| // Copyright 2019 The Dawn Authors |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| #include "dawn_native/d3d12/D3D12Info.h" |
| |
| #include "common/GPUInfo.h" |
| #include "dawn_native/d3d12/AdapterD3D12.h" |
| #include "dawn_native/d3d12/BackendD3D12.h" |
| #include "dawn_native/d3d12/D3D12Error.h" |
| #include "dawn_native/d3d12/PlatformFunctions.h" |
| |
| namespace dawn_native { namespace d3d12 { |
| |
| ResultOrError<D3D12DeviceInfo> GatherDeviceInfo(const Adapter& adapter) { |
| D3D12DeviceInfo info = {}; |
| |
| // Newer builds replace D3D_FEATURE_DATA_ARCHITECTURE with |
| // D3D_FEATURE_DATA_ARCHITECTURE1. However, D3D_FEATURE_DATA_ARCHITECTURE can be used |
| // for backwards compat. |
| // https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ne-d3d12-d3d12_feature |
| D3D12_FEATURE_DATA_ARCHITECTURE arch = {}; |
| DAWN_TRY(CheckHRESULT(adapter.GetDevice()->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, |
| &arch, sizeof(arch)), |
| "ID3D12Device::CheckFeatureSupport")); |
| |
| info.isUMA = arch.UMA; |
| |
| D3D12_FEATURE_DATA_D3D12_OPTIONS options = {}; |
| DAWN_TRY(CheckHRESULT(adapter.GetDevice()->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, |
| &options, sizeof(options)), |
| "ID3D12Device::CheckFeatureSupport")); |
| |
| info.resourceHeapTier = options.ResourceHeapTier; |
| |
| // Windows builds 1809 and above can use the D3D12 render pass API. If we query |
| // CheckFeatureSupport for D3D12_FEATURE_D3D12_OPTIONS5 successfully, then we can use |
| // the render pass API. |
| info.supportsRenderPass = false; |
| D3D12_FEATURE_DATA_D3D12_OPTIONS5 featureOptions5 = {}; |
| if (SUCCEEDED(adapter.GetDevice()->CheckFeatureSupport( |
| D3D12_FEATURE_D3D12_OPTIONS5, &featureOptions5, sizeof(featureOptions5)))) { |
| // Performance regressions been observed when using a render pass on Intel graphics |
| // with RENDER_PASS_TIER_1 available, so fall back to a software emulated render |
| // pass on these platforms. |
| if (featureOptions5.RenderPassesTier < D3D12_RENDER_PASS_TIER_1 || |
| !gpu_info::IsIntel(adapter.GetPCIInfo().vendorId)) { |
| info.supportsRenderPass = true; |
| } |
| } |
| |
| // Used to share resources cross-API. If we query CheckFeatureSupport for |
| // D3D12_FEATURE_D3D12_OPTIONS4 successfully, then we can use cross-API sharing. |
| info.supportsSharedResourceCapabilityTier1 = false; |
| D3D12_FEATURE_DATA_D3D12_OPTIONS4 featureOptions4 = {}; |
| if (SUCCEEDED(adapter.GetDevice()->CheckFeatureSupport( |
| D3D12_FEATURE_D3D12_OPTIONS4, &featureOptions4, sizeof(featureOptions4)))) { |
| // Tier 1 support additionally enables the NV12 format. Since only the NV12 format |
| // is used by Dawn, check for Tier 1. |
| if (featureOptions4.SharedResourceCompatibilityTier >= |
| D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_1) { |
| info.supportsSharedResourceCapabilityTier1 = true; |
| } |
| } |
| |
| D3D12_FEATURE_DATA_SHADER_MODEL knownShaderModels[] = {{D3D_SHADER_MODEL_6_2}, |
| {D3D_SHADER_MODEL_6_1}, |
| {D3D_SHADER_MODEL_6_0}, |
| {D3D_SHADER_MODEL_5_1}}; |
| uint32_t driverShaderModel = 0; |
| for (D3D12_FEATURE_DATA_SHADER_MODEL shaderModel : knownShaderModels) { |
| if (SUCCEEDED(adapter.GetDevice()->CheckFeatureSupport( |
| D3D12_FEATURE_SHADER_MODEL, &shaderModel, sizeof(shaderModel)))) { |
| driverShaderModel = shaderModel.HighestShaderModel; |
| break; |
| } |
| } |
| |
| if (driverShaderModel < D3D_SHADER_MODEL_5_1) { |
| return DAWN_INTERNAL_ERROR("Driver doesn't support Shader Model 5.1 or higher"); |
| } |
| |
| // D3D_SHADER_MODEL is encoded as 0xMm with M the major version and m the minor version |
| ASSERT(driverShaderModel <= 0xFF); |
| uint32_t shaderModelMajor = (driverShaderModel & 0xF0) >> 4; |
| uint32_t shaderModelMinor = (driverShaderModel & 0xF); |
| |
| ASSERT(shaderModelMajor < 10); |
| ASSERT(shaderModelMinor < 10); |
| info.shaderModel = 10 * shaderModelMajor + shaderModelMinor; |
| |
| // Profiles are always <stage>s_<minor>_<major> so we build the s_<minor>_major and add |
| // it to each of the stage's suffix. |
| std::wstring profileSuffix = L"s_M_n"; |
| profileSuffix[2] = wchar_t('0' + shaderModelMajor); |
| profileSuffix[4] = wchar_t('0' + shaderModelMinor); |
| |
| info.shaderProfiles[SingleShaderStage::Vertex] = L"v" + profileSuffix; |
| info.shaderProfiles[SingleShaderStage::Fragment] = L"p" + profileSuffix; |
| info.shaderProfiles[SingleShaderStage::Compute] = L"c" + profileSuffix; |
| |
| D3D12_FEATURE_DATA_D3D12_OPTIONS4 featureData4 = {}; |
| if (SUCCEEDED(adapter.GetDevice()->CheckFeatureSupport( |
| D3D12_FEATURE_D3D12_OPTIONS4, &featureData4, sizeof(featureData4)))) { |
| info.supportsShaderFloat16 = driverShaderModel >= D3D_SHADER_MODEL_6_2 && |
| featureData4.Native16BitShaderOpsSupported; |
| } |
| |
| return std::move(info); |
| } |
| |
| }} // namespace dawn_native::d3d12 |