuffer->usedGraphicsPipelineCapacity = 4; commandBuffer->usedGraphicsPipelineCount = 0; commandBuffer->usedGraphicsPipelines = (D3D12GraphicsPipeline **)SDL_calloc( commandBuffer->usedGraphicsPipelineCapacity, sizeof(D3D12GraphicsPipeline *)); commandBuffer->usedComputePipelineCapacity = 4; commandBuffer->usedComputePipelineCount = 0; commandBuffer->usedComputePipelines = (D3D12ComputePipeline **)SDL_calloc( commandBuffer->usedComputePipelineCapacity, sizeof(D3D12ComputePipeline *)); commandBuffer->usedUniformBufferCapacity = 4; commandBuffer->usedUniformBufferCount = 0; commandBuffer->usedUniformBuffers = (D3D12UniformBuffer **)SDL_calloc( commandBuffer->usedUniformBufferCapacity, sizeof(D3D12UniformBuffer *)); commandBuffer->textureDownloadCapacity = 4; commandBuffer->textureDownloadCount = 0; commandBuffer->textureDownloads = (D3D12TextureDownload **)SDL_calloc( commandBuffer->textureDownloadCapacity, sizeof(D3D12TextureDownload *)); if ( (!commandBuffer->presentDatas) || (!commandBuffer->usedTextures) || (!commandBuffer->usedBuffers) || (!commandBuffer->usedSamplers) || (!commandBuffer->usedGraphicsPipelines) || (!commandBuffer->usedComputePipelines) || (!commandBuffer->usedUniformBuffers) || (!commandBuffer->textureDownloads)) { D3D12_INTERNAL_DestroyCommandBuffer(commandBuffer); SET_STRING_ERROR_AND_RETURN("Failed to create ID3D12CommandList. Out of Memory", false) } D3D12CommandBuffer **resizedAvailableCommandBuffers = (D3D12CommandBuffer **)SDL_realloc( renderer->availableCommandBuffers, sizeof(D3D12CommandBuffer *) * (renderer->availableCommandBufferCapacity + 1)); if (!resizedAvailableCommandBuffers) { D3D12_INTERNAL_DestroyCommandBuffer(commandBuffer); SET_STRING_ERROR_AND_RETURN("Failed to create ID3D12CommandList. Out of Memory", false) } // Add to inactive command buffer array renderer->availableCommandBufferCapacity += 1; renderer->availableCommandBuffers = resizedAvailableCommandBuffers; renderer->availableCommandBuffers[renderer->availableCommandBufferCount] = commandBuffer; renderer->availableCommandBufferCount += 1; return true; } static D3D12CommandBuffer *D3D12_INTERNAL_AcquireCommandBufferFromPool( D3D12Renderer *renderer) { D3D12CommandBuffer *commandBuffer; if (renderer->availableCommandBufferCount == 0) { if (!D3D12_INTERNAL_AllocateCommandBuffer(renderer)) { return NULL; } } commandBuffer = renderer->availableCommandBuffers[renderer->availableCommandBufferCount - 1]; renderer->availableCommandBufferCount -= 1; return commandBuffer; } static SDL_GPUCommandBuffer *D3D12_AcquireCommandBuffer( SDL_GPURenderer *driverData) { D3D12Renderer *renderer = (D3D12Renderer *)driverData; D3D12CommandBuffer *commandBuffer; ID3D12DescriptorHeap *heaps[2]; SDL_zeroa(heaps); SDL_LockMutex(renderer->acquireCommandBufferLock); commandBuffer = D3D12_INTERNAL_AcquireCommandBufferFromPool(renderer); SDL_UnlockMutex(renderer->acquireCommandBufferLock); if (commandBuffer == NULL) { return NULL; } // Set the descriptor heaps! commandBuffer->gpuDescriptorHeaps[D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV] = D3D12_INTERNAL_AcquireDescriptorHeapFromPool(commandBuffer, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); if (!commandBuffer->gpuDescriptorHeaps[D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV]) { D3D12_INTERNAL_DestroyCommandBuffer(commandBuffer); return NULL; } commandBuffer->gpuDescriptorHeaps[D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER] = D3D12_INTERNAL_AcquireDescriptorHeapFromPool(commandBuffer, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER); if (!commandBuffer->gpuDescriptorHeaps[D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER]) { D3D12_INTERNAL_DestroyCommandBuffer(commandBuffer); return NULL; } heaps[0] = commandBuffer->gpuDescriptorHeaps[D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV]->handle; heaps[1] = commandBuffer->gpuDescriptorHeaps[D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER]->handle; ID3D12GraphicsCommandList_SetDescriptorHeaps( commandBuffer->graphicsCommandList, 2, heaps); // Set the bind state commandBuffer->currentGraphicsPipeline = NULL; SDL_zeroa(commandBuffer->colorTargetSubresources); SDL_zeroa(commandBuffer->colorResolveSubresources); commandBuffer->depthStencilTextureSubresource = NULL; SDL_zeroa(commandBuffer->vertexBuffers); SDL_zeroa(commandBuffer->vertexBufferOffsets); commandBuffer->vertexBufferCount = 0; SDL_zeroa(commandBuffer->vertexSamplerTextures); SDL_zeroa(commandBuffer->vertexSamplers); SDL_zeroa(commandBuffer->vertexStorageTextures); SDL_zeroa(commandBuffer->vertexStorageBuffers); SDL_zeroa(commandBuffer->vertexUniformBuffers); SDL_zeroa(commandBuffer->fragmentSamplerTextures); SDL_zeroa(commandBuffer->fragmentSamplers); SDL_zeroa(commandBuffer->fragmentStorageTextures); SDL_zeroa(commandBuffer->fragmentStorageBuffers); SDL_zeroa(commandBuffer->fragmentUniformBuffers); SDL_zeroa(commandBuffer->computeSamplerTextures); SDL_zeroa(commandBuffer->computeSamplers); SDL_zeroa(commandBuffer->computeReadOnlyStorageTextures); SDL_zeroa(commandBuffer->computeReadOnlyStorageBuffers); SDL_zeroa(commandBuffer->computeReadWriteStorageTextureSubresources); SDL_zeroa(commandBuffer->computeReadWriteStorageBuffers); SDL_zeroa(commandBuffer->computeUniformBuffers); commandBuffer->autoReleaseFence = true; return (SDL_GPUCommandBuffer *)commandBuffer; } static bool D3D12_AcquireSwapchainTexture( SDL_GPUCommandBuffer *commandBuffer, SDL_Window *window, SDL_GPUTexture **swapchainTexture, Uint32 *swapchainTextureWidth, Uint32 *swapchainTextureHeight) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; D3D12Renderer *renderer = d3d12CommandBuffer->renderer; D3D12WindowData *windowData; Uint32 swapchainIndex; HRESULT res; *swapchainTexture = NULL; if (swapchainTextureWidth) { *swapchainTextureWidth = 0; } if (swapchainTextureHeight) { *swapchainTextureHeight = 0; } windowData = D3D12_INTERNAL_FetchWindowData(window); if (windowData == NULL) { SET_STRING_ERROR_AND_RETURN("Cannot acquire swapchain texture from an unclaimed window!", false) } if (windowData->needsSwapchainRecreate) { if (!D3D12_INTERNAL_ResizeSwapchain(renderer, windowData)) { return false; } } if (swapchainTextureWidth) { *swapchainTextureWidth = windowData->width; } if (swapchainTextureHeight) { *swapchainTextureHeight = windowData->height; } if (windowData->inFlightFences[windowData->frameCounter] != NULL) { if (windowData->present_mode == SDL_GPU_PRESENTMODE_VSYNC) { // In VSYNC mode, block until the least recent presented frame is done if (!D3D12_WaitForFences( (SDL_GPURenderer *)renderer, true, &windowData->inFlightFences[windowData->frameCounter], 1)) { return false; } } else { if (!D3D12_QueryFence( (SDL_GPURenderer *)renderer, windowData->inFlightFences[windowData->frameCounter])) { /* * In MAILBOX or IMMEDIATE mode, if the least recent fence is not signaled, * return true to indicate that there is no error but rendering should be skipped */ return true; } } D3D12_ReleaseFence( (SDL_GPURenderer *)renderer, windowData->inFlightFences[windowData->frameCounter]); windowData->inFlightFences[windowData->frameCounter] = NULL; } #if (defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) // FIXME: Should this happen before the inFlightFences stuff above? windowData->frameToken = D3D12XBOX_FRAME_PIPELINE_TOKEN_NULL; renderer->device->WaitFrameEventX(D3D12XBOX_FRAME_EVENT_ORIGIN, INFINITE, NULL, D3D12XBOX_WAIT_FRAME_EVENT_FLAG_NONE, &windowData->frameToken); swapchainIndex = windowData->frameCounter; #else swapchainIndex = IDXGISwapChain3_GetCurrentBackBufferIndex(windowData->swapchain); // Set the handle on the windowData texture data. res = IDXGISwapChain_GetBuffer( windowData->swapchain, swapchainIndex, D3D_GUID(D3D_IID_ID3D12Resource), (void **)&windowData->textureContainers[swapchainIndex].activeTexture->resource); CHECK_D3D12_ERROR_AND_RETURN("Could not acquire swapchain!", false); #endif // Set up presentation if (d3d12CommandBuffer->presentDataCount == d3d12CommandBuffer->presentDataCapacity) { d3d12CommandBuffer->presentDataCapacity += 1; d3d12CommandBuffer->presentDatas = (D3D12PresentData *)SDL_realloc( d3d12CommandBuffer->presentDatas, d3d12CommandBuffer->presentDataCapacity * sizeof(D3D12PresentData)); } d3d12CommandBuffer->presentDatas[d3d12CommandBuffer->presentDataCount].windowData = windowData; d3d12CommandBuffer->presentDatas[d3d12CommandBuffer->presentDataCount].swapchainImageIndex = swapchainIndex; d3d12CommandBuffer->presentDataCount += 1; // Set up resource barrier D3D12_RESOURCE_BARRIER barrierDesc; barrierDesc.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; barrierDesc.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; barrierDesc.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; barrierDesc.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; barrierDesc.Transition.pResource = windowData->textureContainers[swapchainIndex].activeTexture->resource; barrierDesc.Transition.Subresource = 0; ID3D12GraphicsCommandList_ResourceBarrier( d3d12CommandBuffer->graphicsCommandList, 1, &barrierDesc); *swapchainTexture = (SDL_GPUTexture*)&windowData->textureContainers[swapchainIndex]; return true; } static void D3D12_INTERNAL_PerformPendingDestroys(D3D12Renderer *renderer) { SDL_LockMutex(renderer->disposeLock); for (Sint32 i = renderer->buffersToDestroyCount - 1; i >= 0; i -= 1) { if (SDL_GetAtomicInt(&renderer->buffersToDestroy[i]->referenceCount) == 0) { D3D12_INTERNAL_DestroyBuffer( renderer, renderer->buffersToDestroy[i]); renderer->buffersToDestroy[i] = renderer->buffersToDestroy[renderer->buffersToDestroyCount - 1]; renderer->buffersToDestroyCount -= 1; } } for (Sint32 i = renderer->texturesToDestroyCount - 1; i >= 0; i -= 1) { if (SDL_GetAtomicInt(&renderer->texturesToDestroy[i]->referenceCount) == 0) { D3D12_INTERNAL_DestroyTexture( renderer, renderer->texturesToDestroy[i]); renderer->texturesToDestroy[i] = renderer->texturesToDestroy[renderer->texturesToDestroyCount - 1]; renderer->texturesToDestroyCount -= 1; } } for (Sint32 i = renderer->samplersToDestroyCount - 1; i >= 0; i -= 1) { if (SDL_GetAtomicInt(&renderer->samplersToDestroy[i]->referenceCount) == 0) { D3D12_INTERNAL_DestroySampler( renderer, renderer->samplersToDestroy[i]); renderer->samplersToDestroy[i] = renderer->samplersToDestroy[renderer->samplersToDestroyCount - 1]; renderer->samplersToDestroyCount -= 1; } } for (Sint32 i = renderer->graphicsPipelinesToDestroyCount - 1; i >= 0; i -= 1) { if (SDL_GetAtomicInt(&renderer->graphicsPipelinesToDestroy[i]->referenceCount) == 0) { D3D12_INTERNAL_DestroyGraphicsPipeline( renderer->graphicsPipelinesToDestroy[i]); renderer->graphicsPipelinesToDestroy[i] = renderer->graphicsPipelinesToDestroy[renderer->graphicsPipelinesToDestroyCount - 1]; renderer->graphicsPipelinesToDestroyCount -= 1; } } for (Sint32 i = renderer->computePipelinesToDestroyCount - 1; i >= 0; i -= 1) { if (SDL_GetAtomicInt(&renderer->computePipelinesToDestroy[i]->referenceCount) == 0) { D3D12_INTERNAL_DestroyComputePipeline( renderer->computePipelinesToDestroy[i]); renderer->computePipelinesToDestroy[i] = renderer->computePipelinesToDestroy[renderer->computePipelinesToDestroyCount - 1]; renderer->computePipelinesToDestroyCount -= 1; } } SDL_UnlockMutex(renderer->disposeLock); } static bool D3D12_INTERNAL_CopyTextureDownload( D3D12CommandBuffer *commandBuffer, D3D12TextureDownload *download) { D3D12Renderer *renderer = commandBuffer->renderer; Uint8 *sourcePtr; Uint8 *destPtr; HRESULT res; res = ID3D12Resource_Map( download->temporaryBuffer->handle, 0, NULL, (void **)&sourcePtr); CHECK_D3D12_ERROR_AND_RETURN("Failed to map temporary buffer", false) res = ID3D12Resource_Map( download->destinationBuffer->handle, 0, NULL, (void **)&destPtr); CHECK_D3D12_ERROR_AND_RETURN("Failed to map destination buffer", false) for (Uint32 sliceIndex = 0; sliceIndex < download->depth; sliceIndex += 1) { for (Uint32 rowIndex = 0; rowIndex < download->height; rowIndex += 1) { SDL_memcpy( destPtr + download->bufferOffset + (sliceIndex * download->bytesPerDepthSlice) + (rowIndex * download->bytesPerRow), sourcePtr + (sliceIndex * download->height) + (rowIndex * download->alignedBytesPerRow), download->bytesPerRow); } } ID3D12Resource_Unmap( download->temporaryBuffer->handle, 0, NULL); ID3D12Resource_Unmap( download->destinationBuffer->handle, 0, NULL); return true; } static bool D3D12_INTERNAL_CleanCommandBuffer( D3D12Renderer *renderer, D3D12CommandBuffer *commandBuffer, bool cancel) { Uint32 i; HRESULT res; bool result = true; // Perform deferred texture data copies for (i = 0; i < commandBuffer->textureDownloadCount; i += 1) { if (!cancel) { result &= D3D12_INTERNAL_CopyTextureDownload( commandBuffer, commandBuffer->textureDownloads[i]); } SDL_free(commandBuffer->textureDownloads[i]); } commandBuffer->textureDownloadCount = 0; if (!result) { return false; } res = ID3D12CommandAllocator_Reset(commandBuffer->commandAllocator); CHECK_D3D12_ERROR_AND_RETURN("Could not reset command allocator", false) res = ID3D12GraphicsCommandList_Reset( commandBuffer->graphicsCommandList, commandBuffer->commandAllocator, NULL); CHECK_D3D12_ERROR_AND_RETURN("Could not reset command list", false) // Return descriptor heaps to pool D3D12_INTERNAL_ReturnDescriptorHeapToPool( renderer, commandBuffer->gpuDescriptorHeaps[D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV]); D3D12_INTERNAL_ReturnDescriptorHeapToPool( renderer, commandBuffer->gpuDescriptorHeaps[D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER]); // Uniform buffers are now available SDL_LockMutex(renderer->acquireUniformBufferLock); for (i = 0; i < commandBuffer->usedUniformBufferCount; i += 1) { D3D12_INTERNAL_ReturnUniformBufferToPool( renderer, commandBuffer->usedUniformBuffers[i]); } commandBuffer->usedUniformBufferCount = 0; SDL_UnlockMutex(renderer->acquireUniformBufferLock); // TODO: More reference counting for (i = 0; i < commandBuffer->usedTextureCount; i += 1) { (void)SDL_AtomicDecRef(&commandBuffer->usedTextures[i]->referenceCount); } commandBuffer->usedTextureCount = 0; for (i = 0; i < commandBuffer->usedBufferCount; i += 1) { (void)SDL_AtomicDecRef(&commandBuffer->usedBuffers[i]->referenceCount); } commandBuffer->usedBufferCount = 0; for (i = 0; i < commandBuffer->usedSamplerCount; i += 1) { (void)SDL_AtomicDecRef(&commandBuffer->usedSamplers[i]->referenceCount); } commandBuffer->usedSamplerCount = 0; for (i = 0; i < commandBuffer->usedGraphicsPipelineCount; i += 1) { (void)SDL_AtomicDecRef(&commandBuffer->usedGraphicsPipelines[i]->referenceCount); } commandBuffer->usedGraphicsPipelineCount = 0; for (i = 0; i < commandBuffer->usedComputePipelineCount; i += 1) { (void)SDL_AtomicDecRef(&commandBuffer->usedComputePipelines[i]->referenceCount); } commandBuffer->usedComputePipelineCount = 0; // Reset presentation commandBuffer->presentDataCount = 0; // The fence is now available (unless SubmitAndAcquireFence was called) if (commandBuffer->autoReleaseFence) { D3D12_ReleaseFence( (SDL_GPURenderer *)renderer, (SDL_GPUFence *)commandBuffer->inFlightFence); commandBuffer->inFlightFence = NULL; } // Return command buffer to pool SDL_LockMutex(renderer->acquireCommandBufferLock); if (renderer->availableCommandBufferCount == renderer->availableCommandBufferCapacity) { renderer->availableCommandBufferCapacity += 1; renderer->availableCommandBuffers = (D3D12CommandBuffer **)SDL_realloc( renderer->availableCommandBuffers, renderer->availableCommandBufferCapacity * sizeof(D3D12CommandBuffer *)); } renderer->availableCommandBuffers[renderer->availableCommandBufferCount] = commandBuffer; renderer->availableCommandBufferCount += 1; SDL_UnlockMutex(renderer->acquireCommandBufferLock); // Remove this command buffer from the submitted list if (!cancel) { for (i = 0; i < renderer->submittedCommandBufferCount; i += 1) { if (renderer->submittedCommandBuffers[i] == commandBuffer) { renderer->submittedCommandBuffers[i] = renderer->submittedCommandBuffers[renderer->submittedCommandBufferCount - 1]; renderer->submittedCommandBufferCount -= 1; } } } return true; } static bool D3D12_Submit( SDL_GPUCommandBuffer *commandBuffer) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; D3D12Renderer *renderer = d3d12CommandBuffer->renderer; ID3D12CommandList *commandLists[1]; HRESULT res; SDL_LockMutex(renderer->submitLock); // Unmap uniform buffers for (Uint32 i = 0; i < MAX_UNIFORM_BUFFERS_PER_STAGE; i += 1) { if (d3d12CommandBuffer->vertexUniformBuffers[i] != NULL) { ID3D12Resource_Unmap( d3d12CommandBuffer->vertexUniformBuffers[i]->buffer->handle, 0, NULL); d3d12CommandBuffer->vertexUniformBuffers[i]->buffer->mapPointer = NULL; } if (d3d12CommandBuffer->fragmentUniformBuffers[i] != NULL) { ID3D12Resource_Unmap( d3d12CommandBuffer->fragmentUniformBuffers[i]->buffer->handle, 0, NULL); d3d12CommandBuffer->fragmentUniformBuffers[i]->buffer->mapPointer = NULL; } // TODO: compute uniforms } // Transition present textures to present mode for (Uint32 i = 0; i < d3d12CommandBuffer->presentDataCount; i += 1) { Uint32 swapchainIndex = d3d12CommandBuffer->presentDatas[i].swapchainImageIndex; D3D12TextureContainer *container = &d3d12CommandBuffer->presentDatas[i].windowData->textureContainers[swapchainIndex]; D3D12TextureSubresource *subresource = D3D12_INTERNAL_FetchTextureSubresource(container, 0, 0); D3D12_RESOURCE_BARRIER barrierDesc; barrierDesc.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; barrierDesc.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; barrierDesc.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; barrierDesc.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; barrierDesc.Transition.pResource = subresource->parent->resource; barrierDesc.Transition.Subresource = subresource->index; ID3D12GraphicsCommandList_ResourceBarrier( d3d12CommandBuffer->graphicsCommandList, 1, &barrierDesc); } // Notify the command buffer that we have completed recording res = ID3D12GraphicsCommandList_Close(d3d12CommandBuffer->graphicsCommandList); CHECK_D3D12_ERROR_AND_RETURN("Failed to close command list!", false); res = ID3D12GraphicsCommandList_QueryInterface( d3d12CommandBuffer->graphicsCommandList, D3D_GUID(D3D_IID_ID3D12CommandList), (void **)&commandLists[0]); if (FAILED(res)) { SDL_UnlockMutex(renderer->submitLock); CHECK_D3D12_ERROR_AND_RETURN("Failed to convert command list!", false) } // Submit the command list to the queue ID3D12CommandQueue_ExecuteCommandLists( renderer->commandQueue, 1, commandLists); ID3D12CommandList_Release(commandLists[0]); // Acquire a fence and set it to the in-flight fence d3d12CommandBuffer->inFlightFence = D3D12_INTERNAL_AcquireFence(renderer); if (!d3d12CommandBuffer->inFlightFence) { SDL_UnlockMutex(renderer->submitLock); return false; } // Mark that a fence should be signaled after command list execution res = ID3D12CommandQueue_Signal( renderer->commandQueue, d3d12CommandBuffer->inFlightFence->handle, D3D12_FENCE_SIGNAL_VALUE); if (FAILED(res)) { SDL_UnlockMutex(renderer->submitLock); CHECK_D3D12_ERROR_AND_RETURN("Failed to enqueue fence signal!", false); } // Mark the command buffer as submitted if (renderer->submittedCommandBufferCount + 1 >= renderer->submittedCommandBufferCapacity) { renderer->submittedCommandBufferCapacity = renderer->submittedCommandBufferCount + 1; renderer->submittedCommandBuffers = (D3D12CommandBuffer **)SDL_realloc( renderer->submittedCommandBuffers, sizeof(D3D12CommandBuffer *) * renderer->submittedCommandBufferCapacity); } renderer->submittedCommandBuffers[renderer->submittedCommandBufferCount] = d3d12CommandBuffer; renderer->submittedCommandBufferCount += 1; bool result = true; // Present, if applicable for (Uint32 i = 0; i < d3d12CommandBuffer->presentDataCount; i += 1) { D3D12PresentData *presentData = &d3d12CommandBuffer->presentDatas[i]; D3D12WindowData *windowData = presentData->windowData; #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) D3D12XBOX_PRESENT_PLANE_PARAMETERS planeParams; SDL_zero(planeParams); planeParams.Token = windowData->frameToken; planeParams.ResourceCount = 1; planeParams.ppResources = &windowData->textureContainers[windowData->frameCounter].activeTexture->resource; planeParams.ColorSpace = DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709; // FIXME D3D12XBOX_PRESENT_PARAMETERS presentParams; SDL_zero(presentParams); presentParams.Flags = (windowData->present_mode == SDL_GPU_PRESENTMODE_IMMEDIATE) ? D3D12XBOX_PRESENT_FLAG_IMMEDIATE : D3D12XBOX_PRESENT_FLAG_NONE; renderer->commandQueue->PresentX(1, &planeParams, &presentParams); if (FAILED(res)) { result = false; } #else // NOTE: flip discard always supported since DXGI 1.4 is required Uint32 syncInterval = 1; if (windowData->present_mode == SDL_GPU_PRESENTMODE_IMMEDIATE || windowData->present_mode == SDL_GPU_PRESENTMODE_MAILBOX) { syncInterval = 0; } Uint32 presentFlags = 0; if (renderer->supportsTearing && windowData->present_mode == SDL_GPU_PRESENTMODE_IMMEDIATE) { presentFlags = DXGI_PRESENT_ALLOW_TEARING; } res = IDXGISwapChain_Present( windowData->swapchain, syncInterval, presentFlags); if (FAILED(res)) { result = false; } ID3D12Resource_Release(windowData->textureContainers[presentData->swapchainImageIndex].activeTexture->resource); #endif windowData->inFlightFences[windowData->frameCounter] = (SDL_GPUFence*)d3d12CommandBuffer->inFlightFence; (void)SDL_AtomicIncRef(&d3d12CommandBuffer->inFlightFence->referenceCount); windowData->frameCounter = (windowData->frameCounter + 1) % renderer->allowedFramesInFlight; } // Check for cleanups for (Sint32 i = renderer->submittedCommandBufferCount - 1; i >= 0; i -= 1) { Uint64 fenceValue = ID3D12Fence_GetCompletedValue( renderer->submittedCommandBuffers[i]->inFlightFence->handle); if (fenceValue == D3D12_FENCE_SIGNAL_VALUE) { result &= D3D12_INTERNAL_CleanCommandBuffer( renderer, renderer->submittedCommandBuffers[i], false); } } D3D12_INTERNAL_PerformPendingDestroys(renderer); SDL_UnlockMutex(renderer->submitLock); return result; } static SDL_GPUFence *D3D12_SubmitAndAcquireFence( SDL_GPUCommandBuffer *commandBuffer) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; d3d12CommandBuffer->autoReleaseFence = false; if (!D3D12_Submit(commandBuffer)) { return NULL; } return (SDL_GPUFence *)d3d12CommandBuffer->inFlightFence; } static bool D3D12_Cancel( SDL_GPUCommandBuffer *commandBuffer) { D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer; D3D12Renderer *renderer = d3d12CommandBuffer->renderer; bool result; HRESULT res; // Notify the command buffer that we have completed recording res = ID3D12GraphicsCommandList_Close(d3d12CommandBuffer->graphicsCommandList); CHECK_D3D12_ERROR_AND_RETURN("Failed to close command list!", false); d3d12CommandBuffer->autoReleaseFence = false; SDL_LockMutex(renderer->submitLock); result = D3D12_INTERNAL_CleanCommandBuffer(renderer, d3d12CommandBuffer, true); SDL_UnlockMutex(renderer->submitLock); return result; } static bool D3D12_Wait( SDL_GPURenderer *driverData) { D3D12Renderer *renderer = (D3D12Renderer *)driverData; D3D12Fence *fence = D3D12_INTERNAL_AcquireFence(renderer); if (!fence) { return false; } HRESULT res; SDL_LockMutex(renderer->submitLock); if (renderer->commandQueue) { // Insert a signal into the end of the command queue... ID3D12CommandQueue_Signal( renderer->commandQueue, fence->handle, D3D12_FENCE_SIGNAL_VALUE); // ...and then block on it. if (ID3D12Fence_GetCompletedValue(fence->handle) != D3D12_FENCE_SIGNAL_VALUE) { res = ID3D12Fence_SetEventOnCompletion( fence->handle, D3D12_FENCE_SIGNAL_VALUE, fence->event); CHECK_D3D12_ERROR_AND_RETURN("Setting fence event failed", false) DWORD waitResult = WaitForSingleObject(fence->event, INFINITE); if (waitResult == WAIT_FAILED) { SDL_UnlockMutex(renderer->submitLock); SET_STRING_ERROR_AND_RETURN("Wait failed", false) // TODO: is there a better way to report this? } } } D3D12_ReleaseFence( (SDL_GPURenderer *)renderer, (SDL_GPUFence *)fence); bool result = true; // Clean up for (Sint32 i = renderer->submittedCommandBufferCount - 1; i >= 0; i -= 1) { result &= D3D12_INTERNAL_CleanCommandBuffer(renderer, renderer->submittedCommandBuffers[i], false); } D3D12_INTERNAL_PerformPendingDestroys(renderer); SDL_UnlockMutex(renderer->submitLock); return result; } static bool D3D12_WaitForFences( SDL_GPURenderer *driverData, bool waitAll, SDL_GPUFence *const *fences, Uint32 numFences) { D3D12Renderer *renderer = (D3D12Renderer *)driverData; D3D12Fence *fence; HANDLE *events = SDL_stack_alloc(HANDLE, numFences); HRESULT res; SDL_LockMutex(renderer->submitLock); for (Uint32 i = 0; i < numFences; i += 1) { fence = (D3D12Fence *)fences[i]; res = ID3D12Fence_SetEventOnCompletion( fence->handle, D3D12_FENCE_SIGNAL_VALUE, fence->event); CHECK_D3D12_ERROR_AND_RETURN("Setting fence event failed", false) events[i] = fence->event; } DWORD waitResult = WaitForMultipleObjects( numFences, events, waitAll, INFINITE); if (waitResult == WAIT_FAILED) { SDL_UnlockMutex(renderer->submitLock); SET_STRING_ERROR_AND_RETURN("Wait failed", false) // TODO: is there a better way to report this? } bool result = true; // Check for cleanups for (Sint32 i = renderer->submittedCommandBufferCount - 1; i >= 0; i -= 1) { Uint64 fenceValue = ID3D12Fence_GetCompletedValue( renderer->submittedCommandBuffers[i]->inFlightFence->handle); if (fenceValue == D3D12_FENCE_SIGNAL_VALUE) { result &= D3D12_INTERNAL_CleanCommandBuffer( renderer, renderer->submittedCommandBuffers[i], false); } } D3D12_INTERNAL_PerformPendingDestroys(renderer); SDL_stack_free(events); SDL_UnlockMutex(renderer->submitLock); return result; } // Feature Queries static bool D3D12_SupportsTextureFormat( SDL_GPURenderer *driverData, SDL_GPUTextureFormat format, SDL_GPUTextureType type, SDL_GPUTextureUsageFlags usage) { D3D12Renderer *renderer = (D3D12Renderer *)driverData; DXGI_FORMAT dxgiFormat = SDLToD3D12_TextureFormat[format]; D3D12_FEATURE_DATA_FORMAT_SUPPORT formatSupport = { dxgiFormat, D3D12_FORMAT_SUPPORT1_NONE, D3D12_FORMAT_SUPPORT2_NONE }; HRESULT res; res = ID3D12Device_CheckFeatureSupport( renderer->device, D3D12_FEATURE_FORMAT_SUPPORT, &formatSupport, sizeof(formatSupport)); if (FAILED(res)) { // Format is apparently unknown return false; } // Is the texture type supported? if (type == SDL_GPU_TEXTURETYPE_2D && !(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_TEXTURE2D)) { return false; } if (type == SDL_GPU_TEXTURETYPE_2D_ARRAY && !(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_TEXTURE2D)) { return false; } if (type == SDL_GPU_TEXTURETYPE_3D && !(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_TEXTURE3D)) { return false; } if (type == SDL_GPU_TEXTURETYPE_CUBE && !(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_TEXTURECUBE)) { return false; } if (type == SDL_GPU_TEXTURETYPE_CUBE_ARRAY && !(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_TEXTURECUBE)) { return false; } // Are the usage flags supported? if ((usage & SDL_GPU_TEXTUREUSAGE_SAMPLER) && !(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE)) { return false; } if ((usage & (SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ | SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ)) && !(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_SHADER_LOAD)) { return false; } if ((usage & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE) && !(formatSupport.Support2 & D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE)) { return false; } if ((usage & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE) && !(formatSupport.Support2 & D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD)) { return false; } if ((usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) && !(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_RENDER_TARGET)) { return false; } // Special case check for depth, because D3D12 is great. formatSupport.Format = SDLToD3D12_DepthFormat[format]; formatSupport.Support1 = D3D12_FORMAT_SUPPORT1_NONE; formatSupport.Support2 = D3D12_FORMAT_SUPPORT2_NONE; res = ID3D12Device_CheckFeatureSupport( renderer->device, D3D12_FEATURE_FORMAT_SUPPORT, &formatSupport, sizeof(formatSupport)); if (FAILED(res)) { // Format is apparently unknown return false; } if ((usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) && !(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL)) { return false; } return true; } static bool D3D12_SupportsSampleCount( SDL_GPURenderer *driverData, SDL_GPUTextureFormat format, SDL_GPUSampleCount sampleCount) { D3D12Renderer *renderer = (D3D12Renderer *)driverData; D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS featureData; HRESULT res; #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) featureData.Flags = (D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG)0; #else featureData.Flags = (D3D12_MULTISAMPLE_QUALITY_LEVEL_FLAGS)0; #endif featureData.Format = SDLToD3D12_TextureFormat[format]; featureData.SampleCount = SDLToD3D12_SampleCount[sampleCount]; res = ID3D12Device_CheckFeatureSupport( renderer->device, D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &featureData, sizeof(featureData)); return SUCCEEDED(res) && featureData.NumQualityLevels > 0; } static void D3D12_INTERNAL_InitBlitResources( D3D12Renderer *renderer) { SDL_GPUShaderCreateInfo shaderCreateInfo; SDL_GPUSamplerCreateInfo samplerCreateInfo; renderer->blitPipelineCapacity = 2; renderer->blitPipelineCount = 0; renderer->blitPipelines = (BlitPipelineCacheEntry *)SDL_malloc( renderer->blitPipelineCapacity * sizeof(BlitPipelineCacheEntry)); // Fullscreen vertex shader SDL_zero(shaderCreateInfo); shaderCreateInfo.code = (Uint8 *)D3D12_FullscreenVert; shaderCreateInfo.code_size = sizeof(D3D12_FullscreenVert); shaderCreateInfo.stage = SDL_GPU_SHADERSTAGE_VERTEX; shaderCreateInfo.format = SDL_GPU_SHADERFORMAT_DXBC; shaderCreateInfo.entrypoint = "main"; renderer->blitVertexShader = D3D12_CreateShader( (SDL_GPURenderer *)renderer, &shaderCreateInfo); if (renderer->blitVertexShader == NULL) { SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to compile vertex shader for blit!"); } // BlitFrom2D pixel shader shaderCreateInfo.code = (Uint8 *)D3D12_BlitFrom2D; shaderCreateInfo.code_size = sizeof(D3D12_BlitFrom2D); shaderCreateInfo.stage = SDL_GPU_SHADERSTAGE_FRAGMENT; shaderCreateInfo.num_samplers = 1; shaderCreateInfo.num_uniform_buffers = 1; renderer->blitFrom2DShader = D3D12_CreateShader( (SDL_GPURenderer *)renderer, &shaderCreateInfo); if (renderer->blitFrom2DShader == NULL) { SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to compile BlitFrom2D pixel shader!"); } // BlitFrom2DArray pixel shader shaderCreateInfo.code = (Uint8 *)D3D12_BlitFrom2DArray; shaderCreateInfo.code_size = sizeof(D3D12_BlitFrom2DArray); renderer->blitFrom2DArrayShader = D3D12_CreateShader( (SDL_GPURenderer *)renderer, &shaderCreateInfo); if (renderer->blitFrom2DArrayShader == NULL) { SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to compile BlitFrom2DArray pixel shader!"); } // BlitFrom3D pixel shader shaderCreateInfo.code = (Uint8 *)D3D12_BlitFrom3D; shaderCreateInfo.code_size = sizeof(D3D12_BlitFrom3D); renderer->blitFrom3DShader = D3D12_CreateShader( (SDL_GPURenderer *)renderer, &shaderCreateInfo); if (renderer->blitFrom3DShader == NULL) { SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to compile BlitFrom3D pixel shader!"); } // BlitFromCube pixel shader shaderCreateInfo.code = (Uint8 *)D3D12_BlitFromCube; shaderCreateInfo.code_size = sizeof(D3D12_BlitFromCube); renderer->blitFromCubeShader = D3D12_CreateShader( (SDL_GPURenderer *)renderer, &shaderCreateInfo); if (renderer->blitFromCubeShader == NULL) { SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to compile BlitFromCube pixel shader!"); } // BlitFromCubeArray pixel shader shaderCreateInfo.code = (Uint8 *)D3D12_BlitFromCubeArray; shaderCreateInfo.code_size = sizeof(D3D12_BlitFromCubeArray); renderer->blitFromCubeArrayShader = D3D12_CreateShader( (SDL_GPURenderer *)renderer, &shaderCreateInfo); if (renderer->blitFromCubeArrayShader == NULL) { SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to compile BlitFromCubeArray pixel shader!"); } // Create samplers samplerCreateInfo.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE; samplerCreateInfo.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE; samplerCreateInfo.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE; samplerCreateInfo.enable_anisotropy = 0; samplerCreateInfo.enable_compare = 0; samplerCreateInfo.mag_filter = SDL_GPU_FILTER_NEAREST; samplerCreateInfo.min_filter = SDL_GPU_FILTER_NEAREST; samplerCreateInfo.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST; samplerCreateInfo.mip_lod_bias = 0.0f; samplerCreateInfo.min_lod = 0; samplerCreateInfo.max_lod = 1000; samplerCreateInfo.max_anisotropy = 1.0f; samplerCreateInfo.compare_op = SDL_GPU_COMPAREOP_NEVER; renderer->blitNearestSampler = D3D12_CreateSampler( (SDL_GPURenderer *)renderer, &samplerCreateInfo); if (renderer->blitNearestSampler == NULL) { SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create blit nearest sampler!"); } samplerCreateInfo.mag_filter = SDL_GPU_FILTER_LINEAR; samplerCreateInfo.min_filter = SDL_GPU_FILTER_LINEAR; samplerCreateInfo.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR; renderer->blitLinearSampler = D3D12_CreateSampler( (SDL_GPURenderer *)renderer, &samplerCreateInfo); if (renderer->blitLinearSampler == NULL) { SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create blit linear sampler!"); } } static bool D3D12_PrepareDriver(SDL_VideoDevice *_this) { #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) return true; #else SDL_SharedObject *d3d12Dll; SDL_SharedObject *dxgiDll; PFN_D3D12_CREATE_DEVICE D3D12CreateDeviceFunc; PFN_CREATE_DXGI_FACTORY1 CreateDXGIFactoryFunc; HRESULT res; ID3D12Device *device; IDXGIFactory1 *factory; IDXGIFactory4 *factory4; IDXGIFactory6 *factory6; IDXGIAdapter1 *adapter; // Can we load D3D12? d3d12Dll = SDL_LoadObject(D3D12_DLL); if (d3d12Dll == NULL) { SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "D3D12: Could not find " D3D12_DLL); return false; } D3D12CreateDeviceFunc = (PFN_D3D12_CREATE_DEVICE)SDL_LoadFunction( d3d12Dll, D3D12_CREATE_DEVICE_FUNC); if (D3D12CreateDeviceFunc == NULL) { SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "D3D12: Could not find function " D3D12_CREATE_DEVICE_FUNC " in " D3D12_DLL); SDL_UnloadObject(d3d12Dll); return false; } // Can we load DXGI? dxgiDll = SDL_LoadObject(DXGI_DLL); if (dxgiDll == NULL) { SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "D3D12: Could not find " DXGI_DLL); return false; } CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY1)SDL_LoadFunction( dxgiDll, CREATE_DXGI_FACTORY1_FUNC); if (CreateDXGIFactoryFunc == NULL) { SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "D3D12: Could not find function " CREATE_DXGI_FACTORY1_FUNC " in " DXGI_DLL); SDL_UnloadObject(dxgiDll); return false; } // Can we create a device? // Create the DXGI factory res = CreateDXGIFactoryFunc( &D3D_IID_IDXGIFactory1, (void **)&factory); if (FAILED(res)) { SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "D3D12: Could not create DXGIFactory"); SDL_UnloadObject(d3d12Dll); SDL_UnloadObject(dxgiDll); return false; } // Check for DXGI 1.4 support res = IDXGIFactory1_QueryInterface( factory, D3D_GUID(D3D_IID_IDXGIFactory4), (void **)&factory4); if (FAILED(res)) { IDXGIFactory1_Release(factory); SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "D3D12: Failed to find DXGI1.4 support, required for DX12"); SDL_UnloadObject(d3d12Dll); SDL_UnloadObject(dxgiDll); return false; } IDXGIFactory4_Release(factory4); res = IDXGIFactory1_QueryInterface( factory, D3D_GUID(D3D_IID_IDXGIFactory6), (void **)&factory6); if (SUCCEEDED(res)) { res = IDXGIFactory6_EnumAdapterByGpuPreference( factory6, 0, DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, D3D_GUID(D3D_IID_IDXGIAdapter1), (void **)&adapter); IDXGIFactory6_Release(factory6); } else { res = IDXGIFactory1_EnumAdapters1( factory, 0, &adapter); } if (FAILED(res)) { SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "D3D12: Failed to find adapter for D3D12Device"); IDXGIFactory1_Release(factory); SDL_UnloadObject(d3d12Dll); SDL_UnloadObject(dxgiDll); return false; } res = D3D12CreateDeviceFunc( (IUnknown *)adapter, D3D_FEATURE_LEVEL_CHOICE, D3D_GUID(D3D_IID_ID3D12Device), (void **)&device); if (SUCCEEDED(res)) { ID3D12Device_Release(device); } IDXGIAdapter1_Release(adapter); IDXGIFactory1_Release(factory); SDL_UnloadObject(d3d12Dll); SDL_UnloadObject(dxgiDll); if (FAILED(res)) { SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "D3D12: Could not create D3D12Device with feature level " D3D_FEATURE_LEVEL_CHOICE_STR); return false; } return true; #endif } #if !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) && defined(HAVE_IDXGIINFOQUEUE) static void D3D12_INTERNAL_TryInitializeDXGIDebug(D3D12Renderer *renderer) { PFN_DXGI_GET_DEBUG_INTERFACE DXGIGetDebugInterfaceFunc; HRESULT res; renderer->dxgidebug_dll = SDL_LoadObject(DXGIDEBUG_DLL); if (renderer->dxgidebug_dll == NULL) { SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Could not find " DXGIDEBUG_DLL); return; } DXGIGetDebugInterfaceFunc = (PFN_DXGI_GET_DEBUG_INTERFACE)SDL_LoadFunction( renderer->dxgidebug_dll, DXGI_GET_DEBUG_INTERFACE_FUNC); if (DXGIGetDebugInterfaceFunc == NULL) { SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Could not load function: " DXGI_GET_DEBUG_INTERFACE_FUNC); return; } res = DXGIGetDebugInterfaceFunc(&D3D_IID_IDXGIDebug, (void **)&renderer->dxgiDebug); if (FAILED(res)) { SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Could not get IDXGIDebug interface"); } res = DXGIGetDebugInterfaceFunc(&D3D_IID_IDXGIInfoQueue, (void **)&renderer->dxgiInfoQueue); if (FAILED(res)) { SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Could not get IDXGIInfoQueue interface"); } } #endif static void D3D12_INTERNAL_TryInitializeD3D12Debug(D3D12Renderer *renderer) { PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterfaceFunc; HRESULT res; D3D12GetDebugInterfaceFunc = (PFN_D3D12_GET_DEBUG_INTERFACE)SDL_LoadFunction( renderer->d3d12_dll, D3D12_GET_DEBUG_INTERFACE_FUNC); if (D3D12GetDebugInterfaceFunc == NULL) { SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Could not load function: " D3D12_GET_DEBUG_INTERFACE_FUNC); return; } res = D3D12GetDebugInterfaceFunc(D3D_GUID(D3D_IID_ID3D12Debug), (void **)&renderer->d3d12Debug); if (FAILED(res)) { SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Could not get ID3D12Debug interface"); return; } ID3D12Debug_EnableDebugLayer(renderer->d3d12Debug); } #if !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) static bool D3D12_INTERNAL_TryInitializeD3D12DebugInfoQueue(D3D12Renderer *renderer) { ID3D12InfoQueue *infoQueue = NULL; D3D12_MESSAGE_SEVERITY severities[] = { D3D12_MESSAGE_SEVERITY_INFO }; D3D12_INFO_QUEUE_FILTER filter; HRESULT res; res = ID3D12Device_QueryInterface( renderer->device, D3D_GUID(D3D_IID_ID3D12InfoQueue), (void **)&infoQueue); if (FAILED(res)) { CHECK_D3D12_ERROR_AND_RETURN("Failed to convert ID3D12Device to ID3D12InfoQueue", false); } SDL_zero(filter); filter.DenyList.NumSeverities = 1; filter.DenyList.pSeverityList = severities; ID3D12InfoQueue_PushStorageFilter( infoQueue, &filter); ID3D12InfoQueue_SetBreakOnSeverity( infoQueue, D3D12_MESSAGE_SEVERITY_CORRUPTION, true); ID3D12InfoQueue_Release(infoQueue); 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) { SDL_GPUDevice *result; D3D12Renderer *renderer; HRESULT res; #if (defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) PFN_D3D12_XBOX_CREATE_DEVICE D3D12XboxCreateDeviceFunc; D3D12XBOX_CREATE_DEVICE_PARAMETERS createDeviceParams; #else PFN_CREATE_DXGI_FACTORY1 CreateDXGIFactoryFunc; IDXGIFactory1 *factory1; IDXGIFactory5 *factory5; IDXGIFactory6 *factory6; DXGI_ADAPTER_DESC1 adapterDesc; LARGE_INTEGER umdVersion; PFN_D3D12_CREATE_DEVICE D3D12CreateDeviceFunc; #endif D3D12_FEATURE_DATA_ARCHITECTURE architecture; D3D12_COMMAND_QUEUE_DESC queueDesc; renderer = (D3D12Renderer *)SDL_calloc(1, sizeof(D3D12Renderer)); #if !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) // Load the DXGI library renderer->dxgi_dll = SDL_LoadObject(DXGI_DLL); if (renderer->dxgi_dll == NULL) { D3D12_INTERNAL_DestroyRenderer(renderer); SET_STRING_ERROR_AND_RETURN("Could not find " DXGI_DLL, NULL); } #ifdef HAVE_IDXGIINFOQUEUE // Initialize the DXGI debug layer, if applicable if (debugMode) { D3D12_INTERNAL_TryInitializeDXGIDebug(renderer); } #endif // Load the CreateDXGIFactory1 function CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY1)SDL_LoadFunction( renderer->dxgi_dll, CREATE_DXGI_FACTORY1_FUNC); if (CreateDXGIFactoryFunc == NULL) { D3D12_INTERNAL_DestroyRenderer(renderer); SET_STRING_ERROR_AND_RETURN("Could not load function: " CREATE_DXGI_FACTORY1_FUNC, NULL) } // Create the DXGI factory res = CreateDXGIFactoryFunc( &D3D_IID_IDXGIFactory1, (void **)&factory1); if (FAILED(res)) { D3D12_INTERNAL_DestroyRenderer(renderer); CHECK_D3D12_ERROR_AND_RETURN("Could not create DXGIFactory", NULL); } // Check for DXGI 1.4 support res = IDXGIFactory1_QueryInterface( factory1, D3D_GUID(D3D_IID_IDXGIFactory4), (void **)&renderer->factory); if (FAILED(res)) { D3D12_INTERNAL_DestroyRenderer(renderer); CHECK_D3D12_ERROR_AND_RETURN("DXGI1.4 support not found, required for DX12", NULL); } IDXGIFactory1_Release(factory1); // Check for explicit tearing support res = IDXGIFactory4_QueryInterface( renderer->factory, D3D_GUID(D3D_IID_IDXGIFactory5), (void **)&factory5); if (SUCCEEDED(res)) { res = IDXGIFactory5_CheckFeatureSupport( factory5, DXGI_FEATURE_PRESENT_ALLOW_TEARING, &renderer->supportsTearing, sizeof(renderer->supportsTearing)); if (FAILED(res)) { renderer->supportsTearing = false; } IDXGIFactory5_Release(factory5); } // Select the appropriate device for rendering res = IDXGIFactory4_QueryInterface( renderer->factory, D3D_GUID(D3D_IID_IDXGIFactory6), (void **)&factory6); if (SUCCEEDED(res)) { res = IDXGIFactory6_EnumAdapterByGpuPreference( factory6, 0, preferLowPower ? DXGI_GPU_PREFERENCE_MINIMUM_POWER : DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, D3D_GUID(D3D_IID_IDXGIAdapter1), (void **)&renderer->adapter); IDXGIFactory6_Release(factory6); } else { res = IDXGIFactory4_EnumAdapters1( renderer->factory, 0, &renderer->adapter); } if (FAILED(res)) { D3D12_INTERNAL_DestroyRenderer(renderer); CHECK_D3D12_ERROR_AND_RETURN("Could not find adapter for D3D12Device", NULL); } // Get information about the selected adapter. Used for logging info. res = IDXGIAdapter1_GetDesc1(renderer->adapter, &adapterDesc); if (FAILED(res)) { D3D12_INTERNAL_DestroyRenderer(renderer); CHECK_D3D12_ERROR_AND_RETURN("Could not get adapter description", NULL); } res = IDXGIAdapter1_CheckInterfaceSupport(renderer->adapter, D3D_GUID(D3D_IID_IDXGIDevice), &umdVersion); if (FAILED(res)) { D3D12_INTERNAL_DestroyRenderer(renderer); CHECK_D3D12_ERROR_AND_RETURN("Could not get adapter driver version", NULL); } SDL_LogInfo(SDL_LOG_CATEGORY_GPU, "SDL_GPU Driver: D3D12"); SDL_LogInfo(SDL_LOG_CATEGORY_GPU, "D3D12 Adapter: %S", adapterDesc.Description); SDL_LogInfo( SDL_LOG_CATEGORY_GPU, "D3D12 Driver: %d.%d.%d.%d", HIWORD(umdVersion.HighPart), LOWORD(umdVersion.HighPart), HIWORD(umdVersion.LowPart), LOWORD(umdVersion.LowPart)); #endif // Load the D3D library renderer->d3d12_dll = SDL_LoadObject(D3D12_DLL); if (renderer->d3d12_dll == NULL) { D3D12_INTERNAL_DestroyRenderer(renderer); SET_STRING_ERROR_AND_RETURN("Could not find " D3D12_DLL, NULL); } // Load the CreateDevice function #if (defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) D3D12XboxCreateDeviceFunc = (PFN_D3D12_XBOX_CREATE_DEVICE)SDL_LoadFunction( renderer->d3d12_dll, "D3D12XboxCreateDevice"); if (D3D12XboxCreateDeviceFunc == NULL) { D3D12_INTERNAL_DestroyRenderer(renderer); SET_STRING_ERROR_AND_RETURN("Could not load function: D3D12XboxCreateDevice", NULL) } #else D3D12CreateDeviceFunc = (PFN_D3D12_CREATE_DEVICE)SDL_LoadFunction( renderer->d3d12_dll, D3D12_CREATE_DEVICE_FUNC); if (D3D12CreateDeviceFunc == NULL) { D3D12_INTERNAL_DestroyRenderer(renderer); SET_STRING_ERROR_AND_RETURN("Could not load function: " D3D12_CREATE_DEVICE_FUNC, NULL) } #endif renderer->D3D12SerializeRootSignature_func = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)SDL_LoadFunction( renderer->d3d12_dll, D3D12_SERIALIZE_ROOT_SIGNATURE_FUNC); if (renderer->D3D12SerializeRootSignature_func == NULL) { D3D12_INTERNAL_DestroyRenderer(renderer); SET_STRING_ERROR_AND_RETURN("Could not load function: " D3D12_SERIALIZE_ROOT_SIGNATURE_FUNC, NULL) } // Initialize the D3D12 debug layer, if applicable if (debugMode) { D3D12_INTERNAL_TryInitializeD3D12Debug(renderer); } // Create the D3D12Device #if (defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) if (s_Device != NULL) { renderer->device = s_Device; } else { SDL_zero(createDeviceParams); createDeviceParams.Version = D3D12_SDK_VERSION; createDeviceParams.GraphicsCommandQueueRingSizeBytes = D3D12XBOX_DEFAULT_SIZE_BYTES; createDeviceParams.GraphicsScratchMemorySizeBytes = D3D12XBOX_DEFAULT_SIZE_BYTES; createDeviceParams.ComputeScratchMemorySizeBytes = D3D12XBOX_DEFAULT_SIZE_BYTES; createDeviceParams.DisableGeometryShaderAllocations = TRUE; createDeviceParams.DisableTessellationShaderAllocations = TRUE; #if defined(SDL_PLATFORM_XBOXSERIES) createDeviceParams.DisableDXR = TRUE; #endif if (debugMode) { createDeviceParams.ProcessDebugFlags = D3D12XBOX_PROCESS_DEBUG_FLAG_DEBUG; } res = D3D12XboxCreateDeviceFunc( NULL, &createDeviceParams, IID_GRAPHICS_PPV_ARGS(&renderer->device)); if (FAILED(res)) { D3D12_INTERNAL_DestroyRenderer(renderer); CHECK_D3D12_ERROR_AND_RETURN("Could not create D3D12Device", NULL); } res = renderer->device->SetFrameIntervalX( NULL, D3D12XBOX_FRAME_INTERVAL_60_HZ, MAX_FRAMES_IN_FLIGHT - 1, D3D12XBOX_FRAME_INTERVAL_FLAG_NONE); if (FAILED(res)) { D3D12_INTERNAL_DestroyRenderer(renderer); CHECK_D3D12_ERROR_AND_RETURN("Could not get set frame interval", NULL); } res = renderer->device->ScheduleFrameEventX( D3D12XBOX_FRAME_EVENT_ORIGIN, 0, NULL, D3D12XBOX_SCHEDULE_FRAME_EVENT_FLAG_NONE); if (FAILED(res)) { D3D12_INTERNAL_DestroyRenderer(renderer); CHECK_D3D12_ERROR_AND_RETURN("Could not schedule frame events", NULL); } s_Device = renderer->device; } #else res = D3D12CreateDeviceFunc( (IUnknown *)renderer->adapter, D3D_FEATURE_LEVEL_CHOICE, D3D_GUID(D3D_IID_ID3D12Device), (void **)&renderer->device); if (FAILED(res)) { D3D12_INTERNAL_DestroyRenderer(renderer); CHECK_D3D12_ERROR_AND_RETURN("Could not create D3D12Device", NULL); } // Initialize the D3D12 debug info queue, if applicable if (debugMode) { if (!D3D12_INTERNAL_TryInitializeD3D12DebugInfoQueue(renderer)) { return NULL; } D3D12_INTERNAL_TryInitializeD3D12DebugInfoLogger(renderer); } #endif // Check UMA architecture.NodeIndex = 0; res = ID3D12Device_CheckFeatureSupport( renderer->device, D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(D3D12_FEATURE_DATA_ARCHITECTURE)); if (FAILED(res)) { D3D12_INTERNAL_DestroyRenderer(renderer); CHECK_D3D12_ERROR_AND_RETURN("Could not get device architecture", NULL); } renderer->UMA = (bool)architecture.UMA; renderer->UMACacheCoherent = (bool)architecture.CacheCoherentUMA; #if (defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) renderer->GPUUploadHeapSupported = false; #else // Check "GPU Upload Heap" support (for fast uniform buffers) D3D12_FEATURE_DATA_D3D12_OPTIONS16 options16; // 15 wasn't enough, huh? renderer->GPUUploadHeapSupported = false; res = ID3D12Device_CheckFeatureSupport( renderer->device, D3D12_FEATURE_D3D12_OPTIONS16, &options16, sizeof(options16)); if (SUCCEEDED(res)) { renderer->GPUUploadHeapSupported = options16.GPUUploadHeapSupported; } #endif // Create command queue #if (defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) if (s_CommandQueue != NULL) { renderer->commandQueue = s_CommandQueue; } else { #endif queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; queueDesc.NodeMask = 0; queueDesc.Priority = 0; res = ID3D12Device_CreateCommandQueue( renderer->device, &queueDesc, D3D_GUID(D3D_IID_ID3D12CommandQueue), (void **)&renderer->commandQueue); if (FAILED(res)) { D3D12_INTERNAL_DestroyRenderer(renderer); CHECK_D3D12_ERROR_AND_RETURN("Could not create D3D12CommandQueue", NULL); } #if (defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) s_CommandQueue = renderer->commandQueue; } #endif // Create indirect command signatures D3D12_COMMAND_SIGNATURE_DESC commandSignatureDesc; D3D12_INDIRECT_ARGUMENT_DESC indirectArgumentDesc; SDL_zero(indirectArgumentDesc); indirectArgumentDesc.Type = D3D12_INDIRECT_ARGUMENT_TYPE_DRAW; commandSignatureDesc.NodeMask = 0; commandSignatureDesc.ByteStride = sizeof(SDL_GPUIndirectDrawCommand); commandSignatureDesc.NumArgumentDescs = 1; commandSignatureDesc.pArgumentDescs = &indirectArgumentDesc; res = ID3D12Device_CreateCommandSignature( renderer->device, &commandSignatureDesc, NULL, D3D_GUID(D3D_IID_ID3D12CommandSignature), (void **)&renderer->indirectDrawCommandSignature); if (FAILED(res)) { D3D12_INTERNAL_DestroyRenderer(renderer); CHECK_D3D12_ERROR_AND_RETURN("Could not create indirect draw command signature", NULL) } indirectArgumentDesc.Type = D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED; commandSignatureDesc.ByteStride = sizeof(SDL_GPUIndexedIndirectDrawCommand); commandSignatureDesc.pArgumentDescs = &indirectArgumentDesc; res = ID3D12Device_CreateCommandSignature( renderer->device, &commandSignatureDesc, NULL, D3D_GUID(D3D_IID_ID3D12CommandSignature), (void **)&renderer->indirectIndexedDrawCommandSignature); if (FAILED(res)) { D3D12_INTERNAL_DestroyRenderer(renderer); CHECK_D3D12_ERROR_AND_RETURN("Could not create indirect indexed draw command signature", NULL) } indirectArgumentDesc.Type = D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH; commandSignatureDesc.ByteStride = sizeof(SDL_GPUIndirectDispatchCommand); commandSignatureDesc.pArgumentDescs = &indirectArgumentDesc; res = ID3D12Device_CreateCommandSignature( renderer->device, &commandSignatureDesc, NULL, D3D_GUID(D3D_IID_ID3D12CommandSignature), (void **)&renderer->indirectDispatchCommandSignature); if (FAILED(res)) { D3D12_INTERNAL_DestroyRenderer(renderer); CHECK_D3D12_ERROR_AND_RETURN("Could not create indirect dispatch command signature", NULL) } // Initialize pools renderer->submittedCommandBufferCapacity = 4; renderer->submittedCommandBufferCount = 0; renderer->submittedCommandBuffers = (D3D12CommandBuffer **)SDL_calloc( renderer->submittedCommandBufferCapacity, sizeof(D3D12CommandBuffer *)); if (!renderer->submittedCommandBuffers) { D3D12_INTERNAL_DestroyRenderer(renderer); return NULL; } renderer->uniformBufferPoolCapacity = 4; renderer->uniformBufferPoolCount = 0; renderer->uniformBufferPool = (D3D12UniformBuffer **)SDL_calloc( renderer->uniformBufferPoolCapacity, sizeof(D3D12UniformBuffer *)); if (!renderer->uniformBufferPool) { D3D12_INTERNAL_DestroyRenderer(renderer); return NULL; } renderer->claimedWindowCapacity = 4; renderer->claimedWindowCount = 0; renderer->claimedWindows = (D3D12WindowData **)SDL_calloc( renderer->claimedWindowCapacity, sizeof(D3D12WindowData *)); if (!renderer->claimedWindows) { D3D12_INTERNAL_DestroyRenderer(renderer); return NULL; } renderer->availableFenceCapacity = 4; renderer->availableFenceCount = 0; renderer->availableFences = (D3D12Fence **)SDL_calloc( renderer->availableFenceCapacity, sizeof(D3D12Fence *)); if (!renderer->availableFences) { D3D12_INTERNAL_DestroyRenderer(renderer); return NULL; } // Initialize CPU descriptor heaps for (Uint32 i = 0; i < D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES; i += 1) { renderer->stagingDescriptorHeaps[i] = D3D12_INTERNAL_CreateDescriptorHeap( renderer, (D3D12_DESCRIPTOR_HEAP_TYPE)i, (i <= D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER) ? VIEW_SAMPLER_STAGING_DESCRIPTOR_COUNT : TARGET_STAGING_DESCRIPTOR_COUNT, true); if (renderer->stagingDescriptorHeaps[i] == NULL) { D3D12_INTERNAL_DestroyRenderer(renderer); return NULL; } } // Initialize GPU descriptor heaps for (Uint32 i = 0; i < 2; i += 1) { renderer->descriptorHeapPools[i].lock = SDL_CreateMutex(); renderer->descriptorHeapPools[i].capacity = 4; renderer->descriptorHeapPools[i].count = 4; renderer->descriptorHeapPools[i].heaps = (D3D12DescriptorHeap **)SDL_calloc( renderer->descriptorHeapPools[i].capacity, sizeof(D3D12DescriptorHeap *)); for (Uint32 j = 0; j < renderer->descriptorHeapPools[i].capacity; j += 1) { renderer->descriptorHeapPools[i].heaps[j] = D3D12_INTERNAL_CreateDescriptorHeap( renderer, (D3D12_DESCRIPTOR_HEAP_TYPE)i, i == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV ? VIEW_GPU_DESCRIPTOR_COUNT : SAMPLER_GPU_DESCRIPTOR_COUNT, false); if (renderer->descriptorHeapPools[i].heaps[j] == NULL) { D3D12_INTERNAL_DestroyRenderer(renderer); return NULL; } } } // Deferred resource releasing renderer->buffersToDestroyCapacity = 4; renderer->buffersToDestroyCount = 0; renderer->buffersToDestroy = (D3D12Buffer **)SDL_calloc( renderer->buffersToDestroyCapacity, sizeof(D3D12Buffer *)); if (!renderer->buffersToDestroy) { D3D12_INTERNAL_DestroyRenderer(renderer); return NULL; } renderer->texturesToDestroyCapacity = 4; renderer->texturesToDestroyCount = 0; renderer->texturesToDestroy = (D3D12Texture **)SDL_calloc( renderer->texturesToDestroyCapacity, sizeof(D3D12Texture *)); if (!renderer->texturesToDestroy) { D3D12_INTERNAL_DestroyRenderer(renderer); return NULL; } renderer->samplersToDestroyCapacity = 4; renderer->samplersToDestroyCount = 0; renderer->samplersToDestroy = (D3D12Sampler **)SDL_calloc( renderer->samplersToDestroyCapacity, sizeof(D3D12Sampler *)); if (!renderer->samplersToDestroy) { D3D12_INTERNAL_DestroyRenderer(renderer); return NULL; } renderer->graphicsPipelinesToDestroyCapacity = 4; renderer->graphicsPipelinesToDestroyCount = 0; renderer->graphicsPipelinesToDestroy = (D3D12GraphicsPipeline **)SDL_calloc( renderer->graphicsPipelinesToDestroyCapacity, sizeof(D3D12GraphicsPipeline *)); if (!renderer->graphicsPipelinesToDestroy) { D3D12_INTERNAL_DestroyRenderer(renderer); return NULL; } renderer->computePipelinesToDestroyCapacity = 4; renderer->computePipelinesToDestroyCount = 0; renderer->computePipelinesToDestroy = (D3D12ComputePipeline **)SDL_calloc( renderer->computePipelinesToDestroyCapacity, sizeof(D3D12ComputePipeline *)); if (!renderer->computePipelinesToDestroy) { D3D12_INTERNAL_DestroyRenderer(renderer); return NULL; } // Locks renderer->stagingDescriptorHeapLock = SDL_CreateMutex(); renderer->acquireCommandBufferLock = SDL_CreateMutex(); renderer->acquireUniformBufferLock = SDL_CreateMutex(); renderer->submitLock = SDL_CreateMutex(); renderer->windowLock = SDL_CreateMutex(); renderer->fenceLock = SDL_CreateMutex(); renderer->disposeLock = SDL_CreateMutex(); renderer->debug_mode = debugMode; renderer->allowedFramesInFlight = 2; renderer->semantic = SDL_GetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING, "TEXCOORD"); // Blit resources D3D12_INTERNAL_InitBlitResources(renderer); // Create the SDL_GPU Device result = (SDL_GPUDevice *)SDL_calloc(1, sizeof(SDL_GPUDevice)); if (!result) { D3D12_INTERNAL_DestroyRenderer(renderer); return NULL; } ASSIGN_DRIVER(D3D12) result->driverData = (SDL_GPURenderer *)renderer; result->debug_mode = debugMode; renderer->sdlGPUDevice = result; return result; } SDL_GPUBootstrap D3D12Driver = { "direct3d12", SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_DXBC, D3D12_PrepareDriver, D3D12_CreateDevice }; #endif // SDL_GPU_D3D12 // GDK-specific APIs #ifdef SDL_PLATFORM_GDK void SDL_GDKSuspendGPU(SDL_GPUDevice *device) { #if defined(SDL_GPU_D3D12) && (defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) D3D12Renderer *renderer = (D3D12Renderer *)device->driverData; HRESULT res; if (device == NULL) { SET_STRING_ERROR_AND_RETURN("Invalid GPU device", ); } SDL_LockMutex(renderer->submitLock); res = renderer->commandQueue->SuspendX(0); if (FAILED(res)) { SDL_LogError(SDL_LOG_CATEGORY_GPU, "SuspendX failed: %X", res); } SDL_UnlockMutex(renderer->submitLock); #endif } void SDL_GDKResumeGPU(SDL_GPUDevice *device) { #if defined(SDL_GPU_D3D12) && (defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) D3D12Renderer *renderer = (D3D12Renderer *)device->driverData; HRESULT res; if (device == NULL) { SET_STRING_ERROR_AND_RETURN("Invalid GPU device", ); } SDL_LockMutex(renderer->submitLock); res = renderer->commandQueue->ResumeX(); if (FAILED(res)) { SDL_LogError(SDL_LOG_CATEGORY_GPU, "ResumeX failed: %X", res); } SDL_UnlockMutex(renderer->submitLock); res = renderer->device->SetFrameIntervalX( NULL, D3D12XBOX_FRAME_INTERVAL_60_HZ, MAX_FRAMES_IN_FLIGHT - 1, D3D12XBOX_FRAME_INTERVAL_FLAG_NONE); if (FAILED(res)) { SDL_LogError(SDL_LOG_CATEGORY_GPU, "Could not set frame interval: %X", res); } res = renderer->device->ScheduleFrameEventX( D3D12XBOX_FRAME_EVENT_ORIGIN, 0, NULL, D3D12XBOX_SCHEDULE_FRAME_EVENT_FLAG_NONE); if (FAILED(res)) { SDL_LogError(SDL_LOG_CATEGORY_GPU, "Could not schedule frame events: %X", res); } #endif } #endif // SDL_PLATFORM_GDK