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// 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