rendering_context_driver_d3d12.cpp 13 KB

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  1. /**************************************************************************/
  2. /* rendering_context_driver_d3d12.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "rendering_context_driver_d3d12.h"
  31. #include "core/config/engine.h"
  32. #include "core/config/project_settings.h"
  33. #include "core/string/ustring.h"
  34. #include "core/templates/local_vector.h"
  35. #include "core/version.h"
  36. #include "servers/rendering/rendering_device.h"
  37. #if defined(__GNUC__) && !defined(__clang__)
  38. #pragma GCC diagnostic push
  39. #pragma GCC diagnostic ignored "-Wnon-virtual-dtor"
  40. #pragma GCC diagnostic ignored "-Wshadow"
  41. #pragma GCC diagnostic ignored "-Wswitch"
  42. #pragma GCC diagnostic ignored "-Wmissing-field-initializers"
  43. #elif defined(__clang__)
  44. #pragma clang diagnostic push
  45. #pragma clang diagnostic ignored "-Wnon-virtual-dtor"
  46. #pragma clang diagnostic ignored "-Wstring-plus-int"
  47. #pragma clang diagnostic ignored "-Wswitch"
  48. #pragma clang diagnostic ignored "-Wmissing-field-initializers"
  49. #endif
  50. #include "dxcapi.h"
  51. #if defined(__GNUC__) && !defined(__clang__)
  52. #pragma GCC diagnostic pop
  53. #elif defined(__clang__)
  54. #pragma clang diagnostic pop
  55. #endif
  56. #if !defined(_MSC_VER)
  57. #include <guiddef.h>
  58. #include <dxguids.h>
  59. #endif
  60. // Note: symbols are not available in MinGW and old MSVC import libraries.
  61. // GUID values from https://github.com/microsoft/DirectX-Headers/blob/7a9f4d06911d30eecb56a4956dab29dcca2709ed/include/directx/d3d12.idl#L5877-L5881
  62. const GUID CLSID_D3D12DeviceFactoryGodot = { 0x114863bf, 0xc386, 0x4aee, { 0xb3, 0x9d, 0x8f, 0x0b, 0xbb, 0x06, 0x29, 0x55 } };
  63. const GUID CLSID_D3D12DebugGodot = { 0xf2352aeb, 0xdd84, 0x49fe, { 0xb9, 0x7b, 0xa9, 0xdc, 0xfd, 0xcc, 0x1b, 0x4f } };
  64. const GUID CLSID_D3D12SDKConfigurationGodot = { 0x7cda6aca, 0xa03e, 0x49c8, { 0x94, 0x58, 0x03, 0x34, 0xd2, 0x0e, 0x07, 0xce } };
  65. #ifdef PIX_ENABLED
  66. #if defined(__GNUC__)
  67. #define _MSC_VER 1800
  68. #endif
  69. #define USE_PIX
  70. #include "WinPixEventRuntime/pix3.h"
  71. #if defined(__GNUC__)
  72. #undef _MSC_VER
  73. #endif
  74. #endif
  75. RenderingContextDriverD3D12::RenderingContextDriverD3D12() {}
  76. RenderingContextDriverD3D12::~RenderingContextDriverD3D12() {
  77. // Let's release manually everything that may still be holding
  78. // onto the DLLs before freeing them.
  79. device_factory.Reset();
  80. dxgi_factory.Reset();
  81. if (lib_d3d12) {
  82. FreeLibrary(lib_d3d12);
  83. }
  84. if (lib_dxgi) {
  85. FreeLibrary(lib_dxgi);
  86. }
  87. if (lib_dcomp) {
  88. FreeLibrary(lib_dcomp);
  89. }
  90. }
  91. Error RenderingContextDriverD3D12::_init_device_factory() {
  92. uint32_t agility_sdk_version = GLOBAL_GET("rendering/rendering_device/d3d12/agility_sdk_version");
  93. String agility_sdk_path = String(".\\") + Engine::get_singleton()->get_architecture_name();
  94. lib_d3d12 = LoadLibraryW(L"D3D12.dll");
  95. ERR_FAIL_NULL_V(lib_d3d12, ERR_CANT_CREATE);
  96. lib_dxgi = LoadLibraryW(L"DXGI.dll");
  97. ERR_FAIL_NULL_V(lib_dxgi, ERR_CANT_CREATE);
  98. lib_dcomp = LoadLibraryW(L"Dcomp.dll");
  99. ERR_FAIL_NULL_V(lib_dcomp, ERR_CANT_CREATE);
  100. // Note: symbol is not available in MinGW import library.
  101. PFN_D3D12_GET_INTERFACE d3d_D3D12GetInterface = (PFN_D3D12_GET_INTERFACE)(void *)GetProcAddress(lib_d3d12, "D3D12GetInterface");
  102. if (!d3d_D3D12GetInterface) {
  103. return OK; // Fallback to the system loader.
  104. }
  105. ID3D12SDKConfiguration *sdk_config = nullptr;
  106. if (SUCCEEDED(d3d_D3D12GetInterface(CLSID_D3D12SDKConfigurationGodot, IID_PPV_ARGS(&sdk_config)))) {
  107. ID3D12SDKConfiguration1 *sdk_config1 = nullptr;
  108. if (SUCCEEDED(sdk_config->QueryInterface(&sdk_config1))) {
  109. if (SUCCEEDED(sdk_config1->CreateDeviceFactory(agility_sdk_version, agility_sdk_path.ascii().get_data(), IID_PPV_ARGS(device_factory.GetAddressOf())))) {
  110. d3d_D3D12GetInterface(CLSID_D3D12DeviceFactoryGodot, IID_PPV_ARGS(device_factory.GetAddressOf()));
  111. } else if (SUCCEEDED(sdk_config1->CreateDeviceFactory(agility_sdk_version, ".\\", IID_PPV_ARGS(device_factory.GetAddressOf())))) {
  112. d3d_D3D12GetInterface(CLSID_D3D12DeviceFactoryGodot, IID_PPV_ARGS(device_factory.GetAddressOf()));
  113. }
  114. sdk_config1->Release();
  115. }
  116. sdk_config->Release();
  117. }
  118. return OK;
  119. }
  120. Error RenderingContextDriverD3D12::_initialize_debug_layers() {
  121. ComPtr<ID3D12Debug> debug_controller;
  122. HRESULT res;
  123. if (device_factory) {
  124. res = device_factory->GetConfigurationInterface(CLSID_D3D12DebugGodot, IID_PPV_ARGS(&debug_controller));
  125. } else {
  126. PFN_D3D12_GET_DEBUG_INTERFACE d3d_D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)(void *)GetProcAddress(lib_d3d12, "D3D12GetDebugInterface");
  127. ERR_FAIL_NULL_V(d3d_D3D12GetDebugInterface, ERR_CANT_CREATE);
  128. res = d3d_D3D12GetDebugInterface(IID_PPV_ARGS(&debug_controller));
  129. }
  130. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_QUERY_FAILED);
  131. debug_controller->EnableDebugLayer();
  132. return OK;
  133. }
  134. Error RenderingContextDriverD3D12::_initialize_devices() {
  135. const UINT dxgi_factory_flags = use_validation_layers() ? DXGI_CREATE_FACTORY_DEBUG : 0;
  136. typedef HRESULT(WINAPI * PFN_DXGI_CREATE_DXGI_FACTORY2)(UINT, REFIID, void **);
  137. PFN_DXGI_CREATE_DXGI_FACTORY2 dxgi_CreateDXGIFactory2 = (PFN_DXGI_CREATE_DXGI_FACTORY2)(void *)GetProcAddress(lib_dxgi, "CreateDXGIFactory2");
  138. ERR_FAIL_NULL_V(dxgi_CreateDXGIFactory2, ERR_CANT_CREATE);
  139. HRESULT res = dxgi_CreateDXGIFactory2(dxgi_factory_flags, IID_PPV_ARGS(&dxgi_factory));
  140. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  141. // Enumerate all possible adapters.
  142. LocalVector<IDXGIAdapter1 *> adapters;
  143. IDXGIAdapter1 *adapter = nullptr;
  144. do {
  145. adapter = create_adapter(adapters.size());
  146. if (adapter != nullptr) {
  147. adapters.push_back(adapter);
  148. }
  149. } while (adapter != nullptr);
  150. ERR_FAIL_COND_V_MSG(adapters.is_empty(), ERR_CANT_CREATE, "Adapters enumeration reported zero accessible devices.");
  151. // Fill the device descriptions with the adapters.
  152. driver_devices.resize(adapters.size());
  153. for (uint32_t i = 0; i < adapters.size(); ++i) {
  154. DXGI_ADAPTER_DESC1 desc = {};
  155. adapters[i]->GetDesc1(&desc);
  156. Device &device = driver_devices[i];
  157. device.name = desc.Description;
  158. device.vendor = Vendor(desc.VendorId);
  159. device.workarounds = Workarounds();
  160. if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) {
  161. device.type = DEVICE_TYPE_CPU;
  162. } else {
  163. const bool has_dedicated_vram = desc.DedicatedVideoMemory > 0;
  164. device.type = has_dedicated_vram ? DEVICE_TYPE_DISCRETE_GPU : DEVICE_TYPE_INTEGRATED_GPU;
  165. }
  166. }
  167. // Release all created adapters.
  168. for (uint32_t i = 0; i < adapters.size(); ++i) {
  169. adapters[i]->Release();
  170. }
  171. ComPtr<IDXGIFactory5> factory_5;
  172. dxgi_factory.As(&factory_5);
  173. if (factory_5 != nullptr) {
  174. // The type is important as in general, sizeof(bool) != sizeof(BOOL).
  175. BOOL feature_supported = FALSE;
  176. res = factory_5->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &feature_supported, sizeof(feature_supported));
  177. if (SUCCEEDED(res)) {
  178. tearing_supported = feature_supported;
  179. } else {
  180. ERR_PRINT("CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  181. }
  182. }
  183. return OK;
  184. }
  185. bool RenderingContextDriverD3D12::use_validation_layers() const {
  186. return Engine::get_singleton()->is_validation_layers_enabled();
  187. }
  188. Error RenderingContextDriverD3D12::initialize() {
  189. Error err = _init_device_factory();
  190. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  191. if (use_validation_layers()) {
  192. err = _initialize_debug_layers();
  193. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  194. }
  195. err = _initialize_devices();
  196. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  197. return OK;
  198. }
  199. const RenderingContextDriver::Device &RenderingContextDriverD3D12::device_get(uint32_t p_device_index) const {
  200. DEV_ASSERT(p_device_index < driver_devices.size());
  201. return driver_devices[p_device_index];
  202. }
  203. uint32_t RenderingContextDriverD3D12::device_get_count() const {
  204. return driver_devices.size();
  205. }
  206. bool RenderingContextDriverD3D12::device_supports_present(uint32_t p_device_index, SurfaceID p_surface) const {
  207. // All devices should support presenting to any surface.
  208. return true;
  209. }
  210. RenderingDeviceDriver *RenderingContextDriverD3D12::driver_create() {
  211. return memnew(RenderingDeviceDriverD3D12(this));
  212. }
  213. void RenderingContextDriverD3D12::driver_free(RenderingDeviceDriver *p_driver) {
  214. memdelete(p_driver);
  215. }
  216. RenderingContextDriver::SurfaceID RenderingContextDriverD3D12::surface_create(const void *p_platform_data) {
  217. const WindowPlatformData *wpd = (const WindowPlatformData *)(p_platform_data);
  218. Surface *surface = memnew(Surface);
  219. surface->hwnd = wpd->window;
  220. return SurfaceID(surface);
  221. }
  222. void RenderingContextDriverD3D12::surface_set_size(SurfaceID p_surface, uint32_t p_width, uint32_t p_height) {
  223. Surface *surface = (Surface *)(p_surface);
  224. surface->width = p_width;
  225. surface->height = p_height;
  226. surface->needs_resize = true;
  227. }
  228. void RenderingContextDriverD3D12::surface_set_vsync_mode(SurfaceID p_surface, DisplayServer::VSyncMode p_vsync_mode) {
  229. Surface *surface = (Surface *)(p_surface);
  230. surface->vsync_mode = p_vsync_mode;
  231. surface->needs_resize = true;
  232. }
  233. DisplayServer::VSyncMode RenderingContextDriverD3D12::surface_get_vsync_mode(SurfaceID p_surface) const {
  234. Surface *surface = (Surface *)(p_surface);
  235. return surface->vsync_mode;
  236. }
  237. uint32_t RenderingContextDriverD3D12::surface_get_width(SurfaceID p_surface) const {
  238. Surface *surface = (Surface *)(p_surface);
  239. return surface->width;
  240. }
  241. uint32_t RenderingContextDriverD3D12::surface_get_height(SurfaceID p_surface) const {
  242. Surface *surface = (Surface *)(p_surface);
  243. return surface->height;
  244. }
  245. void RenderingContextDriverD3D12::surface_set_needs_resize(SurfaceID p_surface, bool p_needs_resize) {
  246. Surface *surface = (Surface *)(p_surface);
  247. surface->needs_resize = p_needs_resize;
  248. }
  249. bool RenderingContextDriverD3D12::surface_get_needs_resize(SurfaceID p_surface) const {
  250. Surface *surface = (Surface *)(p_surface);
  251. return surface->needs_resize;
  252. }
  253. void RenderingContextDriverD3D12::surface_destroy(SurfaceID p_surface) {
  254. Surface *surface = (Surface *)(p_surface);
  255. memdelete(surface);
  256. }
  257. bool RenderingContextDriverD3D12::is_debug_utils_enabled() const {
  258. #ifdef PIX_ENABLED
  259. return true;
  260. #else
  261. return false;
  262. #endif
  263. }
  264. IDXGIAdapter1 *RenderingContextDriverD3D12::create_adapter(uint32_t p_adapter_index) const {
  265. ComPtr<IDXGIFactory6> factory_6;
  266. dxgi_factory.As(&factory_6);
  267. // TODO: Use IDXCoreAdapterList, which gives more comprehensive information.
  268. IDXGIAdapter1 *adapter = nullptr;
  269. if (factory_6) {
  270. if (factory_6->EnumAdapterByGpuPreference(p_adapter_index, DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, IID_PPV_ARGS(&adapter)) == DXGI_ERROR_NOT_FOUND) {
  271. return nullptr;
  272. }
  273. } else {
  274. if (dxgi_factory->EnumAdapters1(p_adapter_index, &adapter) == DXGI_ERROR_NOT_FOUND) {
  275. return nullptr;
  276. }
  277. }
  278. return adapter;
  279. }
  280. ID3D12DeviceFactory *RenderingContextDriverD3D12::device_factory_get() const {
  281. return device_factory.Get();
  282. }
  283. IDXGIFactory2 *RenderingContextDriverD3D12::dxgi_factory_get() const {
  284. return dxgi_factory.Get();
  285. }
  286. bool RenderingContextDriverD3D12::get_tearing_supported() const {
  287. return tearing_supported;
  288. }