SDL/src/gpu/d3d12/SDL_gpu_d3d12.c
cosmonaut 2e7d5bb429 Add the SDL_GPU API
Project Lead: Evan Hemsley <evan@moonside.games>

Co-designer, Metal Port, Console Ports:

Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>

Production, QA, Debug:

Co-authored-by: Ethan Lee <flibitijibibo@gmail.com>

SDL_Render Driver, Bugfixes:

Co-authored-by: Andrei Alexeyev <akari@taisei-project.org>

Additional D3D12 Programming, Bugfixes:

Co-authored-by: Bart van der Werf <bluelive@gmail.com>

Bugfixes and Feedback:

Co-authored-by: Zakary Strange <zakarystrange@gmail.com>
Co-authored-by: meyraud705 <meyraud705@gmail.com>
Co-authored-by: Joshua T. Fisher <playmer@gmail.com>
Co-authored-by: Topi Ritala <ritalat@fastmail.com>
Co-authored-by: David Gow <david@ingeniumdigital.com>

Original API Proposal:

Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
2024-08-29 15:57:29 -07:00

8255 lines
297 KiB
C

/*
Simple DirectMedia Layer
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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"
#if SDL_GPU_D3D12
#include "../../video/directx/SDL_d3d12.h"
#include "../SDL_sysgpu.h"
#include "SDL_hashtable.h"
// 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
#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
// Macros
#define ERROR_CHECK(msg) \
if (FAILED(res)) { \
D3D12_INTERNAL_LogError(renderer->device, msg, res); \
}
#define ERROR_CHECK_RETURN(msg, ret) \
if (FAILED(res)) { \
D3D12_INTERNAL_LogError(renderer->device, 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 } };
#endif
static const IID D3D_IID_IDXGISwapChain3 = { 0x94d99bdb, 0xf1f8, 0x4ab0, { 0xb2, 0x36, 0x7d, 0xa0, 0x17, 0x0e, 0xda, 0xb1 } };
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 } };
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 } };
// 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, // 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
};
static D3D12_BLEND SDLToD3D12_BlendFactorAlpha[] = {
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
};
static D3D12_BLEND_OP SDLToD3D12_BlendOp[] = {
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
};
static DXGI_FORMAT SDLToD3D12_TextureFormat[] = {
DXGI_FORMAT_R8G8B8A8_UNORM, // R8G8B8A8_UNORM
DXGI_FORMAT_B8G8R8A8_UNORM, // B8G8R8A8_UNORM
DXGI_FORMAT_B5G6R5_UNORM, // B5G6R5_UNORM
DXGI_FORMAT_B5G5R5A1_UNORM, // B5G5R5A1_UNORM
DXGI_FORMAT_B4G4R4A4_UNORM, // B4G4R4A4_UNORM
DXGI_FORMAT_R10G10B10A2_UNORM, // R10G10B10A2_UNORM
DXGI_FORMAT_R16G16_UNORM, // R16G16_UNORM
DXGI_FORMAT_R16G16B16A16_UNORM, // R16G16B16A16_UNORM
DXGI_FORMAT_R8_UNORM, // R8_UNORM
DXGI_FORMAT_A8_UNORM, // A8_UNORM
DXGI_FORMAT_BC1_UNORM, // BC1_UNORM
DXGI_FORMAT_BC2_UNORM, // BC2_UNORM
DXGI_FORMAT_BC3_UNORM, // BC3_UNORM
DXGI_FORMAT_BC7_UNORM, // BC7_UNORM
DXGI_FORMAT_R8G8_SNORM, // R8G8_SNORM
DXGI_FORMAT_R8G8B8A8_SNORM, // R8G8B8A8_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_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_R8G8B8A8_UNORM_SRGB, // R8G8B8A8_UNORM_SRGB
DXGI_FORMAT_B8G8R8A8_UNORM_SRGB, // B8G8R8A8_UNORM_SRGB
DXGI_FORMAT_BC3_UNORM_SRGB, // BC3_UNORM_SRGB
DXGI_FORMAT_BC7_UNORM_SRGB, // 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
};
SDL_COMPILE_TIME_ASSERT(SDLToD3D12_TextureFormat, SDL_arraysize(SDLToD3D12_TextureFormat) == SDL_GPU_TEXTUREFORMAT_MAX);
static D3D12_COMPARISON_FUNC SDLToD3D12_CompareOp[] = {
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
};
static D3D12_STENCIL_OP SDLToD3D12_StencilOp[] = {
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
};
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_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
};
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_POINTLIST, // POINTLIST
D3D_PRIMITIVE_TOPOLOGY_LINELIST, // LINELIST
D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, // LINESTRIP
D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, // TRIANGLELIST
D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP // TRIANGLESTRIP
};
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,
SDL_bool comparisonEnabled,
SDL_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 SDL_TRUE
Uint32 maxDescriptors;
Uint32 descriptorSize;
SDL_bool staging;
Uint32 currentDescriptorIndex;
Uint32 *inactiveDescriptorIndices; // only exists if staging is SDL_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
SDL_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 * levelCount */
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;
Uint32 swapchainWidth, swapchainHeight;
#else
IDXGISwapChain3 *swapchain;
#endif
SDL_GpuPresentMode presentMode;
SDL_GpuSwapchainComposition swapchainComposition;
DXGI_COLOR_SPACE_TYPE swapchainColorSpace;
Uint32 frameCounter;
D3D12TextureContainer textureContainers[MAX_FRAMES_IN_FLIGHT];
D3D12Fence *inFlightFences[MAX_FRAMES_IN_FLIGHT];
} 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;
IDXGIInfoQueue *dxgiInfoQueue;
IDXGIAdapter1 *adapter;
void *dxgi_dll;
void *dxgidebug_dll;
#endif
ID3D12Debug *d3d12Debug;
SDL_bool supportsTearing;
void *d3d12_dll;
ID3D12Device *device;
PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature_func;
const char *semantic;
SDL_iconv_t iconv;
ID3D12CommandQueue *commandQueue;
SDL_bool debugMode;
SDL_bool GPUUploadHeapSupported;
// FIXME: these might not be necessary since we're not using custom heaps
SDL_bool UMA;
SDL_bool UMACacheCoherent;
// 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_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;
SDL_bool autoReleaseFence;
// Presentation data
D3D12PresentData *presentDatas;
Uint32 presentDataCount;
Uint32 presentDataCapacity;
Uint32 colorAttachmentTextureSubresourceCount;
D3D12TextureSubresource *colorAttachmentTextureSubresources[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
SDL_bool needVertexBufferBind;
SDL_bool needVertexSamplerBind;
SDL_bool needVertexStorageTextureBind;
SDL_bool needVertexStorageBufferBind;
SDL_bool needVertexUniformBufferBind[MAX_UNIFORM_BUFFERS_PER_STAGE];
SDL_bool needFragmentSamplerBind;
SDL_bool needFragmentStorageTextureBind;
SDL_bool needFragmentStorageBufferBind;
SDL_bool needFragmentUniformBufferBind[MAX_UNIFORM_BUFFERS_PER_STAGE];
SDL_bool needComputeReadOnlyStorageTextureBind;
SDL_bool needComputeReadOnlyStorageBufferBind;
SDL_bool needComputeUniformBufferBind[MAX_UNIFORM_BUFFERS_PER_STAGE];
D3D12Buffer *vertexBuffers[MAX_BUFFER_BINDINGS];
Uint32 vertexBufferOffsets[MAX_BUFFER_BINDINGS];
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 *computeReadOnlyStorageTextures[MAX_STORAGE_TEXTURES_PER_STAGE];
D3D12Buffer *computeReadOnlyStorageBuffers[MAX_STORAGE_BUFFERS_PER_STAGE];
D3D12TextureSubresource *computeWriteOnlyStorageTextureSubresources[MAX_COMPUTE_WRITE_TEXTURES];
Uint32 computeWriteOnlyStorageTextureSubresourceCount;
D3D12Buffer *computeWriteOnlyStorageBuffers[MAX_COMPUTE_WRITE_BUFFERS];
Uint32 computeWriteOnlyStorageBufferCount;
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 samplerCount;
Uint32 uniformBufferCount;
Uint32 storageBufferCount;
Uint32 storageTextureCount;
};
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_BUFFER_BINDINGS];
float blendConstants[4];
Uint8 stencilRef;
Uint32 vertexSamplerCount;
Uint32 vertexUniformBufferCount;
Uint32 vertexStorageBufferCount;
Uint32 vertexStorageTextureCount;
Uint32 fragmentSamplerCount;
Uint32 fragmentUniformBufferCount;
Uint32 fragmentStorageBufferCount;
Uint32 fragmentStorageTextureCount;
SDL_AtomicInt referenceCount;
};
typedef struct D3D12ComputeRootSignature
{
ID3D12RootSignature *handle;
Uint32 readOnlyStorageTextureRootIndex;
Uint32 readOnlyStorageBufferRootIndex;
Uint32 writeOnlyStorageTextureRootIndex;
Uint32 writeOnlyStorageBufferRootIndex;
Uint32 uniformBufferRootIndex[MAX_UNIFORM_BUFFERS_PER_STAGE];
} D3D12ComputeRootSignature;
struct D3D12ComputePipeline
{
ID3D12PipelineState *pipelineState;
D3D12ComputeRootSignature *rootSignature;
Uint32 readOnlyStorageTextureCount;
Uint32 readOnlyStorageBufferCount;
Uint32 writeOnlyStorageTextureCount;
Uint32 writeOnlyStorageBufferCount;
Uint32 uniformBufferCount;
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;
SDL_bool transitioned; // used for initial resource barrier
};
struct D3D12BufferContainer
{
SDL_GpuBufferUsageFlags usageFlags;
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;
};
// Foward function declarations
static void D3D12_UnclaimWindow(SDL_GpuRenderer *driverData, SDL_Window *window);
static void D3D12_Wait(SDL_GpuRenderer *driverData);
static void D3D12_WaitForFences(SDL_GpuRenderer *driverData, SDL_bool waitAll, SDL_GpuFence **pFences, Uint32 fenceCount);
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
// Logging
static void
D3D12_INTERNAL_LogError(
ID3D12Device *device,
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 (device) {
res = ID3D12Device_GetDeviceRemovedReason(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) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "%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';
SDL_LogError(SDL_LOG_CATEGORY_GPU, "%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->debugMode) {
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 SDL_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);
}
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);
}
// FIXME: just move this into DestroyDevice
static void D3D12_INTERNAL_DestroyRenderer(D3D12Renderer *renderer)
{
if (!renderer) {
return;
}
// 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_UnclaimWindow((SDL_GpuRenderer *)renderer, renderer->claimedWindows[i]->window);
}
SDL_free(renderer->claimedWindows);
// 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->availableFences);
SDL_free(renderer->uniformBufferPool);
// 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;
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,
SDL_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)
{
D3D12_INTERNAL_ResourceBarrier(
commandBuffer,
sourceState,
destinationState,
textureSubresource->parent->resource,
textureSubresource->index,
textureSubresource->parent->container->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT);
}
static D3D12_RESOURCE_STATES D3D12_INTERNAL_DefaultTextureResourceState(
SDL_GpuTextureUsageFlags usageFlags)
{
// NOTE: order matters here!
if (usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT) {
return D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
} else if (usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT) {
return D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
} else if (usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT) {
return D3D12_RESOURCE_STATE_RENDER_TARGET;
} else if (usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) {
return D3D12_RESOURCE_STATE_DEPTH_WRITE;
} else if (usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT) {
return D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
} else if (usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT) {
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.usageFlags),
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.usageFlags),
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->usageFlags & SDL_GPU_BUFFERUSAGE_VERTEX_BIT) {
return D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
} else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_INDEX_BIT) {
return D3D12_RESOURCE_STATE_INDEX_BUFFER;
} else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT_BIT) {
return D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT;
} else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ_BIT) {
return D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
} else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ_BIT) {
return D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
} else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE_BIT) {
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->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE_BIT);
buffer->transitioned = SDL_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,
SDL_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_LogError(renderer->device, "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,
SDL_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->samplerCount > 0) {
// Vertex Samplers
descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
descriptorRange.NumDescriptors = vertexShader->samplerCount;
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->samplerCount;
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->storageTextureCount) {
// Vertex storage textures
descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
descriptorRange.NumDescriptors = vertexShader->storageTextureCount;
descriptorRange.BaseShaderRegister = vertexShader->samplerCount;
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->storageBufferCount) {
// Vertex storage buffers
descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
descriptorRange.NumDescriptors = vertexShader->storageBufferCount;
descriptorRange.BaseShaderRegister = vertexShader->samplerCount + vertexShader->storageTextureCount;
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->uniformBufferCount; 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->samplerCount) {
// Fragment Samplers
descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
descriptorRange.NumDescriptors = fragmentShader->samplerCount;
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->samplerCount;
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->storageTextureCount) {
// Fragment Storage Textures
descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
descriptorRange.NumDescriptors = fragmentShader->storageTextureCount;
descriptorRange.BaseShaderRegister = fragmentShader->samplerCount;
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->storageBufferCount) {
// Fragment Storage Buffers
descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
descriptorRange.NumDescriptors = fragmentShader->storageBufferCount;
descriptorRange.BaseShaderRegister = fragmentShader->samplerCount + fragmentShader->storageTextureCount;
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->uniformBufferCount; 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) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "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) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create RootSignature");
ID3D10Blob_Release(errorBlob);
}
D3D12_INTERNAL_DestroyGraphicsRootSignature(d3d12GraphicsRootSignature);
return NULL;
}
d3d12GraphicsRootSignature->handle = rootSignature;
return d3d12GraphicsRootSignature;
}
static SDL_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 SDL_FALSE;
}
SDL_memcpy(*pBytecode, code, codeSize);
*pBytecodeSize = codeSize;
}
return SDL_TRUE;
}
static D3D12ComputeRootSignature *D3D12_INTERNAL_CreateComputeRootSignature(
D3D12Renderer *renderer,
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->readOnlyStorageTextureRootIndex = -1;
d3d12ComputeRootSignature->readOnlyStorageBufferRootIndex = -1;
d3d12ComputeRootSignature->writeOnlyStorageTextureRootIndex = -1;
d3d12ComputeRootSignature->writeOnlyStorageBufferRootIndex = -1;
for (Uint32 i = 0; i < MAX_UNIFORM_BUFFERS_PER_STAGE; i += 1) {
d3d12ComputeRootSignature->uniformBufferRootIndex[i] = -1;
}
if (createInfo->readOnlyStorageTextureCount) {
descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
descriptorRange.NumDescriptors = createInfo->readOnlyStorageTextureCount;
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->readOnlyStorageTextureRootIndex = parameterCount;
rangeCount += 1;
parameterCount += 1;
}
if (createInfo->readOnlyStorageBufferCount) {
descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
descriptorRange.NumDescriptors = createInfo->readOnlyStorageBufferCount;
descriptorRange.BaseShaderRegister = createInfo->readOnlyStorageTextureCount;
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->writeOnlyStorageTextureCount) {
descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
descriptorRange.NumDescriptors = createInfo->writeOnlyStorageTextureCount;
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->writeOnlyStorageTextureRootIndex = parameterCount;
rangeCount += 1;
parameterCount += 1;
}
if (createInfo->writeOnlyStorageBufferCount) {
descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
descriptorRange.NumDescriptors = createInfo->writeOnlyStorageBufferCount;
descriptorRange.BaseShaderRegister = createInfo->writeOnlyStorageTextureCount;
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->writeOnlyStorageBufferRootIndex = parameterCount;
rangeCount += 1;
parameterCount += 1;
}
for (Uint32 i = 0; i < createInfo->uniformBufferCount; 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) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "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) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create RootSignature");
ID3D10Blob_Release(errorBlob);
}
D3D12_INTERNAL_DestroyComputeRootSignature(d3d12ComputeRootSignature);
return NULL;
}
d3d12ComputeRootSignature->handle = rootSignature;
return d3d12ComputeRootSignature;
}
static SDL_GpuComputePipeline *D3D12_CreateComputePipeline(
SDL_GpuRenderer *driverData,
SDL_GpuComputePipelineCreateInfo *pipelineCreateInfo)
{
D3D12Renderer *renderer = (D3D12Renderer *)driverData;
void *bytecode;
size_t bytecodeSize;
ID3D12PipelineState *pipelineState;
if (!D3D12_INTERNAL_CreateShaderBytecode(
renderer,
SDL_GPU_SHADERSTAGE_COMPUTE,
pipelineCreateInfo->format,
pipelineCreateInfo->code,
pipelineCreateInfo->codeSize,
pipelineCreateInfo->entryPointName,
&bytecode,
&bytecodeSize)) {
return NULL;
}
D3D12ComputeRootSignature *rootSignature = D3D12_INTERNAL_CreateComputeRootSignature(
renderer,
pipelineCreateInfo);
if (rootSignature == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Could not create root signature!");
SDL_free(bytecode);
return 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_LogError(renderer->device, "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->readOnlyStorageTextureCount = pipelineCreateInfo->readOnlyStorageTextureCount;
computePipeline->readOnlyStorageBufferCount = pipelineCreateInfo->readOnlyStorageBufferCount;
computePipeline->writeOnlyStorageTextureCount = pipelineCreateInfo->writeOnlyStorageTextureCount;
computePipeline->writeOnlyStorageBufferCount = pipelineCreateInfo->writeOnlyStorageBufferCount;
computePipeline->uniformBufferCount = pipelineCreateInfo->uniformBufferCount;
SDL_AtomicSet(&computePipeline->referenceCount, 0);
return (SDL_GpuComputePipeline *)computePipeline;
}
static SDL_bool D3D12_INTERNAL_ConvertRasterizerState(SDL_GpuRasterizerState rasterizerState, D3D12_RASTERIZER_DESC *desc)
{
if (!desc) {
return SDL_FALSE;
}
desc->FillMode = SDLToD3D12_FillMode[rasterizerState.fillMode];
desc->CullMode = SDLToD3D12_CullMode[rasterizerState.cullMode];
switch (rasterizerState.frontFace) {
case SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE:
desc->FrontCounterClockwise = TRUE;
break;
case SDL_GPU_FRONTFACE_CLOCKWISE:
desc->FrontCounterClockwise = FALSE;
break;
default:
return SDL_FALSE;
}
if (rasterizerState.depthBiasEnable) {
desc->DepthBias = SDL_lroundf(rasterizerState.depthBiasConstantFactor);
desc->DepthBiasClamp = rasterizerState.depthBiasClamp;
desc->SlopeScaledDepthBias = rasterizerState.depthBiasSlopeFactor;
} else {
desc->DepthBias = 0;
desc->DepthBiasClamp = 0.0f;
desc->SlopeScaledDepthBias = 0.0f;
}
desc->DepthClipEnable = TRUE;
desc->MultisampleEnable = FALSE;
desc->AntialiasedLineEnable = FALSE;
desc->ForcedSampleCount = 0;
desc->ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
return SDL_TRUE;
}
static SDL_bool D3D12_INTERNAL_ConvertBlendState(SDL_GpuGraphicsPipelineCreateInfo *pipelineInfo, D3D12_BLEND_DESC *blendDesc)
{
if (!blendDesc) {
return SDL_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 attachmentInfo has more blend states, you can set IndependentBlendEnable to TRUE and assign different blend states to each render target slot
if (i < pipelineInfo->attachmentInfo.colorAttachmentCount) {
SDL_GpuColorAttachmentBlendState sdlBlendState = pipelineInfo->attachmentInfo.colorAttachmentDescriptions[i].blendState;
rtBlendDesc.BlendEnable = sdlBlendState.blendEnable;
rtBlendDesc.SrcBlend = SDLToD3D12_BlendFactor[sdlBlendState.srcColorBlendFactor];
rtBlendDesc.DestBlend = SDLToD3D12_BlendFactor[sdlBlendState.dstColorBlendFactor];
rtBlendDesc.BlendOp = SDLToD3D12_BlendOp[sdlBlendState.colorBlendOp];
rtBlendDesc.SrcBlendAlpha = SDLToD3D12_BlendFactorAlpha[sdlBlendState.srcAlphaBlendFactor];
rtBlendDesc.DestBlendAlpha = SDLToD3D12_BlendFactorAlpha[sdlBlendState.dstAlphaBlendFactor];
rtBlendDesc.BlendOpAlpha = SDLToD3D12_BlendOp[sdlBlendState.alphaBlendOp];
rtBlendDesc.RenderTargetWriteMask = sdlBlendState.colorWriteMask;
if (i > 0) {
blendDesc->IndependentBlendEnable = TRUE;
}
}
blendDesc->RenderTarget[i] = rtBlendDesc;
}
return SDL_TRUE;
}
static SDL_bool D3D12_INTERNAL_ConvertDepthStencilState(SDL_GpuDepthStencilState depthStencilState, D3D12_DEPTH_STENCIL_DESC *desc)
{
if (desc == NULL) {
return SDL_FALSE;
}
desc->DepthEnable = depthStencilState.depthTestEnable == SDL_TRUE ? TRUE : FALSE;
desc->DepthWriteMask = depthStencilState.depthWriteEnable == SDL_TRUE ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
desc->DepthFunc = SDLToD3D12_CompareOp[depthStencilState.compareOp];
desc->StencilEnable = depthStencilState.stencilTestEnable == SDL_TRUE ? TRUE : FALSE;
desc->StencilReadMask = depthStencilState.compareMask;
desc->StencilWriteMask = depthStencilState.writeMask;
desc->FrontFace.StencilFailOp = SDLToD3D12_StencilOp[depthStencilState.frontStencilState.failOp];
desc->FrontFace.StencilDepthFailOp = SDLToD3D12_StencilOp[depthStencilState.frontStencilState.depthFailOp];
desc->FrontFace.StencilPassOp = SDLToD3D12_StencilOp[depthStencilState.frontStencilState.passOp];
desc->FrontFace.StencilFunc = SDLToD3D12_CompareOp[depthStencilState.frontStencilState.compareOp];
desc->BackFace.StencilFailOp = SDLToD3D12_StencilOp[depthStencilState.backStencilState.failOp];
desc->BackFace.StencilDepthFailOp = SDLToD3D12_StencilOp[depthStencilState.backStencilState.depthFailOp];
desc->BackFace.StencilPassOp = SDLToD3D12_StencilOp[depthStencilState.backStencilState.passOp];
desc->BackFace.StencilFunc = SDLToD3D12_CompareOp[depthStencilState.backStencilState.compareOp];
return SDL_TRUE;
}
static SDL_bool D3D12_INTERNAL_ConvertVertexInputState(SDL_GpuVertexInputState vertexInputState, D3D12_INPUT_ELEMENT_DESC *desc, const char *semantic)
{
if (desc == NULL || vertexInputState.vertexAttributeCount == 0) {
return SDL_FALSE;
}
for (Uint32 i = 0; i < vertexInputState.vertexAttributeCount; i += 1) {
SDL_GpuVertexAttribute attribute = vertexInputState.vertexAttributes[i];
desc[i].SemanticName = semantic;
desc[i].SemanticIndex = attribute.location;
desc[i].Format = SDLToD3D12_VertexFormat[attribute.format];
desc[i].InputSlot = attribute.binding;
desc[i].AlignedByteOffset = attribute.offset;
desc[i].InputSlotClass = SDLToD3D12_InputRate[vertexInputState.vertexBindings[attribute.binding].inputRate];
desc[i].InstanceDataStepRate = (vertexInputState.vertexBindings[attribute.binding].inputRate == SDL_GPU_VERTEXINPUTRATE_INSTANCE) ? vertexInputState.vertexBindings[attribute.binding].instanceStepRate : 0;
}
return SDL_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,
SDL_GpuGraphicsPipelineCreateInfo *pipelineCreateInfo)
{
D3D12Renderer *renderer = (D3D12Renderer *)driverData;
D3D12Shader *vertShader = (D3D12Shader *)pipelineCreateInfo->vertexShader;
D3D12Shader *fragShader = (D3D12Shader *)pipelineCreateInfo->fragmentShader;
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 (pipelineCreateInfo->vertexInputState.vertexAttributeCount > 0) {
psoDesc.InputLayout.pInputElementDescs = inputElementDescs;
psoDesc.InputLayout.NumElements = pipelineCreateInfo->vertexInputState.vertexAttributeCount;
D3D12_INTERNAL_ConvertVertexInputState(pipelineCreateInfo->vertexInputState, inputElementDescs, renderer->semantic);
}
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
if (!D3D12_INTERNAL_ConvertRasterizerState(pipelineCreateInfo->rasterizerState, &psoDesc.RasterizerState)) {
return NULL;
}
if (!D3D12_INTERNAL_ConvertBlendState(pipelineCreateInfo, &psoDesc.BlendState)) {
return NULL;
}
if (!D3D12_INTERNAL_ConvertDepthStencilState(pipelineCreateInfo->depthStencilState, &psoDesc.DepthStencilState)) {
return NULL;
}
D3D12GraphicsPipeline *pipeline = (D3D12GraphicsPipeline *)SDL_calloc(1, sizeof(D3D12GraphicsPipeline));
if (!pipeline) {
return NULL;
}
psoDesc.SampleMask = UINT_MAX;
psoDesc.SampleDesc.Count = SDLToD3D12_SampleCount[pipelineCreateInfo->multisampleState.sampleCount];
psoDesc.SampleDesc.Quality = 0;
psoDesc.DSVFormat = SDLToD3D12_TextureFormat[pipelineCreateInfo->attachmentInfo.depthStencilFormat];
psoDesc.NumRenderTargets = pipelineCreateInfo->attachmentInfo.colorAttachmentCount;
for (uint32_t i = 0; i < pipelineCreateInfo->attachmentInfo.colorAttachmentCount; i += 1) {
psoDesc.RTVFormats[i] = SDLToD3D12_TextureFormat[pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions[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) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Could not create root signature!");
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_LogError(renderer->device, "Could not create graphics pipeline state", res);
D3D12_INTERNAL_DestroyGraphicsPipeline(pipeline);
return NULL;
}
pipeline->pipelineState = pipelineState;
for (Uint32 i = 0; i < pipelineCreateInfo->vertexInputState.vertexBindingCount; i += 1) {
pipeline->vertexStrides[i] = pipelineCreateInfo->vertexInputState.vertexBindings[i].stride;
}
pipeline->primitiveType = pipelineCreateInfo->primitiveType;
pipeline->blendConstants[0] = pipelineCreateInfo->blendConstants[0];
pipeline->blendConstants[1] = pipelineCreateInfo->blendConstants[1];
pipeline->blendConstants[2] = pipelineCreateInfo->blendConstants[2];
pipeline->blendConstants[3] = pipelineCreateInfo->blendConstants[3];
pipeline->stencilRef = pipelineCreateInfo->depthStencilState.reference;
pipeline->vertexSamplerCount = vertShader->samplerCount;
pipeline->vertexStorageTextureCount = vertShader->storageTextureCount;
pipeline->vertexStorageBufferCount = vertShader->storageBufferCount;
pipeline->vertexUniformBufferCount = vertShader->uniformBufferCount;
pipeline->fragmentSamplerCount = fragShader->samplerCount;
pipeline->fragmentStorageTextureCount = fragShader->storageTextureCount;
pipeline->fragmentStorageBufferCount = fragShader->storageBufferCount;
pipeline->fragmentUniformBufferCount = fragShader->uniformBufferCount;
SDL_AtomicSet(&pipeline->referenceCount, 0);
return (SDL_GpuGraphicsPipeline *)pipeline;
}
static SDL_GpuSampler *D3D12_CreateSampler(
SDL_GpuRenderer *driverData,
SDL_GpuSamplerCreateInfo *samplerCreateInfo)
{
D3D12Renderer *renderer = (D3D12Renderer *)driverData;
D3D12Sampler *sampler = (D3D12Sampler *)SDL_calloc(1, sizeof(D3D12Sampler));
if (!sampler) {
return NULL;
}
D3D12_SAMPLER_DESC samplerDesc;
samplerDesc.Filter = SDLToD3D12_Filter(
samplerCreateInfo->minFilter,
samplerCreateInfo->magFilter,
samplerCreateInfo->mipmapMode,
samplerCreateInfo->compareEnable,
samplerCreateInfo->anisotropyEnable);
samplerDesc.AddressU = SDLToD3D12_SamplerAddressMode[samplerCreateInfo->addressModeU];
samplerDesc.AddressV = SDLToD3D12_SamplerAddressMode[samplerCreateInfo->addressModeV];
samplerDesc.AddressW = SDLToD3D12_SamplerAddressMode[samplerCreateInfo->addressModeW];
samplerDesc.MaxAnisotropy = (Uint32)samplerCreateInfo->maxAnisotropy;
samplerDesc.ComparisonFunc = SDLToD3D12_CompareOp[samplerCreateInfo->compareOp];
samplerDesc.MinLOD = samplerCreateInfo->minLod;
samplerDesc.MaxLOD = samplerCreateInfo->maxLod;
samplerDesc.MipLODBias = samplerCreateInfo->mipLodBias;
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 = *samplerCreateInfo;
SDL_AtomicSet(&sampler->referenceCount, 0);
return (SDL_GpuSampler *)sampler;
}
static SDL_GpuShader *D3D12_CreateShader(
SDL_GpuRenderer *driverData,
SDL_GpuShaderCreateInfo *shaderCreateInfo)
{
D3D12Renderer *renderer = (D3D12Renderer *)driverData;
void *bytecode;
size_t bytecodeSize;
D3D12Shader *shader;
if (!D3D12_INTERNAL_CreateShaderBytecode(
renderer,
shaderCreateInfo->stage,
shaderCreateInfo->format,
shaderCreateInfo->code,
shaderCreateInfo->codeSize,
shaderCreateInfo->entryPointName,
&bytecode,
&bytecodeSize)) {
return NULL;
}
shader = (D3D12Shader *)SDL_calloc(1, sizeof(D3D12Shader));
if (!shader) {
SDL_free(bytecode);
return NULL;
}
shader->samplerCount = shaderCreateInfo->samplerCount;
shader->storageBufferCount = shaderCreateInfo->storageBufferCount;
shader->storageTextureCount = shaderCreateInfo->storageTextureCount;
shader->uniformBufferCount = shaderCreateInfo->uniformBufferCount;
shader->bytecode = bytecode;
shader->bytecodeSize = bytecodeSize;
return (SDL_GpuShader *)shader;
}
static D3D12Texture *D3D12_INTERNAL_CreateTexture(
D3D12Renderer *renderer,
SDL_GpuTextureCreateInfo *textureCreateInfo,
SDL_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;
SDL_bool useClearValue = SDL_FALSE;
HRESULT res;
texture = (D3D12Texture *)SDL_calloc(1, sizeof(D3D12Texture));
if (!texture) {
return NULL;
}
Uint32 layerCount = textureCreateInfo->type == SDL_GPU_TEXTURETYPE_3D ? 1 : textureCreateInfo->layerCountOrDepth;
Uint32 depth = textureCreateInfo->type == SDL_GPU_TEXTURETYPE_3D ? textureCreateInfo->layerCountOrDepth : 1;
if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT) {
resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
useClearValue = SDL_TRUE;
clearValue.Color[0] = SDL_GetFloatProperty(textureCreateInfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_R_FLOAT, 0);
clearValue.Color[1] = SDL_GetFloatProperty(textureCreateInfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_G_FLOAT, 0);
clearValue.Color[2] = SDL_GetFloatProperty(textureCreateInfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_B_FLOAT, 0);
clearValue.Color[3] = SDL_GetFloatProperty(textureCreateInfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_A_FLOAT, 0);
}
if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) {
resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
useClearValue = SDL_TRUE;
clearValue.DepthStencil.Depth = SDL_GetFloatProperty(textureCreateInfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_DEPTH_FLOAT, 0);
clearValue.DepthStencil.Stencil = (UINT8)SDL_GetNumberProperty(textureCreateInfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8, 0);
}
if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT) {
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 (textureCreateInfo->type != SDL_GPU_TEXTURETYPE_3D) {
desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
desc.Alignment = isSwapchainTexture ? 0 : D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
desc.Width = textureCreateInfo->width;
desc.Height = textureCreateInfo->height;
desc.DepthOrArraySize = textureCreateInfo->layerCountOrDepth;
desc.MipLevels = textureCreateInfo->levelCount;
desc.Format = SDLToD3D12_TextureFormat[textureCreateInfo->format];
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 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 = textureCreateInfo->width;
desc.Height = textureCreateInfo->height;
desc.DepthOrArraySize = textureCreateInfo->layerCountOrDepth;
desc.MipLevels = textureCreateInfo->levelCount;
desc.Format = SDLToD3D12_TextureFormat[textureCreateInfo->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(textureCreateInfo->usageFlags);
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_LogError(renderer->device, "Failed to create texture!", res);
D3D12_INTERNAL_DestroyTexture(renderer, texture);
return NULL;
}
texture->resource = handle;
// Create the SRV if applicable
if ((textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT) ||
(textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT) ||
(textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT)) {
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
D3D12_INTERNAL_AssignCpuDescriptorHandle(
renderer,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
&texture->srvHandle);
srvDesc.Format = SDLToD3D12_TextureFormat[textureCreateInfo->format];
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_CUBE) {
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
srvDesc.TextureCube.MipLevels = textureCreateInfo->levelCount;
srvDesc.TextureCube.MostDetailedMip = 0;
srvDesc.TextureCube.ResourceMinLODClamp = 0;
} else if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY) {
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
srvDesc.Texture2DArray.MipLevels = textureCreateInfo->levelCount;
srvDesc.Texture2DArray.MostDetailedMip = 0;
srvDesc.Texture2DArray.FirstArraySlice = 0;
srvDesc.Texture2DArray.ArraySize = layerCount;
srvDesc.Texture2DArray.ResourceMinLODClamp = 0;
srvDesc.Texture2DArray.PlaneSlice = 0;
} else if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_3D) {
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
srvDesc.Texture3D.MipLevels = textureCreateInfo->levelCount;
srvDesc.Texture3D.MostDetailedMip = 0;
srvDesc.Texture3D.ResourceMinLODClamp = 0; // default behavior
} else {
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = textureCreateInfo->levelCount;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.PlaneSlice = 0;
srvDesc.Texture2D.ResourceMinLODClamp = 0; // default behavior
}
ID3D12Device_CreateShaderResourceView(
renderer->device,
handle,
&srvDesc,
texture->srvHandle.cpuHandle);
}
SDL_AtomicSet(&texture->referenceCount, 0);
texture->subresourceCount = textureCreateInfo->levelCount * 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 < textureCreateInfo->levelCount; levelIndex += 1) {
Uint32 subresourceIndex = D3D12_INTERNAL_CalcSubresource(
levelIndex,
layerIndex,
textureCreateInfo->levelCount);
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 (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT) {
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[textureCreateInfo->format];
if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY || textureCreateInfo->type == SDL_GPU_TEXTURETYPE_CUBE) {
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.MipSlice = levelIndex;
rtvDesc.Texture2DArray.FirstArraySlice = layerIndex;
rtvDesc.Texture2DArray.ArraySize = 1;
rtvDesc.Texture2DArray.PlaneSlice = 0;
} else if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_3D) {
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
rtvDesc.Texture3D.MipSlice = levelIndex;
rtvDesc.Texture3D.FirstWSlice = depthIndex;
rtvDesc.Texture3D.WSize = 1;
} 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 (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) {
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
D3D12_INTERNAL_AssignCpuDescriptorHandle(
renderer,
D3D12_DESCRIPTOR_HEAP_TYPE_DSV,
&texture->subresources[subresourceIndex].dsvHandle);
dsvDesc.Format = SDLToD3D12_TextureFormat[textureCreateInfo->format];
dsvDesc.Flags = (D3D12_DSV_FLAGS)0;
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 (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT) {
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[textureCreateInfo->format];
if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY || textureCreateInfo->type == SDL_GPU_TEXTURETYPE_CUBE) {
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
uavDesc.Texture2DArray.MipSlice = levelIndex;
uavDesc.Texture2DArray.FirstArraySlice = layerIndex;
uavDesc.Texture2DArray.ArraySize = 1;
} else if (textureCreateInfo->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,
SDL_GpuTextureCreateInfo *textureCreateInfo)
{
D3D12TextureContainer *container = (D3D12TextureContainer *)SDL_calloc(1, sizeof(D3D12TextureContainer));
if (!container) {
return NULL;
}
container->header.info = *textureCreateInfo;
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 = SDL_TRUE;
D3D12Texture *texture = D3D12_INTERNAL_CreateTexture(
(D3D12Renderer *)driverData,
textureCreateInfo,
SDL_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 sizeInBytes,
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_BIT) {
resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
}
#if (defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))
if (usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT_BIT) {
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 {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Unrecognized buffer type!");
return NULL;
}
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
desc.Width = sizeInBytes;
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_LogError(renderer->device, "Could not create buffer!", res);
D3D12_INTERNAL_DestroyBuffer(renderer, buffer);
return NULL;
}
buffer->handle = handle;
SDL_AtomicSet(&buffer->referenceCount, 0);
buffer->uavDescriptor.heap = NULL;
buffer->srvDescriptor.heap = NULL;
buffer->cbvDescriptor.heap = NULL;
if (usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE_BIT) {
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 = sizeInBytes / 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_BIT) ||
(usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ_BIT)) {
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 = sizeInBytes / 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 = sizeInBytes;
// 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_LogError(renderer->device, "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_AtomicSet(&buffer->referenceCount, 0);
return buffer;
}
static D3D12BufferContainer *D3D12_INTERNAL_CreateBufferContainer(
D3D12Renderer *renderer,
SDL_GpuBufferUsageFlags usageFlags,
Uint32 sizeInBytes,
D3D12BufferType type)
{
D3D12BufferContainer *container;
D3D12Buffer *buffer;
container = (D3D12BufferContainer *)SDL_calloc(1, sizeof(D3D12BufferContainer));
if (!container) {
return NULL;
}
container->usageFlags = usageFlags;
container->size = sizeInBytes;
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,
sizeInBytes,
type);
if (buffer == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create buffer!");
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 sizeInBytes)
{
return (SDL_GpuBuffer *)D3D12_INTERNAL_CreateBufferContainer(
(D3D12Renderer *)driverData,
usageFlags,
sizeInBytes,
D3D12_BUFFER_TYPE_GPU);
}
static SDL_GpuTransferBuffer *D3D12_CreateTransferBuffer(
SDL_GpuRenderer *driverData,
SDL_GpuTransferBufferUsage usage,
Uint32 sizeInBytes)
{
return (SDL_GpuTransferBuffer *)D3D12_INTERNAL_CreateBufferContainer(
(D3D12Renderer *)driverData,
0,
sizeInBytes,
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->debugMode) {
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->debugMode) {
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 SDL_bool D3D12_INTERNAL_StrToWStr(
D3D12Renderer *renderer,
const char *str,
wchar_t *wstr,
size_t wstr_size,
Uint32 *outSize)
{
size_t inlen, result;
size_t outlen = wstr_size;
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 SDL_FALSE;
default:
break;
}
return SDL_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);
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,
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->minDepth;
d3d12Viewport.MaxDepth = viewport->maxDepth;
ID3D12GraphicsCommandList_RSSetViewports(d3d12CommandBuffer->graphicsCommandList, 1, &d3d12Viewport);
}
static void D3D12_SetScissor(
SDL_GpuCommandBuffer *commandBuffer,
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 D3D12TextureSubresource *D3D12_INTERNAL_FetchTextureSubresource(
D3D12TextureContainer *container,
Uint32 layer,
Uint32 level)
{
Uint32 index = D3D12_INTERNAL_CalcSubresource(
level,
layer,
container->header.info.levelCount);
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_AtomicGet(&texture->referenceCount) == 0) {
container->activeTexture = texture;
return;
}
}
// No texture is available, generate a new one.
texture = D3D12_INTERNAL_CreateTexture(
renderer,
&container->header.info,
SDL_FALSE);
if (!texture) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to cycle active 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->debugMode && 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,
SDL_bool cycle,
D3D12_RESOURCE_STATES destinationUsageMode)
{
D3D12TextureSubresource *subresource = D3D12_INTERNAL_FetchTextureSubresource(
container,
layer,
level);
if (
container->canBeCycled &&
cycle &&
SDL_AtomicGet(&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_AtomicGet(&buffer->referenceCount) == 0) {
container->activeBuffer = buffer;
return;
}
}
// No buffer handle is available, create a new one.
D3D12Buffer *buffer = D3D12_INTERNAL_CreateBuffer(
renderer,
container->usageFlags,
container->size,
container->type);
if (!buffer) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to cycle active 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->debugMode && container->debugName != NULL) {
D3D12_INTERNAL_SetResourceName(
renderer,
container->activeBuffer->handle,
container->debugName);
}
}
static D3D12Buffer *D3D12_INTERNAL_PrepareBufferForWrite(
D3D12CommandBuffer *commandBuffer,
D3D12BufferContainer *container,
SDL_bool cycle,
D3D12_RESOURCE_STATES destinationState)
{
if (
cycle &&
SDL_AtomicGet(&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,
SDL_GpuColorAttachmentInfo *colorAttachmentInfos,
Uint32 colorAttachmentCount,
SDL_GpuDepthStencilAttachmentInfo *depthStencilAttachmentInfo)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
/* D3D12Renderer *renderer = d3d12CommandBuffer->renderer; */
Uint32 framebufferWidth = SDL_MAX_UINT32;
Uint32 framebufferHeight = SDL_MAX_UINT32;
for (Uint32 i = 0; i < colorAttachmentCount; i += 1) {
D3D12TextureContainer *container = (D3D12TextureContainer *)colorAttachmentInfos[i].texture;
Uint32 h = container->header.info.height >> colorAttachmentInfos[i].mipLevel;
Uint32 w = container->header.info.width >> colorAttachmentInfos[i].mipLevel;
// The framebuffer cannot be larger than the smallest attachment.
if (w < framebufferWidth) {
framebufferWidth = w;
}
if (h < framebufferHeight) {
framebufferHeight = h;
}
if (!(container->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT)) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Color attachment texture was not designated as a color target!");
return;
}
}
if (depthStencilAttachmentInfo != NULL) {
D3D12TextureContainer *container = (D3D12TextureContainer *)depthStencilAttachmentInfo->texture;
Uint32 h = container->header.info.height;
Uint32 w = container->header.info.width;
// The framebuffer cannot be larger than the smallest attachment.
if (w < framebufferWidth) {
framebufferWidth = w;
}
if (h < framebufferHeight) {
framebufferHeight = h;
}
// Fixme:
if (!(container->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT)) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Depth stencil attachment texture was not designated as a depth target!");
return;
}
}
D3D12_CPU_DESCRIPTOR_HANDLE rtvs[MAX_COLOR_TARGET_BINDINGS];
for (Uint32 i = 0; i < colorAttachmentCount; i += 1) {
D3D12TextureContainer *container = (D3D12TextureContainer *)colorAttachmentInfos[i].texture;
D3D12TextureSubresource *subresource = D3D12_INTERNAL_PrepareTextureSubresourceForWrite(
d3d12CommandBuffer,
container,
container->header.info.type == SDL_GPU_TEXTURETYPE_3D ? 0 : colorAttachmentInfos[i].layerOrDepthPlane,
colorAttachmentInfos[i].mipLevel,
colorAttachmentInfos[i].cycle,
D3D12_RESOURCE_STATE_RENDER_TARGET);
Uint32 rtvIndex = container->header.info.type == SDL_GPU_TEXTURETYPE_3D ? colorAttachmentInfos[i].layerOrDepthPlane : 0;
D3D12_CPU_DESCRIPTOR_HANDLE rtv =
subresource->rtvHandles[rtvIndex].cpuHandle;
if (colorAttachmentInfos[i].loadOp == SDL_GPU_LOADOP_CLEAR) {
float clearColor[4];
clearColor[0] = colorAttachmentInfos[i].clearColor.r;
clearColor[1] = colorAttachmentInfos[i].clearColor.g;
clearColor[2] = colorAttachmentInfos[i].clearColor.b;
clearColor[3] = colorAttachmentInfos[i].clearColor.a;
ID3D12GraphicsCommandList_ClearRenderTargetView(
d3d12CommandBuffer->graphicsCommandList,
rtv,
clearColor,
0,
NULL);
}
rtvs[i] = rtv;
d3d12CommandBuffer->colorAttachmentTextureSubresources[i] = subresource;
D3D12_INTERNAL_TrackTexture(d3d12CommandBuffer, subresource->parent);
}
d3d12CommandBuffer->colorAttachmentTextureSubresourceCount = colorAttachmentCount;
D3D12_CPU_DESCRIPTOR_HANDLE dsv;
if (depthStencilAttachmentInfo != NULL) {
D3D12TextureContainer *container = (D3D12TextureContainer *)depthStencilAttachmentInfo->texture;
D3D12TextureSubresource *subresource = D3D12_INTERNAL_PrepareTextureSubresourceForWrite(
d3d12CommandBuffer,
container,
0,
0,
depthStencilAttachmentInfo->cycle,
D3D12_RESOURCE_STATE_DEPTH_WRITE);
if (
depthStencilAttachmentInfo->loadOp == SDL_GPU_LOADOP_CLEAR ||
depthStencilAttachmentInfo->stencilLoadOp == SDL_GPU_LOADOP_CLEAR) {
D3D12_CLEAR_FLAGS clearFlags = (D3D12_CLEAR_FLAGS)0;
if (depthStencilAttachmentInfo->loadOp == SDL_GPU_LOADOP_CLEAR) {
clearFlags |= D3D12_CLEAR_FLAG_DEPTH;
}
if (depthStencilAttachmentInfo->stencilLoadOp == SDL_GPU_LOADOP_CLEAR) {
clearFlags |= D3D12_CLEAR_FLAG_STENCIL;
}
ID3D12GraphicsCommandList_ClearDepthStencilView(
d3d12CommandBuffer->graphicsCommandList,
subresource->dsvHandle.cpuHandle,
clearFlags,
depthStencilAttachmentInfo->depthStencilClearValue.depth,
depthStencilAttachmentInfo->depthStencilClearValue.stencil,
0,
NULL);
}
dsv = subresource->dsvHandle.cpuHandle;
d3d12CommandBuffer->depthStencilTextureSubresource = subresource;
D3D12_INTERNAL_TrackTexture(d3d12CommandBuffer, subresource->parent);
}
ID3D12GraphicsCommandList_OMSetRenderTargets(
d3d12CommandBuffer->graphicsCommandList,
colorAttachmentCount,
rtvs,
SDL_FALSE,
(depthStencilAttachmentInfo == NULL) ? NULL : &dsv);
// Set sensible default viewport state
SDL_GpuViewport defaultViewport;
defaultViewport.x = 0;
defaultViewport.y = 0;
defaultViewport.w = (float)framebufferWidth;
defaultViewport.h = (float)framebufferHeight;
defaultViewport.minDepth = 0;
defaultViewport.maxDepth = 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);
}
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);
ERROR_CHECK_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 dataLengthInBytes)
{
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(
dataLengthInBytes,
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,
dataLengthInBytes);
uniformBuffer->writeOffset += uniformBuffer->currentBlockSize;
if (shaderStage == SDL_GPU_SHADERSTAGE_VERTEX) {
commandBuffer->needVertexUniformBufferBind[slotIndex] = SDL_TRUE;
} else if (shaderStage == SDL_GPU_SHADERSTAGE_FRAGMENT) {
commandBuffer->needFragmentUniformBufferBind[slotIndex] = SDL_TRUE;
} else if (shaderStage == SDL_GPU_SHADERSTAGE_COMPUTE) {
commandBuffer->needComputeUniformBufferBind[slotIndex] = SDL_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]);
float blendFactor[4] = {
pipeline->blendConstants[0],
pipeline->blendConstants[1],
pipeline->blendConstants[2],
pipeline->blendConstants[3]
};
ID3D12GraphicsCommandList_OMSetBlendFactor(d3d12CommandBuffer->graphicsCommandList, blendFactor);
ID3D12GraphicsCommandList_OMSetStencilRef(d3d12CommandBuffer->graphicsCommandList, pipeline->stencilRef);
// Mark that bindings are needed
d3d12CommandBuffer->needVertexSamplerBind = SDL_TRUE;
d3d12CommandBuffer->needVertexStorageTextureBind = SDL_TRUE;
d3d12CommandBuffer->needVertexStorageBufferBind = SDL_TRUE;
d3d12CommandBuffer->needFragmentSamplerBind = SDL_TRUE;
d3d12CommandBuffer->needFragmentStorageTextureBind = SDL_TRUE;
d3d12CommandBuffer->needFragmentStorageBufferBind = SDL_TRUE;
for (i = 0; i < MAX_UNIFORM_BUFFERS_PER_STAGE; i += 1) {
d3d12CommandBuffer->needVertexUniformBufferBind[i] = SDL_TRUE;
d3d12CommandBuffer->needFragmentUniformBufferBind[i] = SDL_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 firstBinding,
SDL_GpuBufferBinding *pBindings,
Uint32 bindingCount)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
for (Uint32 i = 0; i < bindingCount; i += 1) {
D3D12Buffer *currentBuffer = ((D3D12BufferContainer *)pBindings[i].buffer)->activeBuffer;
d3d12CommandBuffer->vertexBuffers[firstBinding + i] = currentBuffer;
d3d12CommandBuffer->vertexBufferOffsets[firstBinding + i] = pBindings[i].offset;
D3D12_INTERNAL_TrackBuffer(d3d12CommandBuffer, currentBuffer);
}
d3d12CommandBuffer->vertexBufferCount =
SDL_max(d3d12CommandBuffer->vertexBufferCount, firstBinding + bindingCount);
d3d12CommandBuffer->needVertexBufferBind = SDL_TRUE;
}
static void D3D12_BindIndexBuffer(
SDL_GpuCommandBuffer *commandBuffer,
SDL_GpuBufferBinding *pBinding,
SDL_GpuIndexElementSize indexElementSize)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
D3D12Buffer *buffer = ((D3D12BufferContainer *)pBinding->buffer)->activeBuffer;
D3D12_INDEX_BUFFER_VIEW view;
D3D12_INTERNAL_TrackBuffer(d3d12CommandBuffer, buffer);
view.BufferLocation = buffer->virtualAddress + pBinding->offset;
view.SizeInBytes = buffer->container->size - pBinding->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,
SDL_GpuTextureSamplerBinding *textureSamplerBindings,
Uint32 bindingCount)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
for (Uint32 i = 0; i < bindingCount; 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 = SDL_TRUE;
}
static void D3D12_BindVertexStorageTextures(
SDL_GpuCommandBuffer *commandBuffer,
Uint32 firstSlot,
SDL_GpuTexture **storageTextures,
Uint32 bindingCount)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
for (Uint32 i = 0; i < bindingCount; i += 1) {
D3D12TextureContainer *container = (D3D12TextureContainer *)storageTextures[i];
D3D12Texture *texture = container->activeTexture;
D3D12_INTERNAL_TrackTexture(d3d12CommandBuffer, texture);
d3d12CommandBuffer->vertexStorageTextures[firstSlot + i] = texture;
}
d3d12CommandBuffer->needVertexStorageTextureBind = SDL_TRUE;
}
static void D3D12_BindVertexStorageBuffers(
SDL_GpuCommandBuffer *commandBuffer,
Uint32 firstSlot,
SDL_GpuBuffer **storageBuffers,
Uint32 bindingCount)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
for (Uint32 i = 0; i < bindingCount; i += 1) {
D3D12BufferContainer *container = (D3D12BufferContainer *)storageBuffers[i];
D3D12_INTERNAL_TrackBuffer(
d3d12CommandBuffer,
container->activeBuffer);
d3d12CommandBuffer->vertexStorageBuffers[firstSlot + i] = container->activeBuffer;
}
d3d12CommandBuffer->needVertexStorageBufferBind = SDL_TRUE;
}
static void D3D12_BindFragmentSamplers(
SDL_GpuCommandBuffer *commandBuffer,
Uint32 firstSlot,
SDL_GpuTextureSamplerBinding *textureSamplerBindings,
Uint32 bindingCount)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
for (Uint32 i = 0; i < bindingCount; 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 = SDL_TRUE;
}
static void D3D12_BindFragmentStorageTextures(
SDL_GpuCommandBuffer *commandBuffer,
Uint32 firstSlot,
SDL_GpuTexture **storageTextures,
Uint32 bindingCount)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
for (Uint32 i = 0; i < bindingCount; i += 1) {
D3D12TextureContainer *container = (D3D12TextureContainer *)storageTextures[i];
D3D12Texture *texture = container->activeTexture;
D3D12_INTERNAL_TrackTexture(d3d12CommandBuffer, texture);
d3d12CommandBuffer->fragmentStorageTextures[firstSlot + i] = texture;
}
d3d12CommandBuffer->needFragmentStorageTextureBind = SDL_TRUE;
}
static void D3D12_BindFragmentStorageBuffers(
SDL_GpuCommandBuffer *commandBuffer,
Uint32 firstSlot,
SDL_GpuBuffer **storageBuffers,
Uint32 bindingCount)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
for (Uint32 i = 0; i < bindingCount; i += 1) {
D3D12BufferContainer *container = (D3D12BufferContainer *)storageBuffers[i];
D3D12_INTERNAL_TrackBuffer(
d3d12CommandBuffer,
container->activeBuffer);
d3d12CommandBuffer->fragmentStorageBuffers[firstSlot + i] = container->activeBuffer;
}
d3d12CommandBuffer->needFragmentStorageBufferBind = SDL_TRUE;
}
static void D3D12_PushVertexUniformData(
SDL_GpuCommandBuffer *commandBuffer,
Uint32 slotIndex,
const void *data,
Uint32 dataLengthInBytes)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
D3D12_INTERNAL_PushUniformData(
d3d12CommandBuffer,
SDL_GPU_SHADERSTAGE_VERTEX,
slotIndex,
data,
dataLengthInBytes);
}
static void D3D12_PushFragmentUniformData(
SDL_GpuCommandBuffer *commandBuffer,
Uint32 slotIndex,
const void *data,
Uint32 dataLengthInBytes)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
D3D12_INTERNAL_PushUniformData(
d3d12CommandBuffer,
SDL_GPU_SHADERSTAGE_FRAGMENT,
slotIndex,
data,
dataLengthInBytes);
}
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_BUFFER_BINDINGS];
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 = SDL_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 = SDL_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 = SDL_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] = SDL_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 = SDL_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 = SDL_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 = SDL_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] = SDL_FALSE;
}
}
}
static void D3D12_DrawIndexedPrimitives(
SDL_GpuCommandBuffer *commandBuffer,
Uint32 indexCount,
Uint32 instanceCount,
Uint32 firstIndex,
Sint32 vertexOffset,
Uint32 firstInstance)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
D3D12_INTERNAL_BindGraphicsResources(d3d12CommandBuffer);
ID3D12GraphicsCommandList_DrawIndexedInstanced(
d3d12CommandBuffer->graphicsCommandList,
indexCount,
instanceCount,
firstIndex,
vertexOffset,
firstInstance);
}
static void D3D12_DrawPrimitives(
SDL_GpuCommandBuffer *commandBuffer,
Uint32 vertexCount,
Uint32 instanceCount,
Uint32 firstVertex,
Uint32 firstInstance)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
D3D12_INTERNAL_BindGraphicsResources(d3d12CommandBuffer);
ID3D12GraphicsCommandList_DrawInstanced(
d3d12CommandBuffer->graphicsCommandList,
vertexCount,
instanceCount,
firstVertex,
firstInstance);
}
static void D3D12_DrawPrimitivesIndirect(
SDL_GpuCommandBuffer *commandBuffer,
SDL_GpuBuffer *buffer,
Uint32 offsetInBytes,
Uint32 drawCount,
Uint32 stride)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
D3D12Buffer *d3d12Buffer = ((D3D12BufferContainer *)buffer)->activeBuffer;
D3D12_INTERNAL_BindGraphicsResources(d3d12CommandBuffer);
if (stride == sizeof(SDL_GpuIndirectDrawCommand)) {
// Real multi-draw!
ID3D12GraphicsCommandList_ExecuteIndirect(
d3d12CommandBuffer->graphicsCommandList,
d3d12CommandBuffer->renderer->indirectDrawCommandSignature,
drawCount,
d3d12Buffer->handle,
offsetInBytes,
NULL,
0);
} else {
/* Fake multi-draw...
* FIXME: we could make this real multi-draw
* if we have a lookup to get command signature per stride value
*/
for (Uint32 i = 0; i < drawCount; i += 1) {
ID3D12GraphicsCommandList_ExecuteIndirect(
d3d12CommandBuffer->graphicsCommandList,
d3d12CommandBuffer->renderer->indirectDrawCommandSignature,
1,
d3d12Buffer->handle,
offsetInBytes + (stride * i),
NULL,
0);
}
}
}
static void D3D12_DrawIndexedPrimitivesIndirect(
SDL_GpuCommandBuffer *commandBuffer,
SDL_GpuBuffer *buffer,
Uint32 offsetInBytes,
Uint32 drawCount,
Uint32 stride)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
D3D12Buffer *d3d12Buffer = ((D3D12BufferContainer *)buffer)->activeBuffer;
D3D12_INTERNAL_BindGraphicsResources(d3d12CommandBuffer);
if (stride == sizeof(SDL_GpuIndexedIndirectDrawCommand)) {
// Real multi-draw!
ID3D12GraphicsCommandList_ExecuteIndirect(
d3d12CommandBuffer->graphicsCommandList,
d3d12CommandBuffer->renderer->indirectIndexedDrawCommandSignature,
drawCount,
d3d12Buffer->handle,
offsetInBytes,
NULL,
0);
} else {
/* Fake multi-draw...
* FIXME: we could make this real multi-draw
* if we have a lookup to get command signature per stride value
*/
for (Uint32 i = 0; i < drawCount; i += 1) {
ID3D12GraphicsCommandList_ExecuteIndirect(
d3d12CommandBuffer->graphicsCommandList,
d3d12CommandBuffer->renderer->indirectIndexedDrawCommandSignature,
1,
d3d12Buffer->handle,
offsetInBytes + (stride * i),
NULL,
0);
}
}
}
static void D3D12_EndRenderPass(
SDL_GpuCommandBuffer *commandBuffer)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
Uint32 i;
for (i = 0; i < d3d12CommandBuffer->colorAttachmentTextureSubresourceCount; i += 1) {
D3D12_INTERNAL_TextureSubresourceTransitionToDefaultUsage(
d3d12CommandBuffer,
D3D12_RESOURCE_STATE_RENDER_TARGET,
d3d12CommandBuffer->colorAttachmentTextureSubresources[i]);
d3d12CommandBuffer->colorAttachmentTextureSubresources[i] = NULL;
}
d3d12CommandBuffer->colorAttachmentTextureSubresourceCount = 0;
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,
SDL_FALSE,
NULL);
// Reset bind state
SDL_zeroa(d3d12CommandBuffer->colorAttachmentTextureSubresources);
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,
SDL_GpuStorageTextureWriteOnlyBinding *storageTextureBindings,
Uint32 storageTextureBindingCount,
SDL_GpuStorageBufferWriteOnlyBinding *storageBufferBindings,
Uint32 storageBufferBindingCount)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
d3d12CommandBuffer->computeWriteOnlyStorageTextureSubresourceCount = storageTextureBindingCount;
d3d12CommandBuffer->computeWriteOnlyStorageBufferCount = storageBufferBindingCount;
/* Write-only 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 (storageTextureBindingCount > 0) {
for (Uint32 i = 0; i < storageTextureBindingCount; i += 1) {
D3D12TextureContainer *container = (D3D12TextureContainer *)storageTextureBindings[i].texture;
if (!(container->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT)) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Attempted to bind read-only texture as compute write texture");
}
D3D12TextureSubresource *subresource = D3D12_INTERNAL_PrepareTextureSubresourceForWrite(
d3d12CommandBuffer,
container,
storageTextureBindings[i].layer,
storageTextureBindings[i].mipLevel,
storageTextureBindings[i].cycle,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
d3d12CommandBuffer->computeWriteOnlyStorageTextureSubresources[i] = subresource;
D3D12_INTERNAL_TrackTexture(
d3d12CommandBuffer,
subresource->parent);
}
}
if (storageBufferBindingCount > 0) {
for (Uint32 i = 0; i < storageBufferBindingCount; i += 1) {
D3D12BufferContainer *container = (D3D12BufferContainer *)storageBufferBindings[i].buffer;
if (!(container->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE_BIT)) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Attempted to bind read-only texture as compute write texture");
}
D3D12Buffer *buffer = D3D12_INTERNAL_PrepareBufferForWrite(
d3d12CommandBuffer,
container,
storageBufferBindings[i].cycle,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
d3d12CommandBuffer->computeWriteOnlyStorageBuffers[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->needComputeReadOnlyStorageTextureBind = SDL_TRUE;
d3d12CommandBuffer->needComputeReadOnlyStorageBufferBind = SDL_TRUE;
for (Uint32 i = 0; i < MAX_UNIFORM_BUFFERS_PER_STAGE; i += 1) {
d3d12CommandBuffer->needComputeUniformBufferBind[i] = SDL_TRUE;
}
for (Uint32 i = 0; i < pipeline->uniformBufferCount; 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->writeOnlyStorageTextureCount > 0) {
for (Uint32 i = 0; i < pipeline->writeOnlyStorageTextureCount; i += 1) {
cpuHandles[i] = d3d12CommandBuffer->computeWriteOnlyStorageTextureSubresources[i]->uavHandle.cpuHandle;
}
D3D12_INTERNAL_WriteGPUDescriptors(
d3d12CommandBuffer,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
cpuHandles,
d3d12CommandBuffer->computeWriteOnlyStorageTextureSubresourceCount,
&gpuDescriptorHandle);
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(
d3d12CommandBuffer->graphicsCommandList,
d3d12CommandBuffer->currentComputePipeline->rootSignature->writeOnlyStorageTextureRootIndex,
gpuDescriptorHandle);
}
if (pipeline->writeOnlyStorageBufferCount > 0) {
for (Uint32 i = 0; i < pipeline->writeOnlyStorageBufferCount; i += 1) {
cpuHandles[i] = d3d12CommandBuffer->computeWriteOnlyStorageBuffers[i]->uavDescriptor.cpuHandle;
}
D3D12_INTERNAL_WriteGPUDescriptors(
d3d12CommandBuffer,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
cpuHandles,
d3d12CommandBuffer->computeWriteOnlyStorageBufferCount,
&gpuDescriptorHandle);
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(
d3d12CommandBuffer->graphicsCommandList,
d3d12CommandBuffer->currentComputePipeline->rootSignature->writeOnlyStorageBufferRootIndex,
gpuDescriptorHandle);
}
}
static void D3D12_BindComputeStorageTextures(
SDL_GpuCommandBuffer *commandBuffer,
Uint32 firstSlot,
SDL_GpuTexture **storageTextures,
Uint32 bindingCount)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
for (Uint32 i = 0; i < bindingCount; 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 = SDL_TRUE;
}
static void D3D12_BindComputeStorageBuffers(
SDL_GpuCommandBuffer *commandBuffer,
Uint32 firstSlot,
SDL_GpuBuffer **storageBuffers,
Uint32 bindingCount)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
for (Uint32 i = 0; i < bindingCount; 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 = SDL_TRUE;
}
static void D3D12_PushComputeUniformData(
SDL_GpuCommandBuffer *commandBuffer,
Uint32 slotIndex,
const void *data,
Uint32 dataLengthInBytes)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
D3D12_INTERNAL_PushUniformData(
d3d12CommandBuffer,
SDL_GPU_SHADERSTAGE_COMPUTE,
slotIndex,
data,
dataLengthInBytes);
}
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->needComputeReadOnlyStorageTextureBind) {
if (computePipeline->readOnlyStorageTextureCount > 0) {
for (Uint32 i = 0; i < computePipeline->readOnlyStorageTextureCount; i += 1) {
cpuHandles[i] = commandBuffer->computeReadOnlyStorageTextures[i]->srvHandle.cpuHandle;
}
D3D12_INTERNAL_WriteGPUDescriptors(
commandBuffer,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
cpuHandles,
computePipeline->readOnlyStorageTextureCount,
&gpuDescriptorHandle);
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(
commandBuffer->graphicsCommandList,
computePipeline->rootSignature->readOnlyStorageTextureRootIndex,
gpuDescriptorHandle);
}
commandBuffer->needComputeReadOnlyStorageTextureBind = SDL_FALSE;
}
if (commandBuffer->needComputeReadOnlyStorageBufferBind) {
if (computePipeline->readOnlyStorageBufferCount > 0) {
for (Uint32 i = 0; i < computePipeline->readOnlyStorageBufferCount; i += 1) {
cpuHandles[i] = commandBuffer->computeReadOnlyStorageBuffers[i]->srvDescriptor.cpuHandle;
}
D3D12_INTERNAL_WriteGPUDescriptors(
commandBuffer,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
cpuHandles,
computePipeline->readOnlyStorageBufferCount,
&gpuDescriptorHandle);
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(
commandBuffer->graphicsCommandList,
computePipeline->rootSignature->readOnlyStorageBufferRootIndex,
gpuDescriptorHandle);
}
commandBuffer->needComputeReadOnlyStorageBufferBind = SDL_FALSE;
}
for (Uint32 i = 0; i < MAX_UNIFORM_BUFFERS_PER_STAGE; i += 1) {
if (commandBuffer->needComputeUniformBufferBind[i]) {
if (computePipeline->uniformBufferCount > i) {
ID3D12GraphicsCommandList_SetComputeRootConstantBufferView(
commandBuffer->graphicsCommandList,
computePipeline->rootSignature->uniformBufferRootIndex[i],
commandBuffer->computeUniformBuffers[i]->buffer->virtualAddress + commandBuffer->computeUniformBuffers[i]->drawOffset);
}
}
commandBuffer->needComputeUniformBufferBind[i] = SDL_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 offsetInBytes)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
D3D12Buffer *d3d12Buffer = ((D3D12BufferContainer *)buffer)->activeBuffer;
D3D12_INTERNAL_BindComputeResources(d3d12CommandBuffer);
ID3D12GraphicsCommandList_ExecuteIndirect(
d3d12CommandBuffer->graphicsCommandList,
d3d12CommandBuffer->renderer->indirectDispatchCommandSignature,
1,
d3d12Buffer->handle,
offsetInBytes,
NULL,
0);
}
static void D3D12_EndComputePass(
SDL_GpuCommandBuffer *commandBuffer)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
for (Uint32 i = 0; i < d3d12CommandBuffer->computeWriteOnlyStorageTextureSubresourceCount; i += 1) {
if (d3d12CommandBuffer->computeWriteOnlyStorageTextureSubresources[i]) {
D3D12_INTERNAL_TextureSubresourceTransitionToDefaultUsage(
d3d12CommandBuffer,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
d3d12CommandBuffer->computeWriteOnlyStorageTextureSubresources[i]);
d3d12CommandBuffer->computeWriteOnlyStorageTextureSubresources[i] = NULL;
}
}
d3d12CommandBuffer->computeWriteOnlyStorageTextureSubresourceCount = 0;
for (Uint32 i = 0; i < d3d12CommandBuffer->computeWriteOnlyStorageBufferCount; i += 1) {
if (d3d12CommandBuffer->computeWriteOnlyStorageBuffers[i]) {
D3D12_INTERNAL_BufferTransitionToDefaultUsage(
d3d12CommandBuffer,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
d3d12CommandBuffer->computeWriteOnlyStorageBuffers[i]);
d3d12CommandBuffer->computeWriteOnlyStorageBuffers[i] = NULL;
}
}
d3d12CommandBuffer->computeWriteOnlyStorageBufferCount = 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;
}
}
d3d12CommandBuffer->currentComputePipeline = NULL;
}
// TransferBuffer Data
static void *D3D12_MapTransferBuffer(
SDL_GpuRenderer *driverData,
SDL_GpuTransferBuffer *transferBuffer,
SDL_bool cycle)
{
D3D12Renderer *renderer = (D3D12Renderer *)driverData;
D3D12BufferContainer *container = (D3D12BufferContainer *)transferBuffer;
void *dataPointer;
if (
cycle &&
SDL_AtomicGet(&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,
SDL_GpuTextureTransferInfo *source,
SDL_GpuTextureRegion *destination,
SDL_bool cycle)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
D3D12BufferContainer *transferBufferContainer = (D3D12BufferContainer *)source->transferBuffer;
D3D12Buffer *temporaryBuffer = NULL;
D3D12_TEXTURE_COPY_LOCATION sourceLocation;
D3D12_TEXTURE_COPY_LOCATION destinationLocation;
Uint32 pixelsPerRow = source->imagePitch;
Uint32 rowPitch;
Uint32 alignedRowPitch;
Uint32 rowsPerSlice = source->imageHeight;
Uint32 bytesPerSlice;
SDL_bool needsRealignment;
SDL_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->mipLevel,
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) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create temporary upload buffer.");
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) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create temporary upload buffer.");
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,
SDL_GpuTransferBufferLocation *source,
SDL_GpuBufferRegion *destination,
SDL_bool cycle)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
D3D12BufferContainer *transferBufferContainer = (D3D12BufferContainer *)source->transferBuffer;
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,
SDL_GpuTextureLocation *source,
SDL_GpuTextureLocation *destination,
Uint32 w,
Uint32 h,
Uint32 d,
SDL_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->mipLevel);
D3D12TextureSubresource *destinationSubresource = D3D12_INTERNAL_PrepareTextureSubresourceForWrite(
d3d12CommandBuffer,
(D3D12TextureContainer *)destination->texture,
destination->layer,
destination->mipLevel,
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,
SDL_GpuBufferLocation *source,
SDL_GpuBufferLocation *destination,
Uint32 size,
SDL_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,
SDL_GpuTextureRegion *source,
SDL_GpuTextureTransferInfo *destination)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
D3D12_TEXTURE_COPY_LOCATION sourceLocation;
D3D12_TEXTURE_COPY_LOCATION destinationLocation;
Uint32 pixelsPerRow = destination->imagePitch;
Uint32 rowPitch;
Uint32 alignedRowPitch;
Uint32 rowsPerSlice = destination->imageHeight;
SDL_bool needsRealignment;
SDL_bool needsPlacementCopy;
D3D12TextureDownload *textureDownload = NULL;
D3D12TextureContainer *sourceContainer = (D3D12TextureContainer *)source->texture;
D3D12TextureSubresource *sourceSubresource = D3D12_INTERNAL_FetchTextureSubresource(
sourceContainer,
source->layer,
source->mipLevel);
D3D12BufferContainer *destinationContainer = (D3D12BufferContainer *)destination->transferBuffer;
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 similar to D3D11 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_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create temporary download buffer!");
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,
SDL_GpuBufferRegion *source,
SDL_GpuTransferBufferLocation *destination)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
D3D12BufferContainer *sourceContainer = (D3D12BufferContainer *)source->buffer;
D3D12BufferContainer *destinationContainer = (D3D12BufferContainer *)destination->transferBuffer;
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;
SDL_GpuBlitRegion srcRegion, dstRegion;
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->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.layerCountOrDepth; layerOrDepthIndex += 1) {
for (Uint32 levelIndex = 1; levelIndex < container->header.info.levelCount; levelIndex += 1) {
srcRegion.texture = texture;
srcRegion.mipLevel = levelIndex - 1;
srcRegion.layerOrDepthPlane = layerOrDepthIndex;
srcRegion.x = 0;
srcRegion.y = 0;
srcRegion.w = container->header.info.width >> (levelIndex - 1);
srcRegion.h = container->header.info.height >> (levelIndex - 1);
dstRegion.texture = texture;
dstRegion.mipLevel = levelIndex;
dstRegion.layerOrDepthPlane = layerOrDepthIndex;
dstRegion.x = 0;
dstRegion.y = 0;
dstRegion.w = container->header.info.width >> levelIndex;
dstRegion.h = container->header.info.height >> levelIndex;
SDL_BlitGpu(
commandBuffer,
&srcRegion,
&dstRegion,
SDL_FLIP_NONE,
SDL_GPU_FILTER_LINEAR,
SDL_FALSE);
}
}
D3D12_INTERNAL_TrackTexture(d3d12CommandBuffer, container->activeTexture);
}
static void D3D12_Blit(
SDL_GpuCommandBuffer *commandBuffer,
SDL_GpuBlitRegion *source,
SDL_GpuBlitRegion *destination,
SDL_FlipMode flipMode,
SDL_GpuFilter filterMode,
SDL_bool cycle)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
D3D12Renderer *renderer = (D3D12Renderer *)d3d12CommandBuffer->renderer;
SDL_Gpu_BlitCommon(
commandBuffer,
source,
destination,
flipMode,
filterMode,
cycle,
renderer->blitLinearSampler,
renderer->blitNearestSampler,
renderer->blitVertexShader,
renderer->blitFrom2DShader,
renderer->blitFrom2DArrayShader,
renderer->blitFrom3DShader,
renderer->blitFromCubeShader,
&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 SDL_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 SDL_FALSE;
}
if (!(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_DISPLAY)) {
return SDL_FALSE;
}
D3D12WindowData *windowData = D3D12_INTERNAL_FetchWindowData(window);
if (windowData == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Must claim window before querying swapchain composition support!");
return SDL_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 SDL_FALSE;
}
}
#endif
return SDL_TRUE;
}
static SDL_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 SDL_TRUE;
case SDL_GPU_PRESENTMODE_MAILBOX:
#if (defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))
return SDL_FALSE;
#else
return SDL_TRUE;
#endif
default:
SDL_assert(!"Unrecognized present mode");
return SDL_FALSE;
}
}
#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
static SDL_bool D3D12_INTERNAL_CreateSwapchain(
D3D12Renderer *renderer,
D3D12WindowData *windowData,
SDL_GpuSwapchainComposition swapchainComposition,
SDL_GpuPresentMode presentMode)
{
int width, height;
SDL_GpuTextureCreateInfo createInfo;
D3D12Texture *texture;
// Get the swapchain size
SDL_GetWindowSize(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[swapchainComposition];
createInfo.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT;
createInfo.layerCountOrDepth = 1;
createInfo.levelCount = 1;
for (Uint32 i = 0; i < MAX_FRAMES_IN_FLIGHT; i += 1) {
texture = D3D12_INTERNAL_CreateTexture(renderer, &createInfo, SDL_TRUE);
texture->container = &windowData->textureContainers[i];
windowData->textureContainers[i].activeTexture = texture;
windowData->textureContainers[i].canBeCycled = SDL_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->presentMode = presentMode;
windowData->swapchainComposition = swapchainComposition;
windowData->swapchainColorSpace = DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709;
windowData->frameCounter = 0;
windowData->swapchainWidth = width;
windowData->swapchainHeight = height;
// Precache blit pipelines for the swapchain format
for (Uint32 i = 0; i < 4; i += 1) {
SDL_Gpu_FetchBlitPipeline(
renderer->sdlGpuDevice,
(SDL_GpuTextureType)i,
createInfo.format,
renderer->blitVertexShader,
renderer->blitFrom2DShader,
renderer->blitFrom2DArrayShader,
renderer->blitFrom3DShader,
renderer->blitFromCubeShader,
&renderer->blitPipelines,
&renderer->blitPipelineCount,
&renderer->blitPipelineCapacity);
}
return SDL_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 SDL_bool D3D12_INTERNAL_ResizeSwapchainIfNeeded(
D3D12Renderer *renderer,
D3D12WindowData *windowData)
{
int w, h;
SDL_GetWindowSize(windowData->window, &w, &h);
if (w != windowData->swapchainWidth || h != windowData->swapchainHeight) {
// 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->presentMode);
}
return SDL_TRUE;
}
#else
static SDL_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);
ERROR_CHECK_RETURN("Could not get buffer from swapchain!", 0);
pTexture = (D3D12Texture *)SDL_calloc(1, sizeof(D3D12Texture));
if (!pTexture) {
ID3D12Resource_Release(swapchainTexture);
return SDL_FALSE;
}
pTexture->resource = NULL; // This will be set in AcquireSwapchainTexture
SDL_AtomicSet(&pTexture->referenceCount, 0);
pTexture->subresourceCount = 1;
pTexture->subresources = (D3D12TextureSubresource *)SDL_calloc(1, sizeof(D3D12TextureSubresource));
if (!pTexture->subresources) {
SDL_free(pTexture);
ID3D12Resource_Release(swapchainTexture);
return SDL_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.layerCountOrDepth = 1;
pTextureContainer->header.info.levelCount = 1;
pTextureContainer->header.info.type = SDL_GPU_TEXTURETYPE_2D;
pTextureContainer->header.info.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT;
pTextureContainer->header.info.sampleCount = 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 SDL_FALSE;
}
pTextureContainer->textureCapacity = 1;
pTextureContainer->textureCount = 1;
pTextureContainer->textures[0] = pTexture;
pTextureContainer->activeTexture = pTexture;
pTextureContainer->canBeCycled = SDL_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 SDL_TRUE;
}
static SDL_bool D3D12_INTERNAL_ResizeSwapchainIfNeeded(
D3D12Renderer *renderer,
D3D12WindowData *windowData)
{
DXGI_SWAP_CHAIN_DESC swapchainDesc;
int w, h;
IDXGISwapChain_GetDesc(windowData->swapchain, &swapchainDesc);
SDL_GetWindowSize(windowData->window, &w, &h);
if (w != swapchainDesc.BufferDesc.Width || h != swapchainDesc.BufferDesc.Height) {
// 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
swapchainDesc.BufferDesc.Width,
swapchainDesc.BufferDesc.Height,
DXGI_FORMAT_UNKNOWN, // Keep the old format
renderer->supportsTearing ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0);
ERROR_CHECK_RETURN("Could not resize swapchain buffers", 0)
// 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 SDL_FALSE;
}
}
}
return SDL_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 SDL_bool D3D12_INTERNAL_CreateSwapchain(
D3D12Renderer *renderer,
D3D12WindowData *windowData,
SDL_GpuSwapchainComposition swapchainComposition,
SDL_GpuPresentMode presentMode)
{
HWND dxgiHandle;
int width, height;
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
// Get the window size
SDL_GetWindowSize(windowData->window, &width, &height);
swapchainFormat = SwapchainCompositionToTextureFormat[swapchainComposition];
// Initialize the swapchain buffer descriptor
swapchainDesc.Width = 0;
swapchainDesc.Height = 0;
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 = SDL_TRUE;
if (renderer->supportsTearing) {
swapchainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
} else {
swapchainDesc.Flags = 0;
}
#ifndef SDL_PLATFORM_WINRT
if (!IsWindow(dxgiHandle)) {
return SDL_FALSE;
}
#endif
// Create the swapchain!
res = IDXGIFactory4_CreateSwapChainForHwnd(
renderer->factory,
(IUnknown *)renderer->commandQueue,
dxgiHandle,
&swapchainDesc,
&fullscreenDesc,
NULL,
&swapchain);
ERROR_CHECK_RETURN("Could not create swapchain", 0);
res = IDXGISwapChain1_QueryInterface(
swapchain,
D3D_GUID(D3D_IID_IDXGISwapChain3),
(void **)&swapchain3);
IDXGISwapChain1_Release(swapchain);
ERROR_CHECK_RETURN("Could not create IDXGISwapChain3", 0);
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_APPLICATION,
"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_APPLICATION,
"MakeWindowAssociation failed! Error Code: " HRESULT_FMT,
res);
}
// We're done with the parent now
IDXGIFactory1_Release(pParent);
}
// Initialize the swapchain data
windowData->swapchain = swapchain3;
windowData->presentMode = presentMode;
windowData->swapchainComposition = swapchainComposition;
windowData->swapchainColorSpace = SwapchainCompositionToColorSpace[swapchainComposition];
windowData->frameCounter = 0;
// Precache blit pipelines for the swapchain format
for (Uint32 i = 0; i < 4; i += 1) {
SDL_Gpu_FetchBlitPipeline(
renderer->sdlGpuDevice,
(SDL_GpuTextureType)i,
SwapchainCompositionToSDLTextureFormat[swapchainComposition],
renderer->blitVertexShader,
renderer->blitFrom2DShader,
renderer->blitFrom2DArrayShader,
renderer->blitFrom3DShader,
renderer->blitFromCubeShader,
&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 SDL_FALSE;
}
}
return SDL_TRUE;
}
#endif
static SDL_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 SDL_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);
return SDL_TRUE;
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Could not create swapchain, failed to claim window!");
SDL_free(windowData);
return SDL_FALSE;
}
} else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Window already claimed!");
return SDL_FALSE;
}
}
static void D3D12_UnclaimWindow(
SDL_GpuRenderer *driverData,
SDL_Window *window)
{
D3D12Renderer *renderer = (D3D12Renderer *)driverData;
D3D12WindowData *windowData = D3D12_INTERNAL_FetchWindowData(window);
if (windowData == NULL) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "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,
(SDL_GpuFence *)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);
}
static SDL_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) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Cannot set swapchain parameters on unclaimed window!");
return SDL_FALSE;
}
if (!D3D12_SupportsSwapchainComposition(driverData, window, swapchainComposition)) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Swapchain composition not supported!");
return SDL_FALSE;
}
if (!D3D12_SupportsPresentMode(driverData, window, presentMode)) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Present mode not supported!");
return SDL_FALSE;
}
if (
swapchainComposition != windowData->swapchainComposition ||
presentMode != windowData->presentMode) {
D3D12_Wait(driverData);
// Recreate the swapchain
D3D12_INTERNAL_DestroySwapchain(
renderer,
windowData);
return D3D12_INTERNAL_CreateSwapchain(
renderer,
windowData,
swapchainComposition,
presentMode);
}
return SDL_TRUE;
}
static SDL_GpuTextureFormat D3D12_GetSwapchainTextureFormat(
SDL_GpuRenderer *driverData,
SDL_Window *window)
{
D3D12WindowData *windowData = D3D12_INTERNAL_FetchWindowData(window);
if (windowData == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Cannot get swapchain format, window has not been claimed!");
return 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_LogError(renderer->device, "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 = CreateEventEx(NULL, 0, 0, EVENT_ALL_ACCESS);
SDL_AtomicSet(&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 void D3D12_INTERNAL_AllocateCommandBuffer(
D3D12Renderer *renderer)
{
D3D12CommandBuffer *commandBuffer;
HRESULT res;
ID3D12CommandAllocator *commandAllocator;
ID3D12GraphicsCommandList *commandList;
commandBuffer = (D3D12CommandBuffer *)SDL_calloc(1, sizeof(D3D12CommandBuffer));
if (!commandBuffer) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create ID3D12CommandList. Out of Memory");
return;
}
res = ID3D12Device_CreateCommandAllocator(
renderer->device,
D3D12_COMMAND_LIST_TYPE_DIRECT,
D3D_GUID(D3D_IID_ID3D12CommandAllocator),
(void **)&commandAllocator);
if (FAILED(res)) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create ID3D12CommandAllocator");
D3D12_INTERNAL_DestroyCommandBuffer(commandBuffer);
return;
}
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)) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create ID3D12CommandList");
D3D12_INTERNAL_DestroyCommandBuffer(commandBuffer);
return;
}
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)) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create ID3D12CommandList. Out of Memory");
D3D12_INTERNAL_DestroyCommandBuffer(commandBuffer);
return;
}
D3D12CommandBuffer **resizedAvailableCommandBuffers = (D3D12CommandBuffer **)SDL_realloc(
renderer->availableCommandBuffers,
sizeof(D3D12CommandBuffer *) * (renderer->availableCommandBufferCapacity + 1));
if (!resizedAvailableCommandBuffers) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create ID3D12CommandList. Out of Memory");
D3D12_INTERNAL_DestroyCommandBuffer(commandBuffer);
return;
}
// Add to inactive command buffer array
renderer->availableCommandBufferCapacity += 1;
renderer->availableCommandBuffers = resizedAvailableCommandBuffers;
renderer->availableCommandBuffers[renderer->availableCommandBufferCount] = commandBuffer;
renderer->availableCommandBufferCount += 1;
}
static D3D12CommandBuffer *D3D12_INTERNAL_AcquireCommandBufferFromPool(
D3D12Renderer *renderer)
{
D3D12CommandBuffer *commandBuffer;
if (renderer->availableCommandBufferCount == 0) {
D3D12_INTERNAL_AllocateCommandBuffer(renderer);
}
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) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to acquire command buffer!");
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]) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to acquire descriptor heap!");
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]) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to acquire descriptor heap!");
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->colorAttachmentTextureSubresources);
commandBuffer->colorAttachmentTextureSubresourceCount = 0;
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->computeReadOnlyStorageTextures);
SDL_zeroa(commandBuffer->computeReadOnlyStorageBuffers);
SDL_zeroa(commandBuffer->computeWriteOnlyStorageTextureSubresources);
SDL_zeroa(commandBuffer->computeWriteOnlyStorageBuffers);
SDL_zeroa(commandBuffer->computeUniformBuffers);
commandBuffer->autoReleaseFence = SDL_TRUE;
return (SDL_GpuCommandBuffer *)commandBuffer;
}
static SDL_GpuTexture *D3D12_AcquireSwapchainTexture(
SDL_GpuCommandBuffer *commandBuffer,
SDL_Window *window,
Uint32 *pWidth,
Uint32 *pHeight)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
D3D12Renderer *renderer = d3d12CommandBuffer->renderer;
D3D12WindowData *windowData;
Uint32 swapchainIndex;
HRESULT res;
windowData = D3D12_INTERNAL_FetchWindowData(window);
if (windowData == NULL) {
return NULL;
}
res = D3D12_INTERNAL_ResizeSwapchainIfNeeded(
renderer,
windowData);
ERROR_CHECK_RETURN("Could not resize swapchain", NULL);
if (windowData->inFlightFences[windowData->frameCounter] != NULL) {
if (windowData->presentMode == SDL_GPU_PRESENTMODE_VSYNC) {
// In VSYNC mode, block until the least recent presented frame is done
D3D12_WaitForFences(
(SDL_GpuRenderer *)renderer,
SDL_TRUE,
(SDL_GpuFence **)&windowData->inFlightFences[windowData->frameCounter],
1);
} else {
if (!D3D12_QueryFence(
(SDL_GpuRenderer *)renderer,
(SDL_GpuFence *)windowData->inFlightFences[windowData->frameCounter])) {
/*
* In MAILBOX or IMMEDIATE mode, if the least recent fence is not signaled,
* return NULL to indicate that rendering should be skipped
*/
return NULL;
}
}
D3D12_ReleaseFence(
(SDL_GpuRenderer *)renderer,
(SDL_GpuFence *)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);
ERROR_CHECK_RETURN("Could not acquire swapchain!", NULL);
#endif
// Send the dimensions to the out parameters.
*pWidth = windowData->textureContainers[swapchainIndex].header.info.width;
*pHeight = windowData->textureContainers[swapchainIndex].header.info.height;
// 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);
return (SDL_GpuTexture *)&windowData->textureContainers[swapchainIndex];
}
static void D3D12_INTERNAL_PerformPendingDestroys(D3D12Renderer *renderer)
{
SDL_LockMutex(renderer->disposeLock);
for (Sint32 i = renderer->buffersToDestroyCount - 1; i >= 0; i -= 1) {
if (SDL_AtomicGet(&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_AtomicGet(&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_AtomicGet(&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_AtomicGet(&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_AtomicGet(&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 void D3D12_INTERNAL_CopyTextureDownload(
D3D12CommandBuffer *commandBuffer,
D3D12TextureDownload *download)
{
Uint8 *sourcePtr;
Uint8 *destPtr;
HRESULT res;
res = ID3D12Resource_Map(
download->temporaryBuffer->handle,
0,
NULL,
(void **)&sourcePtr);
if (FAILED(res)) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to map temporary buffer!");
return;
}
res = ID3D12Resource_Map(
download->destinationBuffer->handle,
0,
NULL,
(void **)&destPtr);
if (FAILED(res)) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to map destination buffer!");
return;
}
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);
}
static void D3D12_INTERNAL_CleanCommandBuffer(
D3D12Renderer *renderer,
D3D12CommandBuffer *commandBuffer)
{
Uint32 i;
HRESULT res;
// Perform deferred texture data copies
for (i = 0; i < commandBuffer->textureDownloadCount; i += 1) {
D3D12_INTERNAL_CopyTextureDownload(
commandBuffer,
commandBuffer->textureDownloads[i]);
SDL_free(commandBuffer->textureDownloads[i]);
}
commandBuffer->textureDownloadCount = 0;
res = ID3D12CommandAllocator_Reset(commandBuffer->commandAllocator);
ERROR_CHECK("Could not reset command allocator")
res = ID3D12GraphicsCommandList_Reset(
commandBuffer->graphicsCommandList,
commandBuffer->commandAllocator,
NULL);
ERROR_CHECK("Could not reset graphicsCommandList")
// 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
for (i = 0; i < renderer->submittedCommandBufferCount; i += 1) {
if (renderer->submittedCommandBuffers[i] == commandBuffer) {
renderer->submittedCommandBuffers[i] = renderer->submittedCommandBuffers[renderer->submittedCommandBufferCount - 1];
renderer->submittedCommandBufferCount -= 1;
}
}
}
static void 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);
ERROR_CHECK("Failed to close command list!");
res = ID3D12GraphicsCommandList_QueryInterface(
d3d12CommandBuffer->graphicsCommandList,
D3D_GUID(D3D_IID_ID3D12CommandList),
(void **)&commandLists[0]);
ERROR_CHECK("Failed to convert command list!")
// 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_LogError(SDL_LOG_CATEGORY_GPU, "Failed to acquire fence.");
}
// Mark that a fence should be signaled after command list execution
res = ID3D12CommandQueue_Signal(
renderer->commandQueue,
d3d12CommandBuffer->inFlightFence->handle,
D3D12_FENCE_SIGNAL_VALUE);
ERROR_CHECK("Failed to enqueue fence signal!");
// 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;
// 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->presentMode == SDL_GPU_PRESENTMODE_IMMEDIATE) ? D3D12XBOX_PRESENT_FLAG_IMMEDIATE : D3D12XBOX_PRESENT_FLAG_NONE;
renderer->commandQueue->PresentX(1, &planeParams, &presentParams);
#else
// NOTE: flip discard always supported since DXGI 1.4 is required
Uint32 syncInterval = 1;
if (windowData->presentMode == SDL_GPU_PRESENTMODE_IMMEDIATE ||
windowData->presentMode == SDL_GPU_PRESENTMODE_MAILBOX) {
syncInterval = 0;
}
Uint32 presentFlags = 0;
if (renderer->supportsTearing &&
windowData->presentMode == SDL_GPU_PRESENTMODE_IMMEDIATE) {
presentFlags = DXGI_PRESENT_ALLOW_TEARING;
}
IDXGISwapChain_Present(
windowData->swapchain,
syncInterval,
presentFlags);
ID3D12Resource_Release(windowData->textureContainers[presentData->swapchainImageIndex].activeTexture->resource);
#endif
windowData->inFlightFences[windowData->frameCounter] = d3d12CommandBuffer->inFlightFence;
(void)SDL_AtomicIncRef(&d3d12CommandBuffer->inFlightFence->referenceCount);
windowData->frameCounter = (windowData->frameCounter + 1) % MAX_FRAMES_IN_FLIGHT;
}
// 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) {
D3D12_INTERNAL_CleanCommandBuffer(
renderer,
renderer->submittedCommandBuffers[i]);
}
}
D3D12_INTERNAL_PerformPendingDestroys(renderer);
SDL_UnlockMutex(renderer->submitLock);
}
static SDL_GpuFence *D3D12_SubmitAndAcquireFence(
SDL_GpuCommandBuffer *commandBuffer)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
d3d12CommandBuffer->autoReleaseFence = SDL_FALSE;
D3D12_Submit(commandBuffer);
return (SDL_GpuFence *)d3d12CommandBuffer->inFlightFence;
}
static void D3D12_Wait(
SDL_GpuRenderer *driverData)
{
D3D12Renderer *renderer = (D3D12Renderer *)driverData;
D3D12Fence *fence = D3D12_INTERNAL_AcquireFence(renderer);
if (!fence) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to acquire fence.");
return;
}
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);
ERROR_CHECK_RETURN("Setting fence event failed", )
WaitForSingleObject(fence->event, INFINITE);
}
}
D3D12_ReleaseFence(
(SDL_GpuRenderer *)renderer,
(SDL_GpuFence *)fence);
// Clean up
for (Sint32 i = renderer->submittedCommandBufferCount - 1; i >= 0; i -= 1) {
D3D12_INTERNAL_CleanCommandBuffer(renderer, renderer->submittedCommandBuffers[i]);
}
D3D12_INTERNAL_PerformPendingDestroys(renderer);
SDL_UnlockMutex(renderer->submitLock);
}
static void D3D12_WaitForFences(
SDL_GpuRenderer *driverData,
SDL_bool waitAll,
SDL_GpuFence **pFences,
Uint32 fenceCount)
{
D3D12Renderer *renderer = (D3D12Renderer *)driverData;
D3D12Fence *fence;
HANDLE *events = SDL_stack_alloc(HANDLE, fenceCount);
HRESULT res;
SDL_LockMutex(renderer->submitLock);
for (Uint32 i = 0; i < fenceCount; i += 1) {
fence = (D3D12Fence *)pFences[i];
res = ID3D12Fence_SetEventOnCompletion(
fence->handle,
D3D12_FENCE_SIGNAL_VALUE,
fence->event);
ERROR_CHECK_RETURN("Setting fence event failed", )
events[i] = fence->event;
}
WaitForMultipleObjects(
fenceCount,
events,
waitAll,
INFINITE);
// 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) {
D3D12_INTERNAL_CleanCommandBuffer(
renderer,
renderer->submittedCommandBuffers[i]);
}
}
D3D12_INTERNAL_PerformPendingDestroys(renderer);
SDL_stack_free(events);
SDL_UnlockMutex(renderer->submitLock);
}
// Feature Queries
static SDL_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 SDL_FALSE;
}
// Is the texture type supported?
if (type == SDL_GPU_TEXTURETYPE_2D && !(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_TEXTURE2D)) {
return SDL_FALSE;
}
if (type == SDL_GPU_TEXTURETYPE_2D_ARRAY && !(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_TEXTURE2D)) {
return SDL_FALSE;
}
if (type == SDL_GPU_TEXTURETYPE_3D && !(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_TEXTURE3D)) {
return SDL_FALSE;
}
if (type == SDL_GPU_TEXTURETYPE_CUBE && !(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_TEXTURECUBE)) {
return SDL_FALSE;
}
// Are the usage flags supported?
if ((usage & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT) && !(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE)) {
return SDL_FALSE;
}
if ((usage & (SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT | SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT)) && !(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_SHADER_LOAD)) {
return SDL_FALSE;
}
if ((usage & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT) && !(formatSupport.Support2 & D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE)) {
return SDL_FALSE;
}
if ((usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT) && !(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_RENDER_TARGET)) {
return SDL_FALSE;
}
if ((usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) && !(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL)) {
return SDL_FALSE;
}
return SDL_TRUE;
}
static SDL_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.codeSize = sizeof(D3D12_FullscreenVert);
shaderCreateInfo.stage = SDL_GPU_SHADERSTAGE_VERTEX;
shaderCreateInfo.format = SDL_GPU_SHADERFORMAT_DXBC;
shaderCreateInfo.entryPointName = "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.codeSize = sizeof(D3D12_BlitFrom2D);
shaderCreateInfo.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
shaderCreateInfo.samplerCount = 1;
shaderCreateInfo.uniformBufferCount = 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.codeSize = 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.codeSize = 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.codeSize = 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!");
}
// Create samplers
samplerCreateInfo.addressModeU = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
samplerCreateInfo.addressModeV = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
samplerCreateInfo.addressModeW = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
samplerCreateInfo.anisotropyEnable = 0;
samplerCreateInfo.compareEnable = 0;
samplerCreateInfo.magFilter = SDL_GPU_FILTER_NEAREST;
samplerCreateInfo.minFilter = SDL_GPU_FILTER_NEAREST;
samplerCreateInfo.mipmapMode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
samplerCreateInfo.mipLodBias = 0.0f;
samplerCreateInfo.minLod = 0;
samplerCreateInfo.maxLod = 1000;
samplerCreateInfo.maxAnisotropy = 1.0f;
samplerCreateInfo.compareOp = SDL_GPU_COMPAREOP_ALWAYS;
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.magFilter = SDL_GPU_FILTER_LINEAR;
samplerCreateInfo.minFilter = SDL_GPU_FILTER_LINEAR;
samplerCreateInfo.mipmapMode = 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 SDL_bool D3D12_PrepareDriver(SDL_VideoDevice *_this)
{
#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
return SDL_TRUE;
#else
void *d3d12_dll;
void *dxgi_dll;
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?
d3d12_dll = SDL_LoadObject(D3D12_DLL);
if (d3d12_dll == NULL) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "D3D12: Could not find " D3D12_DLL);
return SDL_FALSE;
}
D3D12CreateDeviceFunc = (PFN_D3D12_CREATE_DEVICE)SDL_LoadFunction(
d3d12_dll,
D3D12_CREATE_DEVICE_FUNC);
if (D3D12CreateDeviceFunc == NULL) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "D3D12: Could not find function " D3D12_CREATE_DEVICE_FUNC " in " D3D12_DLL);
SDL_UnloadObject(d3d12_dll);
return SDL_FALSE;
}
// Can we load DXGI?
dxgi_dll = SDL_LoadObject(DXGI_DLL);
if (dxgi_dll == NULL) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "D3D12: Could not find " DXGI_DLL);
return SDL_FALSE;
}
CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY1)SDL_LoadFunction(
dxgi_dll,
CREATE_DXGI_FACTORY1_FUNC);
if (CreateDXGIFactoryFunc == NULL) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "D3D12: Could not find function " CREATE_DXGI_FACTORY1_FUNC " in " DXGI_DLL);
SDL_UnloadObject(dxgi_dll);
return SDL_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_APPLICATION, "D3D12: Could not create DXGIFactory");
SDL_UnloadObject(d3d12_dll);
SDL_UnloadObject(dxgi_dll);
return SDL_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_APPLICATION, "D3D12: Failed to find DXGI1.4 support, required for DX12");
SDL_UnloadObject(d3d12_dll);
SDL_UnloadObject(dxgi_dll);
return SDL_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_APPLICATION, "D3D12: Failed to find adapter for D3D12Device");
IDXGIFactory1_Release(factory);
SDL_UnloadObject(d3d12_dll);
SDL_UnloadObject(dxgi_dll);
return SDL_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(d3d12_dll);
SDL_UnloadObject(dxgi_dll);
if (FAILED(res)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "D3D12: Could not create D3D12Device with feature level " D3D_FEATURE_LEVEL_CHOICE_STR);
return SDL_FALSE;
}
return SDL_TRUE;
#endif
}
#if !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))
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_APPLICATION, "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_APPLICATION, "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_APPLICATION, "Could not get IDXGIDebug interface");
}
res = DXGIGetDebugInterfaceFunc(&D3D_IID_IDXGIInfoQueue, (void **)&renderer->dxgiInfoQueue);
if (FAILED(res)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "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_APPLICATION, "Could not get ID3D12Debug interface");
return;
}
ID3D12Debug_EnableDebugLayer(renderer->d3d12Debug);
}
#if !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))
static void 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)) {
ERROR_CHECK_RETURN("Failed to convert ID3D12Device to ID3D12InfoQueue", );
}
SDL_zero(filter);
filter.DenyList.NumSeverities = 1;
filter.DenyList.pSeverityList = severities;
ID3D12InfoQueue_PushStorageFilter(
infoQueue,
&filter);
ID3D12InfoQueue_SetBreakOnSeverity(
infoQueue,
D3D12_MESSAGE_SEVERITY_ERROR,
SDL_TRUE);
ID3D12InfoQueue_SetBreakOnSeverity(
infoQueue,
D3D12_MESSAGE_SEVERITY_CORRUPTION,
SDL_TRUE);
ID3D12InfoQueue_Release(infoQueue);
}
#endif
static SDL_GpuDevice *D3D12_CreateDevice(SDL_bool debugMode, SDL_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;
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) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Could not find " DXGI_DLL);
D3D12_INTERNAL_DestroyRenderer(renderer);
return NULL;
}
// Initialize the DXGI debug layer, if applicable
if (debugMode) {
D3D12_INTERNAL_TryInitializeDXGIDebug(renderer);
}
// Load the CreateDXGIFactory1 function
CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY1)SDL_LoadFunction(
renderer->dxgi_dll,
CREATE_DXGI_FACTORY1_FUNC);
if (CreateDXGIFactoryFunc == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Could not load function: " CREATE_DXGI_FACTORY1_FUNC);
D3D12_INTERNAL_DestroyRenderer(renderer);
return NULL;
}
// Create the DXGI factory
res = CreateDXGIFactoryFunc(
&D3D_IID_IDXGIFactory1,
(void **)&factory1);
if (FAILED(res)) {
D3D12_INTERNAL_DestroyRenderer(renderer);
ERROR_CHECK_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);
ERROR_CHECK_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 = SDL_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);
ERROR_CHECK_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);
ERROR_CHECK_RETURN("Could not get adapter description", NULL);
}
SDL_LogInfo(SDL_LOG_CATEGORY_GPU, "SDL_Gpu Driver: D3D12");
SDL_LogInfo(SDL_LOG_CATEGORY_GPU, "D3D12 Adapter: %S", adapterDesc.Description);
#endif
// Load the D3D library
renderer->d3d12_dll = SDL_LoadObject(D3D12_DLL);
if (renderer->d3d12_dll == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Could not find " D3D12_DLL);
D3D12_INTERNAL_DestroyRenderer(renderer);
return 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) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Could not load function: D3D12XboxCreateDevice");
D3D12_INTERNAL_DestroyRenderer(renderer);
return NULL;
}
#else
D3D12CreateDeviceFunc = (PFN_D3D12_CREATE_DEVICE)SDL_LoadFunction(
renderer->d3d12_dll,
D3D12_CREATE_DEVICE_FUNC);
if (D3D12CreateDeviceFunc == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Could not load function: " D3D12_CREATE_DEVICE_FUNC);
D3D12_INTERNAL_DestroyRenderer(renderer);
return 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) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Could not load function: " D3D12_SERIALIZE_ROOT_SIGNATURE_FUNC);
D3D12_INTERNAL_DestroyRenderer(renderer);
return 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);
ERROR_CHECK_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);
ERROR_CHECK_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);
ERROR_CHECK_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);
ERROR_CHECK_RETURN("Could not create D3D12Device", NULL);
}
// Initialize the D3D12 debug info queue, if applicable
if (debugMode) {
D3D12_INTERNAL_TryInitializeD3D12DebugInfoQueue(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);
ERROR_CHECK_RETURN("Could not get device architecture", NULL);
}
renderer->UMA = (SDL_bool)architecture.UMA;
renderer->UMACacheCoherent = (SDL_bool)architecture.CacheCoherentUMA;
#if (defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))
renderer->GPUUploadHeapSupported = SDL_FALSE;
#else
// Check "GPU Upload Heap" support (for fast uniform buffers)
D3D12_FEATURE_DATA_D3D12_OPTIONS16 options16; // 15 wasn't enough, huh?
renderer->GPUUploadHeapSupported = SDL_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);
ERROR_CHECK_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);
ERROR_CHECK_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);
ERROR_CHECK_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);
ERROR_CHECK_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,
SDL_TRUE);
}
// 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,
SDL_FALSE);
}
}
// 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->debugMode = debugMode;
renderer->semantic = SDL_GetStringProperty(props, SDL_PROP_GPU_CREATEDEVICE_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->debugMode = debugMode;
renderer->sdlGpuDevice = result;
return result;
}
SDL_GpuBootstrap D3D12Driver = {
"D3D12",
SDL_GPU_DRIVER_D3D12,
SDL_GPU_SHADERFORMAT_DXIL,
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) {
SDL_SetError("Invalid GPU device");
return;
}
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) {
SDL_SetError("Invalid GPU device");
return;
}
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