Duckstation/src/util/d3d12_device.h

342 lines
14 KiB
C++

// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#pragma once
#include "d3d12_descriptor_heap_manager.h"
#include "d3d12_stream_buffer.h"
#include "gpu_device.h"
#include "gpu_texture.h"
#include "common/windows_headers.h"
#include <array>
#include <atomic>
#include <condition_variable>
#include <d3d12.h>
#include <deque>
#include <dxgi1_5.h>
#include <functional>
#include <memory>
#include <mutex>
#include <string>
#include <thread>
#include <unordered_map>
#include <vector>
#include <wrl/client.h>
class D3D12Framebuffer;
class D3D12Pipeline;
class D3D12SwapChain;
class D3D12Texture;
class D3D12TextureBuffer;
class D3D12DownloadTexture;
namespace D3D12MA {
class Allocator;
}
class D3D12Device final : public GPUDevice
{
public:
friend D3D12Texture;
friend D3D12DownloadTexture;
template<typename T>
using ComPtr = Microsoft::WRL::ComPtr<T>;
enum : u32
{
NUM_COMMAND_LISTS = 3,
/// Start/End timestamp queries.
NUM_TIMESTAMP_QUERIES_PER_CMDLIST = 2,
};
public:
D3D12Device();
~D3D12Device() override;
RenderAPI GetRenderAPI() const override;
bool HasSurface() const override;
bool UpdateWindow() override;
void ResizeWindow(s32 new_window_width, s32 new_window_height, float new_window_scale) override;
static AdapterAndModeList StaticGetAdapterAndModeList();
AdapterAndModeList GetAdapterAndModeList() override;
void DestroySurface() override;
std::string GetDriverInfo() const override;
std::unique_ptr<GPUTexture> CreateTexture(u32 width, u32 height, u32 layers, u32 levels, u32 samples,
GPUTexture::Type type, GPUTexture::Format format,
const void* data = nullptr, u32 data_stride = 0) override;
std::unique_ptr<GPUSampler> CreateSampler(const GPUSampler::Config& config) override;
std::unique_ptr<GPUTextureBuffer> CreateTextureBuffer(GPUTextureBuffer::Format format, u32 size_in_elements) override;
std::unique_ptr<GPUDownloadTexture> CreateDownloadTexture(u32 width, u32 height, GPUTexture::Format format) override;
std::unique_ptr<GPUDownloadTexture> CreateDownloadTexture(u32 width, u32 height, GPUTexture::Format format,
void* memory, size_t memory_size,
u32 memory_stride) override;
bool SupportsTextureFormat(GPUTexture::Format format) const override;
void CopyTextureRegion(GPUTexture* dst, u32 dst_x, u32 dst_y, u32 dst_layer, u32 dst_level, GPUTexture* src,
u32 src_x, u32 src_y, u32 src_layer, u32 src_level, u32 width, u32 height) override;
void ResolveTextureRegion(GPUTexture* dst, u32 dst_x, u32 dst_y, u32 dst_layer, u32 dst_level, GPUTexture* src,
u32 src_x, u32 src_y, u32 width, u32 height) override;
void ClearRenderTarget(GPUTexture* t, u32 c) override;
void ClearDepth(GPUTexture* t, float d) override;
void InvalidateRenderTarget(GPUTexture* t) override;
std::unique_ptr<GPUShader> CreateShaderFromBinary(GPUShaderStage stage, std::span<const u8> data) override;
std::unique_ptr<GPUShader> CreateShaderFromSource(GPUShaderStage stage, const std::string_view& source,
const char* entry_point, DynamicHeapArray<u8>* out_binary) override;
std::unique_ptr<GPUPipeline> CreatePipeline(const GPUPipeline::GraphicsConfig& config) override;
void PushDebugGroup(const char* name) override;
void PopDebugGroup() override;
void InsertDebugMessage(const char* msg) override;
void MapVertexBuffer(u32 vertex_size, u32 vertex_count, void** map_ptr, u32* map_space,
u32* map_base_vertex) override;
void UnmapVertexBuffer(u32 vertex_size, u32 vertex_count) override;
void MapIndexBuffer(u32 index_count, DrawIndex** map_ptr, u32* map_space, u32* map_base_index) override;
void UnmapIndexBuffer(u32 used_index_count) override;
void PushUniformBuffer(const void* data, u32 data_size) override;
void* MapUniformBuffer(u32 size) override;
void UnmapUniformBuffer(u32 size) override;
void SetRenderTargets(GPUTexture* const* rts, u32 num_rts, GPUTexture* ds) override;
void SetPipeline(GPUPipeline* pipeline) override;
void SetTextureSampler(u32 slot, GPUTexture* texture, GPUSampler* sampler) override;
void SetTextureBuffer(u32 slot, GPUTextureBuffer* buffer) override;
void SetViewport(s32 x, s32 y, s32 width, s32 height) override;
void SetScissor(s32 x, s32 y, s32 width, s32 height) override;
void Draw(u32 vertex_count, u32 base_vertex) override;
void DrawIndexed(u32 index_count, u32 base_index, u32 base_vertex) override;
bool SetGPUTimingEnabled(bool enabled) override;
float GetAndResetAccumulatedGPUTime() override;
bool BeginPresent(bool skip_present) override;
void EndPresent() override;
// Global state accessors
ALWAYS_INLINE static D3D12Device& GetInstance() { return *static_cast<D3D12Device*>(g_gpu_device.get()); }
ALWAYS_INLINE IDXGIAdapter1* GetAdapter() const { return m_adapter.Get(); }
ALWAYS_INLINE ID3D12Device1* GetDevice() const { return m_device.Get(); }
ALWAYS_INLINE ID3D12CommandQueue* GetCommandQueue() const { return m_command_queue.Get(); }
ALWAYS_INLINE D3D12MA::Allocator* GetAllocator() const { return m_allocator.Get(); }
void WaitForGPUIdle();
// Descriptor manager access.
D3D12DescriptorHeapManager& GetDescriptorHeapManager() { return m_descriptor_heap_manager; }
D3D12DescriptorHeapManager& GetRTVHeapManager() { return m_rtv_heap_manager; }
D3D12DescriptorHeapManager& GetDSVHeapManager() { return m_dsv_heap_manager; }
D3D12DescriptorHeapManager& GetSamplerHeapManager() { return m_sampler_heap_manager; }
const D3D12DescriptorHandle& GetNullSRVDescriptor() const { return m_null_srv_descriptor; }
// These command buffers are allocated per-frame. They are valid until the command buffer
// is submitted, after that you should call these functions again.
ALWAYS_INLINE ID3D12GraphicsCommandList4* GetCommandList() const
{
return m_command_lists[m_current_command_list].command_lists[1].Get();
}
ALWAYS_INLINE D3D12StreamBuffer& GetTextureUploadBuffer() { return m_texture_upload_buffer; }
ID3D12GraphicsCommandList4* GetInitCommandList();
// Root signature access.
ComPtr<ID3DBlob> SerializeRootSignature(const D3D12_ROOT_SIGNATURE_DESC* desc);
ComPtr<ID3D12RootSignature> CreateRootSignature(const D3D12_ROOT_SIGNATURE_DESC* desc);
/// Fence value for current command list.
u64 GetCurrentFenceValue() const { return m_current_fence_value; }
/// Last "completed" fence.
u64 GetCompletedFenceValue() const { return m_completed_fence_value; }
// Schedule a d3d12 resource for destruction later on. This will occur when the command buffer
// is next re-used, and the GPU has finished working with the specified resource.
void DeferObjectDestruction(ComPtr<ID3D12Object> resource);
void DeferResourceDestruction(ComPtr<D3D12MA::Allocation> allocation, ComPtr<ID3D12Resource> resource);
void DeferDescriptorDestruction(D3D12DescriptorHeapManager& heap, D3D12DescriptorHandle* descriptor);
// Wait for a fence to be completed.
// Also invokes callbacks for completion.
void WaitForFence(u64 fence_counter);
/// Ends any render pass, executes the command buffer, and invalidates cached state.
void SubmitCommandList(bool wait_for_completion);
void SubmitCommandList(bool wait_for_completion, const char* reason, ...);
void SubmitCommandListAndRestartRenderPass(const char* reason);
void UnbindPipeline(D3D12Pipeline* pl);
void UnbindTexture(D3D12Texture* tex);
void UnbindTextureBuffer(D3D12TextureBuffer* buf);
protected:
bool CreateDevice(const std::string_view& adapter, bool threaded_presentation,
std::optional<bool> exclusive_fullscreen_control, FeatureMask disabled_features,
Error* error) override;
void DestroyDevice() override;
bool ReadPipelineCache(const std::string& filename) override;
bool GetPipelineCacheData(DynamicHeapArray<u8>* data) override;
private:
enum DIRTY_FLAG : u32
{
DIRTY_FLAG_INITIAL = (1 << 0),
DIRTY_FLAG_PIPELINE_LAYOUT = (1 << 1),
DIRTY_FLAG_CONSTANT_BUFFER = (1 << 2),
DIRTY_FLAG_TEXTURES = (1 << 3),
DIRTY_FLAG_SAMPLERS = (1 << 3),
ALL_DIRTY_STATE = DIRTY_FLAG_INITIAL | DIRTY_FLAG_PIPELINE_LAYOUT | DIRTY_FLAG_CONSTANT_BUFFER |
DIRTY_FLAG_TEXTURES | DIRTY_FLAG_SAMPLERS,
};
struct CommandList
{
// [0] - Init (upload) command buffer, [1] - draw command buffer
std::array<ComPtr<ID3D12CommandAllocator>, 2> command_allocators;
std::array<ComPtr<ID3D12GraphicsCommandList4>, 2> command_lists;
D3D12DescriptorAllocator descriptor_allocator;
D3D12GroupedSamplerAllocator<MAX_TEXTURE_SAMPLERS> sampler_allocator;
u64 fence_counter = 0;
bool init_list_used = false;
bool needs_fence_wait = false;
bool has_timestamp_query = false;
};
using SamplerMap = std::unordered_map<u64, D3D12DescriptorHandle>;
static void GetAdapterAndModeList(AdapterAndModeList* ret, IDXGIFactory5* factory);
void SetFeatures(FeatureMask disabled_features);
bool CreateSwapChain();
bool CreateSwapChainRTV();
void DestroySwapChainRTVs();
void DestroySwapChain();
bool CreateCommandLists();
void DestroyCommandLists();
bool CreateRootSignatures();
void DestroyRootSignatures();
bool CreateBuffers();
void DestroyBuffers();
bool CreateDescriptorHeaps();
void DestroyDescriptorHeaps();
bool CreateTimestampQuery();
void DestroyTimestampQuery();
D3D12DescriptorHandle GetSampler(const GPUSampler::Config& config);
void DestroySamplers();
void DestroyDeferredObjects(u64 fence_value);
void RenderBlankFrame();
void MoveToNextCommandList();
bool CreateSRVDescriptor(ID3D12Resource* resource, u32 layers, u32 levels, u32 samples, DXGI_FORMAT format,
D3D12DescriptorHandle* dh);
bool CreateRTVDescriptor(ID3D12Resource* resource, u32 samples, DXGI_FORMAT format, D3D12DescriptorHandle* dh);
bool CreateDSVDescriptor(ID3D12Resource* resource, u32 samples, DXGI_FORMAT format, D3D12DescriptorHandle* dh);
bool CreateUAVDescriptor(ID3D12Resource* resource, u32 samples, DXGI_FORMAT format, D3D12DescriptorHandle* dh);
bool IsRenderTargetBound(const GPUTexture* tex) const;
/// Set dirty flags on everything to force re-bind at next draw time.
void InvalidateCachedState();
void SetVertexBuffer(ID3D12GraphicsCommandList4* cmdlist);
void SetViewport(ID3D12GraphicsCommandList4* cmdlist);
void SetScissor(ID3D12GraphicsCommandList4* cmdlist);
/// Applies any changed state.
ID3D12RootSignature* GetCurrentRootSignature() const;
void SetInitialPipelineState();
void PreDrawCheck();
void UpdateRootSignature();
template<GPUPipeline::Layout layout>
bool UpdateParametersForLayout(u32 dirty);
bool UpdateRootParameters(u32 dirty);
// Ends a render pass if we're currently in one.
// When Bind() is next called, the pass will be restarted.
void BeginRenderPass();
void BeginSwapChainRenderPass();
void EndRenderPass();
bool InRenderPass();
ComPtr<IDXGIAdapter1> m_adapter;
ComPtr<ID3D12Device1> m_device;
ComPtr<ID3D12CommandQueue> m_command_queue;
ComPtr<D3D12MA::Allocator> m_allocator;
ComPtr<ID3D12Fence> m_fence;
HANDLE m_fence_event = {};
u64 m_current_fence_value = 0;
u64 m_completed_fence_value = 0;
std::array<CommandList, NUM_COMMAND_LISTS> m_command_lists;
u32 m_current_command_list = NUM_COMMAND_LISTS - 1;
D3D_FEATURE_LEVEL m_feature_level = D3D_FEATURE_LEVEL_11_0;
ComPtr<IDXGIFactory5> m_dxgi_factory;
ComPtr<IDXGISwapChain1> m_swap_chain;
std::vector<std::pair<ComPtr<ID3D12Resource>, D3D12DescriptorHandle>> m_swap_chain_buffers;
u32 m_current_swap_chain_buffer = 0;
bool m_allow_tearing_supported = false;
bool m_using_allow_tearing = false;
bool m_is_exclusive_fullscreen = false;
D3D12DescriptorHeapManager m_descriptor_heap_manager;
D3D12DescriptorHeapManager m_rtv_heap_manager;
D3D12DescriptorHeapManager m_dsv_heap_manager;
D3D12DescriptorHeapManager m_sampler_heap_manager;
D3D12DescriptorHandle m_null_srv_descriptor;
D3D12DescriptorHandle m_point_sampler;
ComPtr<ID3D12QueryHeap> m_timestamp_query_heap;
ComPtr<ID3D12Resource> m_timestamp_query_buffer;
ComPtr<D3D12MA::Allocation> m_timestamp_query_allocation;
double m_timestamp_frequency = 0.0;
float m_accumulated_gpu_time = 0.0f;
std::deque<std::pair<u64, std::pair<D3D12MA::Allocation*, ID3D12Object*>>> m_cleanup_resources;
std::deque<std::pair<u64, std::pair<D3D12DescriptorHeapManager*, D3D12DescriptorHandle>>> m_cleanup_descriptors;
std::array<ComPtr<ID3D12RootSignature>, static_cast<u8>(GPUPipeline::Layout::MaxCount)> m_root_signatures = {};
D3D12StreamBuffer m_vertex_buffer;
D3D12StreamBuffer m_index_buffer;
D3D12StreamBuffer m_uniform_buffer;
D3D12StreamBuffer m_texture_upload_buffer;
u32 m_uniform_buffer_position = 0;
bool m_in_render_pass = false;
SamplerMap m_sampler_map;
ComPtr<ID3D12PipelineLibrary> m_pipeline_library;
// Which bindings/state has to be updated before the next draw.
u32 m_dirty_flags = ALL_DIRTY_STATE;
D3D12Pipeline* m_current_pipeline = nullptr;
D3D12_PRIMITIVE_TOPOLOGY m_current_topology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
u32 m_num_current_render_targets = 0;
std::array<D3D12Texture*, MAX_RENDER_TARGETS> m_current_render_targets = {};
D3D12Texture* m_current_depth_target = nullptr;
u32 m_current_vertex_stride = 0;
u32 m_current_blend_constant = 0;
GPUPipeline::Layout m_current_pipeline_layout = GPUPipeline::Layout::SingleTextureAndPushConstants;
std::array<D3D12Texture*, MAX_TEXTURE_SAMPLERS> m_current_textures = {};
std::array<D3D12DescriptorHandle, MAX_TEXTURE_SAMPLERS> m_current_samplers = {};
D3D12TextureBuffer* m_current_texture_buffer = nullptr;
Common::Rectangle<s32> m_current_viewport{0, 0, 1, 1};
Common::Rectangle<s32> m_current_scissor{0, 0, 1, 1};
};