Duckstation/src/common/d3d12/context.cpp
2022-07-26 18:37:16 +10:00

454 lines
14 KiB
C++

// Copyright 2019 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "context.h"
#include "../assert.h"
#include "../log.h"
#include "../scoped_guard.h"
#include <algorithm>
#include <array>
#include <dxgi1_2.h>
#include <queue>
#include <vector>
Log_SetChannel(D3D12::Context);
std::unique_ptr<D3D12::Context> g_d3d12_context;
namespace D3D12 {
#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)
// Private D3D12 state
static HMODULE s_d3d12_library;
static PFN_D3D12_CREATE_DEVICE s_d3d12_create_device;
static PFN_D3D12_GET_DEBUG_INTERFACE s_d3d12_get_debug_interface;
static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE s_d3d12_serialize_root_signature;
static bool LoadD3D12Library()
{
if ((s_d3d12_library = LoadLibrary("d3d12.dll")) == nullptr ||
(s_d3d12_create_device =
reinterpret_cast<PFN_D3D12_CREATE_DEVICE>(GetProcAddress(s_d3d12_library, "D3D12CreateDevice"))) == nullptr ||
(s_d3d12_get_debug_interface = reinterpret_cast<PFN_D3D12_GET_DEBUG_INTERFACE>(
GetProcAddress(s_d3d12_library, "D3D12GetDebugInterface"))) == nullptr ||
(s_d3d12_serialize_root_signature = reinterpret_cast<PFN_D3D12_SERIALIZE_ROOT_SIGNATURE>(
GetProcAddress(s_d3d12_library, "D3D12SerializeRootSignature"))) == nullptr)
{
Log_ErrorPrintf("d3d12.dll could not be loaded.");
s_d3d12_create_device = nullptr;
s_d3d12_get_debug_interface = nullptr;
s_d3d12_serialize_root_signature = nullptr;
if (s_d3d12_library)
FreeLibrary(s_d3d12_library);
s_d3d12_library = nullptr;
return false;
}
return true;
}
static void UnloadD3D12Library()
{
s_d3d12_serialize_root_signature = nullptr;
s_d3d12_get_debug_interface = nullptr;
s_d3d12_create_device = nullptr;
if (s_d3d12_library)
{
FreeLibrary(s_d3d12_library);
s_d3d12_library = nullptr;
}
}
#else
static const PFN_D3D12_CREATE_DEVICE s_d3d12_create_device = D3D12CreateDevice;
static const PFN_D3D12_GET_DEBUG_INTERFACE s_d3d12_get_debug_interface = D3D12GetDebugInterface;
static const PFN_D3D12_SERIALIZE_ROOT_SIGNATURE s_d3d12_serialize_root_signature = D3D12SerializeRootSignature;
static bool LoadD3D12Library()
{
return true;
}
static void UnloadD3D12Library() {}
#endif
Context::Context() = default;
Context::~Context()
{
DestroyResources();
}
Context::ComPtr<ID3DBlob> Context::SerializeRootSignature(const D3D12_ROOT_SIGNATURE_DESC* desc)
{
ComPtr<ID3DBlob> blob;
ComPtr<ID3DBlob> error_blob;
const HRESULT hr = s_d3d12_serialize_root_signature(desc, D3D_ROOT_SIGNATURE_VERSION_1, blob.GetAddressOf(),
error_blob.GetAddressOf());
if (FAILED(hr))
{
Log_ErrorPrintf("D3D12SerializeRootSignature() failed: %08X", hr);
if (error_blob)
Log_ErrorPrintf("%s", error_blob->GetBufferPointer());
return {};
}
return blob;
}
D3D12::Context::ComPtr<ID3D12RootSignature> Context::CreateRootSignature(const D3D12_ROOT_SIGNATURE_DESC* desc)
{
ComPtr<ID3DBlob> blob = SerializeRootSignature(desc);
if (!blob)
return {};
ComPtr<ID3D12RootSignature> rs;
const HRESULT hr =
m_device->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(rs.GetAddressOf()));
if (FAILED(hr))
{
Log_ErrorPrintf("CreateRootSignature() failed: %08X", hr);
return {};
}
return rs;
}
bool Context::SupportsTextureFormat(DXGI_FORMAT format)
{
constexpr u32 required = D3D12_FORMAT_SUPPORT1_TEXTURE2D | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE;
D3D12_FEATURE_DATA_FORMAT_SUPPORT support = {format};
return SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &support, sizeof(support))) &&
(support.Support1 & required) == required;
}
bool Context::Create(IDXGIFactory* dxgi_factory, u32 adapter_index, bool enable_debug_layer)
{
Assert(!g_d3d12_context);
if (!LoadD3D12Library())
return false;
g_d3d12_context.reset(new Context());
if (!g_d3d12_context->CreateDevice(dxgi_factory, adapter_index, enable_debug_layer) ||
!g_d3d12_context->CreateCommandQueue() || !g_d3d12_context->CreateFence() ||
!g_d3d12_context->CreateDescriptorHeaps() || !g_d3d12_context->CreateCommandLists() ||
!g_d3d12_context->CreateTextureStreamBuffer())
{
Destroy();
return false;
}
return true;
}
void Context::Destroy()
{
if (g_d3d12_context)
g_d3d12_context.reset();
UnloadD3D12Library();
}
bool Context::CreateDevice(IDXGIFactory* dxgi_factory, u32 adapter_index, bool enable_debug_layer)
{
ComPtr<IDXGIAdapter> adapter;
HRESULT hr = dxgi_factory->EnumAdapters(adapter_index, &adapter);
if (FAILED(hr))
{
Log_ErrorPrintf("Adapter %u not found, using default", adapter_index);
adapter = nullptr;
}
else
{
DXGI_ADAPTER_DESC adapter_desc;
if (SUCCEEDED(adapter->GetDesc(&adapter_desc)))
{
char adapter_name_buffer[128];
const int name_length = WideCharToMultiByte(CP_UTF8, 0, adapter_desc.Description,
static_cast<int>(std::wcslen(adapter_desc.Description)),
adapter_name_buffer, countof(adapter_name_buffer), 0, nullptr);
if (name_length >= 0)
{
adapter_name_buffer[name_length] = 0;
Log_InfoPrintf("D3D Adapter: %s", adapter_name_buffer);
}
}
}
// Enabling the debug layer will fail if the Graphics Tools feature is not installed.
if (enable_debug_layer)
{
hr = s_d3d12_get_debug_interface(IID_PPV_ARGS(&m_debug_interface));
if (SUCCEEDED(hr))
{
m_debug_interface->EnableDebugLayer();
}
else
{
Log_ErrorPrintf("Debug layer requested but not available.");
enable_debug_layer = false;
}
}
// Create the actual device.
hr = s_d3d12_create_device(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device));
AssertMsg(SUCCEEDED(hr), "Create D3D12 device");
if (FAILED(hr))
return false;
if (enable_debug_layer)
{
ComPtr<ID3D12InfoQueue> info_queue;
if (SUCCEEDED(m_device.As(&info_queue)))
{
info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
D3D12_INFO_QUEUE_FILTER filter = {};
std::array<D3D12_MESSAGE_ID, 5> id_list{
D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE,
D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_MISMATCHINGCLEARVALUE,
D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_RENDERTARGETVIEW_NOT_SET,
D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_TYPE_MISMATCH,
D3D12_MESSAGE_ID_DRAW_EMPTY_SCISSOR_RECTANGLE,
};
filter.DenyList.NumIDs = static_cast<UINT>(id_list.size());
filter.DenyList.pIDList = id_list.data();
info_queue->PushStorageFilter(&filter);
}
}
return true;
}
bool Context::CreateCommandQueue()
{
const D3D12_COMMAND_QUEUE_DESC queue_desc = {D3D12_COMMAND_LIST_TYPE_DIRECT, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL,
D3D12_COMMAND_QUEUE_FLAG_NONE};
HRESULT hr = m_device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&m_command_queue));
AssertMsg(SUCCEEDED(hr), "Create command queue");
return SUCCEEDED(hr);
}
bool Context::CreateFence()
{
HRESULT hr = m_device->CreateFence(m_completed_fence_value, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence));
AssertMsg(SUCCEEDED(hr), "Create fence");
if (FAILED(hr))
return false;
m_fence_event = CreateEvent(nullptr, FALSE, FALSE, nullptr);
AssertMsg(m_fence_event != NULL, "Create fence event");
if (!m_fence_event)
return false;
return true;
}
bool Context::CreateDescriptorHeaps()
{
static constexpr size_t MAX_SRVS = 16384;
static constexpr size_t MAX_RTVS = 8192;
static constexpr size_t MAX_DSVS = 128;
static constexpr size_t MAX_SAMPLERS = 128;
if (!m_descriptor_heap_manager.Create(m_device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_SRVS, true) ||
!m_rtv_heap_manager.Create(m_device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_RTV, MAX_RTVS, false) ||
!m_dsv_heap_manager.Create(m_device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_DSV, MAX_DSVS, false) ||
!m_sampler_heap_manager.Create(m_device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, MAX_SAMPLERS, true))
{
return false;
}
m_gpu_descriptor_heaps[0] = m_descriptor_heap_manager.GetDescriptorHeap();
m_gpu_descriptor_heaps[1] = m_sampler_heap_manager.GetDescriptorHeap();
// Allocate null SRV descriptor for unbound textures.
constexpr D3D12_SHADER_RESOURCE_VIEW_DESC null_srv_desc = {DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_SRV_DIMENSION_TEXTURE2D,
D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING};
if (!m_descriptor_heap_manager.Allocate(&m_null_srv_descriptor))
{
Panic("Failed to allocate null descriptor");
return false;
}
m_device->CreateShaderResourceView(nullptr, &null_srv_desc, m_null_srv_descriptor.cpu_handle);
return true;
}
bool Context::CreateCommandLists()
{
for (u32 i = 0; i < NUM_COMMAND_LISTS; i++)
{
CommandListResources& res = m_command_lists[i];
HRESULT hr = m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
IID_PPV_ARGS(res.command_allocator.GetAddressOf()));
AssertMsg(SUCCEEDED(hr), "Create command allocator");
if (FAILED(hr))
return false;
hr = m_device->CreateCommandList(1, D3D12_COMMAND_LIST_TYPE_DIRECT, res.command_allocator.Get(), nullptr,
IID_PPV_ARGS(res.command_list.GetAddressOf()));
if (FAILED(hr))
{
Log_ErrorPrintf("Failed to create command list: %08X", hr);
return false;
}
// Close the command list, since the first thing we do is reset them.
hr = res.command_list->Close();
AssertMsg(SUCCEEDED(hr), "Closing new command list failed");
if (FAILED(hr))
return false;
}
MoveToNextCommandList();
return true;
}
bool Context::CreateTextureStreamBuffer()
{
return m_texture_stream_buffer.Create(TEXTURE_UPLOAD_BUFFER_SIZE);
}
void Context::MoveToNextCommandList()
{
m_current_command_list = (m_current_command_list + 1) % NUM_COMMAND_LISTS;
m_current_fence_value++;
// We may have to wait if this command list hasn't finished on the GPU.
CommandListResources& res = m_command_lists[m_current_command_list];
WaitForFence(res.ready_fence_value);
// Begin command list.
res.command_allocator->Reset();
res.command_list->Reset(res.command_allocator.Get(), nullptr);
res.command_list->SetDescriptorHeaps(static_cast<UINT>(m_gpu_descriptor_heaps.size()), m_gpu_descriptor_heaps.data());
res.ready_fence_value = m_current_fence_value;
}
void Context::ExecuteCommandList(bool wait_for_completion)
{
CommandListResources& res = m_command_lists[m_current_command_list];
// Close and queue command list.
HRESULT hr = res.command_list->Close();
AssertMsg(SUCCEEDED(hr), "Close command list");
const std::array<ID3D12CommandList*, 1> execute_lists{res.command_list.Get()};
m_command_queue->ExecuteCommandLists(static_cast<UINT>(execute_lists.size()), execute_lists.data());
// Update fence when GPU has completed.
hr = m_command_queue->Signal(m_fence.Get(), m_current_fence_value);
AssertMsg(SUCCEEDED(hr), "Signal fence");
MoveToNextCommandList();
if (wait_for_completion)
WaitForFence(res.ready_fence_value);
}
void Context::DeferResourceDestruction(ID3D12Resource* resource)
{
if (!resource)
return;
resource->AddRef();
m_command_lists[m_current_command_list].pending_resources.push_back(resource);
}
void Context::DeferDescriptorDestruction(DescriptorHeapManager& manager, u32 index)
{
m_command_lists[m_current_command_list].pending_descriptors.emplace_back(manager, index);
}
void Context::DeferDescriptorDestruction(DescriptorHeapManager& manager, DescriptorHandle* handle)
{
if (handle->index == DescriptorHandle::INVALID_INDEX)
return;
m_command_lists[m_current_command_list].pending_descriptors.emplace_back(manager, handle->index);
handle->Clear();
}
void Context::DestroyPendingResources(CommandListResources& cmdlist)
{
for (const auto& dd : cmdlist.pending_descriptors)
dd.first.Free(dd.second);
cmdlist.pending_descriptors.clear();
for (ID3D12Resource* res : cmdlist.pending_resources)
res->Release();
cmdlist.pending_resources.clear();
}
void Context::DestroyResources()
{
ExecuteCommandList(true);
m_texture_stream_buffer.Destroy(false);
m_descriptor_heap_manager.Free(&m_null_srv_descriptor);
m_sampler_heap_manager.Destroy();
m_dsv_heap_manager.Destroy();
m_rtv_heap_manager.Destroy();
m_descriptor_heap_manager.Destroy();
m_command_lists = {};
m_current_command_list = 0;
m_completed_fence_value = 0;
m_current_fence_value = 0;
if (m_fence_event)
{
CloseHandle(m_fence_event);
m_fence_event = {};
}
m_command_queue.Reset();
m_debug_interface.Reset();
m_device.Reset();
}
void Context::WaitForFence(u64 fence)
{
if (m_completed_fence_value >= fence)
return;
// Try non-blocking check.
m_completed_fence_value = m_fence->GetCompletedValue();
if (m_completed_fence_value < fence)
{
// Fall back to event.
HRESULT hr = m_fence->SetEventOnCompletion(fence, m_fence_event);
AssertMsg(SUCCEEDED(hr), "Set fence event on completion");
WaitForSingleObject(m_fence_event, INFINITE);
m_completed_fence_value = m_fence->GetCompletedValue();
}
// Release resources for as many command lists which have completed.
u32 index = (m_current_command_list + 1) % NUM_COMMAND_LISTS;
for (u32 i = 0; i < NUM_COMMAND_LISTS; i++)
{
CommandListResources& res = m_command_lists[index];
if (m_completed_fence_value < res.ready_fence_value)
break;
DestroyPendingResources(res);
index = (index + 1) % NUM_COMMAND_LISTS;
}
}
void Context::WaitForGPUIdle()
{
u32 index = (m_current_command_list + 1) % NUM_COMMAND_LISTS;
for (u32 i = 0; i < (NUM_COMMAND_LISTS - 1); i++)
{
WaitForFence(m_command_lists[index].ready_fence_value);
index = (index + 1) % NUM_COMMAND_LISTS;
}
}
} // namespace D3D12