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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/AdapterD3D12.h"
#include "common/Constants.h"
#include "dawn_native/Instance.h"
#include "dawn_native/d3d12/BackendD3D12.h"
#include "dawn_native/d3d12/D3D12Error.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
#include "dawn_native/d3d12/PlatformFunctions.h"
#include <locale>
namespace dawn_native { namespace d3d12 {
// utility wrapper to adapt locale-bound facets for wstring/wbuffer convert
template <class Facet>
struct DeletableFacet : Facet {
template <class... Args>
DeletableFacet(Args&&... args) : Facet(std::forward<Args>(args)...) {
}
~DeletableFacet() {
}
};
Adapter::Adapter(Backend* backend, ComPtr<IDXGIAdapter3> hardwareAdapter)
: AdapterBase(backend->GetInstance(), wgpu::BackendType::D3D12),
mHardwareAdapter(hardwareAdapter),
mBackend(backend) {
}
Adapter::~Adapter() {
CleanUpDebugLayerFilters();
}
const D3D12DeviceInfo& Adapter::GetDeviceInfo() const {
return mDeviceInfo;
}
IDXGIAdapter3* Adapter::GetHardwareAdapter() const {
return mHardwareAdapter.Get();
}
Backend* Adapter::GetBackend() const {
return mBackend;
}
ComPtr<ID3D12Device> Adapter::GetDevice() const {
return mD3d12Device;
}
MaybeError Adapter::Initialize() {
// D3D12 cannot check for feature support without a device.
// Create the device to populate the adapter properties then reuse it when needed for actual
// rendering.
const PlatformFunctions* functions = GetBackend()->GetFunctions();
if (FAILED(functions->d3d12CreateDevice(GetHardwareAdapter(), D3D_FEATURE_LEVEL_11_0,
_uuidof(ID3D12Device), &mD3d12Device))) {
return DAWN_INTERNAL_ERROR("D3D12CreateDevice failed");
}
DAWN_TRY(InitializeDebugLayerFilters());
DXGI_ADAPTER_DESC1 adapterDesc;
mHardwareAdapter->GetDesc1(&adapterDesc);
mPCIInfo.deviceId = adapterDesc.DeviceId;
mPCIInfo.vendorId = adapterDesc.VendorId;
DAWN_TRY_ASSIGN(mDeviceInfo, GatherDeviceInfo(*this));
if (adapterDesc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) {
mAdapterType = wgpu::AdapterType::CPU;
} else {
mAdapterType = (mDeviceInfo.isUMA) ? wgpu::AdapterType::IntegratedGPU
: wgpu::AdapterType::DiscreteGPU;
}
std::wstring_convert<DeletableFacet<std::codecvt<wchar_t, char, std::mbstate_t>>> converter(
"Error converting");
mPCIInfo.name = converter.to_bytes(adapterDesc.Description);
InitializeSupportedExtensions();
return {};
}
void Adapter::InitializeSupportedExtensions() {
mSupportedExtensions.EnableExtension(Extension::TextureCompressionBC);
mSupportedExtensions.EnableExtension(Extension::PipelineStatisticsQuery);
mSupportedExtensions.EnableExtension(Extension::TimestampQuery);
if (mDeviceInfo.supportsShaderFloat16 && GetBackend()->GetFunctions()->IsDXCAvailable()) {
mSupportedExtensions.EnableExtension(Extension::ShaderFloat16);
}
}
MaybeError Adapter::InitializeDebugLayerFilters() {
if (!GetInstance()->IsBackendValidationEnabled()) {
return {};
}
D3D12_MESSAGE_ID denyIds[] = {
//
// Permanent IDs: list of warnings that are not applicable
//
// Resource sub-allocation partially maps pre-allocated heaps. This means the
// entire physical addresses space may have no resources or have many resources
// assigned the same heap.
D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_HAS_NO_RESOURCE,
D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_INTERSECTS_MULTIPLE_BUFFERS,
// The debug layer validates pipeline objects when they are created. Dawn validates
// them when them when they are set. Therefore, since the issue is caught at a later
// time, we can silence this warnings.
D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_RENDERTARGETVIEW_NOT_SET,
// Adding a clear color during resource creation would require heuristics or delayed
// creation.
// https://crbug.com/dawn/418
D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE,
D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_MISMATCHINGCLEARVALUE,
// Dawn enforces proper Unmaps at a later time.
// https://crbug.com/dawn/422
D3D12_MESSAGE_ID_EXECUTECOMMANDLISTS_GPU_WRITTEN_READBACK_RESOURCE_MAPPED,
//
// Temporary IDs: list of warnings that should be fixed or promoted
//
// Remove after warning have been addressed
// https://crbug.com/dawn/421
D3D12_MESSAGE_ID_GPU_BASED_VALIDATION_INCOMPATIBLE_RESOURCE_STATE,
// For small placed resource alignment, we first request the small alignment, which may
// get rejected and generate a debug error. Then, we request 0 to get the allowed
// allowed alignment.
D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDALIGNMENT,
};
// Create a retrieval filter with a deny list to suppress messages.
// Any messages remaining will be converted to Dawn errors.
D3D12_INFO_QUEUE_FILTER filter{};
// Filter out info/message and only create errors from warnings or worse.
D3D12_MESSAGE_SEVERITY severities[] = {
D3D12_MESSAGE_SEVERITY_INFO,
D3D12_MESSAGE_SEVERITY_MESSAGE,
};
filter.DenyList.NumSeverities = ARRAYSIZE(severities);
filter.DenyList.pSeverityList = severities;
filter.DenyList.NumIDs = ARRAYSIZE(denyIds);
filter.DenyList.pIDList = denyIds;
ComPtr<ID3D12InfoQueue> infoQueue;
ASSERT_SUCCESS(mD3d12Device.As(&infoQueue));
// To avoid flooding the console, a storage-filter is also used to
// prevent messages from getting logged.
DAWN_TRY(CheckHRESULT(infoQueue->PushStorageFilter(&filter),
"ID3D12InfoQueue::PushStorageFilter"));
DAWN_TRY(CheckHRESULT(infoQueue->PushRetrievalFilter(&filter),
"ID3D12InfoQueue::PushRetrievalFilter"));
return {};
}
void Adapter::CleanUpDebugLayerFilters() {
if (!GetInstance()->IsBackendValidationEnabled()) {
return;
}
ComPtr<ID3D12InfoQueue> infoQueue;
ASSERT_SUCCESS(mD3d12Device.As(&infoQueue));
infoQueue->PopRetrievalFilter();
infoQueue->PopStorageFilter();
}
ResultOrError<DeviceBase*> Adapter::CreateDeviceImpl(const DeviceDescriptor* descriptor) {
return Device::Create(this, descriptor);
}
}} // namespace dawn_native::d3d12