| // Copyright 2019 The Dawn & Tint Authors | |
| // | |
| // Redistribution and use in source and binary forms, with or without | |
| // modification, are permitted provided that the following conditions are met: | |
| // | |
| // 1. Redistributions of source code must retain the above copyright notice, this | |
| // list of conditions and the following disclaimer. | |
| // | |
| // 2. Redistributions in binary form must reproduce the above copyright notice, | |
| // this list of conditions and the following disclaimer in the documentation | |
| // and/or other materials provided with the distribution. | |
| // | |
| // 3. Neither the name of the copyright holder nor the names of its | |
| // contributors may be used to endorse or promote products derived from | |
| // this software without specific prior written permission. | |
| // | |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | |
| // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE | |
| // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL | |
| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR | |
| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER | |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, | |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
| #include "src/dawn/native/d3d12/BackendD3D12.h" | |
| #include <memory> | |
| #include <utility> | |
| #include "dawn/native/D3D12Backend.h" | |
| #include "src/dawn/native/Instance.h" | |
| #include "src/dawn/native/d3d/D3DError.h" | |
| #include "src/dawn/native/d3d12/PhysicalDeviceD3D12.h" | |
| #include "src/dawn/native/d3d12/PlatformFunctionsD3D12.h" | |
| #include "src/dawn/native/d3d12/UtilsD3D12.h" | |
| #include "src/utils/log.h" | |
| namespace dawn::native::d3d12 { | |
| Backend::Backend(InstanceBase* instance) : Base(instance, wgpu::BackendType::D3D12) {} | |
| MaybeError Backend::Initialize() { | |
| { | |
| // Put function initialization in curly braces to avoid the temptation to use the | |
| // std::move-ed `functions` variable later in the method. | |
| auto functions = std::make_unique<PlatformFunctions>(); | |
| DAWN_TRY(functions->Initialize(GetInstance()->GetRuntimeSearchPaths())); | |
| DAWN_TRY(Base::Initialize(std::move(functions))); | |
| } | |
| // Enable the debug layer (requires the Graphics Tools "optional feature"). | |
| const auto instance = GetInstance(); | |
| if (instance->GetBackendValidationLevel() != BackendValidationLevel::Disabled) { | |
| ComPtr<ID3D12Debug3> debugController; | |
| if (SUCCEEDED(GetFunctions()->d3d12GetDebugInterface(IID_PPV_ARGS(&debugController)))) { | |
| DAWN_ASSERT(debugController != nullptr); | |
| debugController->EnableDebugLayer(); | |
| if (instance->GetBackendValidationLevel() == BackendValidationLevel::Full) { | |
| debugController->SetEnableGPUBasedValidation(true); | |
| } | |
| } | |
| } | |
| if (instance->IsBeginCaptureOnStartupEnabled()) { | |
| ComPtr<IDXGraphicsAnalysis> graphicsAnalysis; | |
| if (GetFunctions()->dxgiGetDebugInterface1 != nullptr && | |
| SUCCEEDED(GetFunctions()->dxgiGetDebugInterface1(0, IID_PPV_ARGS(&graphicsAnalysis)))) { | |
| graphicsAnalysis->BeginCapture(); | |
| } | |
| } | |
| return {}; | |
| } | |
| const PlatformFunctions* Backend::GetFunctions() const { | |
| return static_cast<const PlatformFunctions*>(Base::GetFunctions()); | |
| } | |
| ResultOrError<ComPtr<ID3D12Device>> Backend::CreateD3DDevice(IUnknown* adapter) { | |
| ComPtr<ID3D12Device> device; | |
| DAWN_TRY(CheckHRESULT( | |
| GetFunctions()->CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&device)), | |
| "D3D12CreateDevice")); | |
| return device; | |
| } | |
| MaybeError Backend::EnsureDXC() { | |
| #if defined(DAWN_USE_BUILT_DXC) | |
| // If components are already loaded, return early | |
| if (mDxcLibrary != nullptr) { | |
| // Since all components are assigned atomically, if one is loaded, all should be loaded | |
| DAWN_CHECK(mDxcCompiler); | |
| DAWN_CHECK(mDxcValidator); | |
| return {}; | |
| } | |
| DAWN_TRY(const_cast<PlatformFunctions*>(GetFunctions()) | |
| ->EnsureDXCLibraries(GetInstance()->GetRuntimeSearchPaths())); | |
| ComPtr<IDxcLibrary> dxcLibrary; | |
| DAWN_TRY( | |
| CheckHRESULT(GetFunctions()->dxcCreateInstance(CLSID_DxcLibrary, IID_PPV_ARGS(&dxcLibrary)), | |
| "DXC create library")); | |
| ComPtr<IDxcCompiler3> dxcCompiler; | |
| DAWN_TRY(CheckHRESULT( | |
| GetFunctions()->dxcCreateInstance(CLSID_DxcCompiler, IID_PPV_ARGS(&dxcCompiler)), | |
| "DXC create compiler")); | |
| ComPtr<IDxcValidator> dxcValidator; | |
| DAWN_TRY(CheckHRESULT( | |
| GetFunctions()->dxcCreateInstance(CLSID_DxcValidator, IID_PPV_ARGS(&dxcValidator)), | |
| "DXC create validator")); | |
| mDxcLibrary = std::move(dxcLibrary); | |
| mDxcCompiler = std::move(dxcCompiler); | |
| mDxcValidator = std::move(dxcValidator); | |
| return {}; | |
| #else | |
| DAWN_UNREACHABLE(); | |
| #endif | |
| } | |
| ComPtr<IDxcLibrary> Backend::GetDxcLibrary() const { | |
| DAWN_ASSERT(mDxcLibrary != nullptr); | |
| return mDxcLibrary; | |
| } | |
| ComPtr<IDxcCompiler3> Backend::GetDxcCompiler() const { | |
| DAWN_ASSERT(mDxcCompiler != nullptr); | |
| return mDxcCompiler; | |
| } | |
| ComPtr<IDxcValidator> Backend::GetDxcValidator() const { | |
| DAWN_ASSERT(mDxcValidator != nullptr); | |
| return mDxcValidator; | |
| } | |
| ResultOrError<Ref<PhysicalDeviceBase>> Backend::CreatePhysicalDeviceFromIDXGIAdapter( | |
| ComPtr<IDXGIAdapter> dxgiAdapter) { | |
| ComPtr<IDXGIAdapter3> dxgiAdapter3; | |
| DAWN_TRY(CheckHRESULT(dxgiAdapter.As(&dxgiAdapter3), "DXGIAdapter retrieval")); | |
| Ref<PhysicalDevice> physicalDevice = | |
| AcquireRef(new PhysicalDevice(this, std::move(dxgiAdapter3))); | |
| DAWN_TRY(physicalDevice->Initialize()); | |
| return {std::move(physicalDevice)}; | |
| } | |
| BackendConnection* Connect(InstanceBase* instance) { | |
| Backend* backend = new Backend(instance); | |
| if (instance->ConsumedError(backend->Initialize())) { | |
| delete backend; | |
| return nullptr; | |
| } | |
| return backend; | |
| } | |
| } // namespace dawn::native::d3d12 |