| // Copyright 2023 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 "dawn/native/d3d11/DeviceInfoD3D11.h" |
| |
| #include <utility> |
| |
| #include "dawn/native/d3d/D3DError.h" |
| #include "dawn/native/d3d11/PlatformFunctionsD3D11.h" |
| |
| namespace dawn::native::d3d11 { |
| |
| ResultOrError<DeviceInfo> GatherDeviceInfo(IDXGIAdapter3* adapter, |
| const ComPtr<ID3D11Device>& device) { |
| DeviceInfo info = {}; |
| |
| D3D11_FEATURE_DATA_D3D11_OPTIONS2 options2; |
| DAWN_TRY(CheckHRESULT( |
| device->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS2, &options2, sizeof(options2)), |
| "D3D11_FEATURE_D3D11_OPTIONS2")); |
| |
| info.isUMA = options2.UnifiedMemoryArchitecture; |
| info.supportsROV = options2.ROVsSupported; |
| |
| info.shaderModel = 50; |
| // Profiles are always <stage>s_<minor>_<major> so we build the s_<minor>_major and add |
| // it to each of the stage's suffix. |
| info.shaderProfiles[SingleShaderStage::Vertex] = L"vs_5_0"; |
| info.shaderProfiles[SingleShaderStage::Fragment] = L"ps_5_0"; |
| info.shaderProfiles[SingleShaderStage::Compute] = L"cs_5_0"; |
| |
| // Runtime of the created texture (D3D11 device) and OpenSharedHandle runtime (Dawn's |
| // D3D12 device) must agree on resource sharing capability. For NV12 formats, D3D11 |
| // requires at-least D3D11_SHARED_RESOURCE_TIER_2 support. |
| // https://docs.microsoft.com/en-us/windows/win32/api/d3d11/ne-d3d11-d3d11_shared_resource_tier |
| D3D11_FEATURE_DATA_D3D11_OPTIONS5 featureOptions5{}; |
| DAWN_TRY(CheckHRESULT(device->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS5, |
| &featureOptions5, sizeof(featureOptions5)), |
| "D3D11_FEATURE_D3D11_OPTIONS5")); |
| info.supportsSharedResourceCapabilityTier2 = |
| featureOptions5.SharedResourceTier >= D3D11_SHARED_RESOURCE_TIER_2; |
| |
| DXGI_ADAPTER_DESC adapterDesc; |
| DAWN_TRY(CheckHRESULT(adapter->GetDesc(&adapterDesc), "IDXGIAdapter3::GetDesc")); |
| info.dedicatedVideoMemory = adapterDesc.DedicatedVideoMemory; |
| info.sharedSystemMemory = adapterDesc.SharedSystemMemory; |
| |
| return std::move(info); |
| } |
| |
| } // namespace dawn::native::d3d11 |