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// Copyright 2017 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/DeviceD3D12.h"
#include "common/Assert.h"
#include "common/SwapChainUtils.h"
#include "dawn_native/D3D12backend.h"
#include "dawn_native/d3d12/BindGroupD3D12.h"
#include "dawn_native/d3d12/BindGroupLayoutD3D12.h"
#include "dawn_native/d3d12/BlendStateD3D12.h"
#include "dawn_native/d3d12/BufferD3D12.h"
#include "dawn_native/d3d12/CommandAllocatorManager.h"
#include "dawn_native/d3d12/CommandBufferD3D12.h"
#include "dawn_native/d3d12/ComputePipelineD3D12.h"
#include "dawn_native/d3d12/DepthStencilStateD3D12.h"
#include "dawn_native/d3d12/DescriptorHeapAllocator.h"
#include "dawn_native/d3d12/InputStateD3D12.h"
#include "dawn_native/d3d12/NativeSwapChainImplD3D12.h"
#include "dawn_native/d3d12/PipelineLayoutD3D12.h"
#include "dawn_native/d3d12/PlatformFunctions.h"
#include "dawn_native/d3d12/QueueD3D12.h"
#include "dawn_native/d3d12/RenderPassDescriptorD3D12.h"
#include "dawn_native/d3d12/RenderPipelineD3D12.h"
#include "dawn_native/d3d12/ResourceAllocator.h"
#include "dawn_native/d3d12/ResourceUploader.h"
#include "dawn_native/d3d12/SamplerD3D12.h"
#include "dawn_native/d3d12/ShaderModuleD3D12.h"
#include "dawn_native/d3d12/SwapChainD3D12.h"
#include "dawn_native/d3d12/TextureD3D12.h"
#include <locale>
namespace dawn_native { namespace d3d12 {
dawnDevice CreateDevice() {
return reinterpret_cast<dawnDevice>(new Device());
}
dawnSwapChainImplementation CreateNativeSwapChainImpl(dawnDevice device, HWND window) {
Device* backendDevice = reinterpret_cast<Device*>(device);
dawnSwapChainImplementation impl;
impl = CreateSwapChainImplementation(new NativeSwapChainImpl(backendDevice, window));
impl.textureUsage = DAWN_TEXTURE_USAGE_BIT_PRESENT;
return impl;
}
dawnTextureFormat GetNativeSwapChainPreferredFormat(
const dawnSwapChainImplementation* swapChain) {
NativeSwapChainImpl* impl = reinterpret_cast<NativeSwapChainImpl*>(swapChain->userData);
return static_cast<dawnTextureFormat>(impl->GetPreferredFormat());
}
void ASSERT_SUCCESS(HRESULT hr) {
ASSERT(SUCCEEDED(hr));
}
namespace {
ComPtr<IDXGIFactory4> CreateFactory(const PlatformFunctions* functions) {
ComPtr<IDXGIFactory4> factory;
uint32_t dxgiFactoryFlags = 0;
#if defined(DAWN_ENABLE_ASSERTS)
// Enable the debug layer (requires the Graphics Tools "optional feature").
{
ComPtr<ID3D12Debug> debugController;
if (SUCCEEDED(functions->d3d12GetDebugInterface(IID_PPV_ARGS(&debugController)))) {
debugController->EnableDebugLayer();
// Enable additional debug layers.
dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;
}
ComPtr<IDXGIDebug1> dxgiDebug;
if (SUCCEEDED(functions->dxgiGetDebugInterface1(0, IID_PPV_ARGS(&dxgiDebug)))) {
dxgiDebug->ReportLiveObjects(DXGI_DEBUG_ALL,
DXGI_DEBUG_RLO_FLAGS(DXGI_DEBUG_RLO_ALL));
}
}
#endif // defined(DAWN_ENABLE_ASSERTS)
ASSERT_SUCCESS(functions->createDxgiFactory2(dxgiFactoryFlags, IID_PPV_ARGS(&factory)));
return factory;
}
ComPtr<IDXGIAdapter1> GetHardwareAdapter(ComPtr<IDXGIFactory4> factory,
const PlatformFunctions* functions) {
for (uint32_t adapterIndex = 0;; ++adapterIndex) {
IDXGIAdapter1* adapter = nullptr;
if (factory->EnumAdapters1(adapterIndex, &adapter) == DXGI_ERROR_NOT_FOUND) {
break; // No more adapters to enumerate.
}
// Check to see if the adapter supports Direct3D 12, but don't create the actual
// device yet.
if (SUCCEEDED(functions->d3d12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0,
_uuidof(ID3D12Device), nullptr))) {
return adapter;
}
adapter->Release();
}
return nullptr;
}
} // anonymous namespace
Device::Device() {
mFunctions = std::make_unique<PlatformFunctions>();
{
MaybeError status = mFunctions->LoadFunctions();
ASSERT(status.IsSuccess());
}
// Create the connection to DXGI and the D3D12 device
mFactory = CreateFactory(mFunctions.get());
ASSERT(mFactory.Get() != nullptr);
mHardwareAdapter = GetHardwareAdapter(mFactory, mFunctions.get());
ASSERT(mHardwareAdapter.Get() != nullptr);
ASSERT_SUCCESS(mFunctions->d3d12CreateDevice(mHardwareAdapter.Get(), D3D_FEATURE_LEVEL_11_0,
IID_PPV_ARGS(&mD3d12Device)));
// Collect GPU information
CollectPCIInfo();
// Create device-global objects
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
ASSERT_SUCCESS(mD3d12Device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&mCommandQueue)));
ASSERT_SUCCESS(
mD3d12Device->CreateFence(mSerial, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&mFence)));
mFenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
ASSERT(mFenceEvent != nullptr);
// Initialize backend services
mCommandAllocatorManager = std::make_unique<CommandAllocatorManager>(this);
mDescriptorHeapAllocator = std::make_unique<DescriptorHeapAllocator>(this);
mMapRequestTracker = std::make_unique<MapRequestTracker>(this);
mResourceAllocator = std::make_unique<ResourceAllocator>(this);
mResourceUploader = std::make_unique<ResourceUploader>(this);
NextSerial();
}
Device::~Device() {
const uint64_t currentSerial = GetSerial();
NextSerial();
WaitForSerial(currentSerial); // Wait for all in-flight commands to finish executing
TickImpl(); // Call tick one last time so resources are cleaned up
ASSERT(mUsedComObjectRefs.Empty());
ASSERT(mPendingCommands.commandList == nullptr);
}
ComPtr<IDXGIFactory4> Device::GetFactory() {
return mFactory;
}
ComPtr<ID3D12Device> Device::GetD3D12Device() {
return mD3d12Device;
}
ComPtr<ID3D12CommandQueue> Device::GetCommandQueue() {
return mCommandQueue;
}
DescriptorHeapAllocator* Device::GetDescriptorHeapAllocator() {
return mDescriptorHeapAllocator.get();
}
const PlatformFunctions* Device::GetFunctions() {
return mFunctions.get();
}
MapRequestTracker* Device::GetMapRequestTracker() const {
return mMapRequestTracker.get();
}
ResourceAllocator* Device::GetResourceAllocator() {
return mResourceAllocator.get();
}
ResourceUploader* Device::GetResourceUploader() {
return mResourceUploader.get();
}
void Device::OpenCommandList(ComPtr<ID3D12GraphicsCommandList>* commandList) {
ComPtr<ID3D12GraphicsCommandList>& cmdList = *commandList;
if (!cmdList) {
ASSERT_SUCCESS(mD3d12Device->CreateCommandList(
0, D3D12_COMMAND_LIST_TYPE_DIRECT,
mCommandAllocatorManager->ReserveCommandAllocator().Get(), nullptr,
IID_PPV_ARGS(&cmdList)));
} else {
ASSERT_SUCCESS(
cmdList->Reset(mCommandAllocatorManager->ReserveCommandAllocator().Get(), nullptr));
}
}
ComPtr<ID3D12GraphicsCommandList> Device::GetPendingCommandList() {
// Callers of GetPendingCommandList do so to record commands. Only reserve a command
// allocator when it is needed so we don't submit empty command lists
if (!mPendingCommands.open) {
OpenCommandList(&mPendingCommands.commandList);
mPendingCommands.open = true;
}
return mPendingCommands.commandList;
}
void Device::TickImpl() {
// Perform cleanup operations to free unused objects
const uint64_t lastCompletedSerial = mFence->GetCompletedValue();
mResourceAllocator->Tick(lastCompletedSerial);
mCommandAllocatorManager->Tick(lastCompletedSerial);
mDescriptorHeapAllocator->Tick(lastCompletedSerial);
mMapRequestTracker->Tick(lastCompletedSerial);
mUsedComObjectRefs.ClearUpTo(lastCompletedSerial);
ExecuteCommandLists({});
NextSerial();
}
const dawn_native::PCIInfo& Device::GetPCIInfo() const {
return mPCIInfo;
}
uint64_t Device::GetSerial() const {
return mSerial;
}
void Device::NextSerial() {
ASSERT_SUCCESS(mCommandQueue->Signal(mFence.Get(), mSerial++));
}
void Device::WaitForSerial(uint64_t serial) {
const uint64_t lastCompletedSerial = mFence->GetCompletedValue();
if (lastCompletedSerial < serial) {
ASSERT_SUCCESS(mFence->SetEventOnCompletion(serial, mFenceEvent));
WaitForSingleObject(mFenceEvent, INFINITE);
}
}
void Device::ReferenceUntilUnused(ComPtr<IUnknown> object) {
mUsedComObjectRefs.Enqueue(object, mSerial);
}
void Device::ExecuteCommandLists(std::initializer_list<ID3D12CommandList*> commandLists) {
// If there are pending commands, prepend them to ExecuteCommandLists
if (mPendingCommands.open) {
std::vector<ID3D12CommandList*> lists(commandLists.size() + 1);
mPendingCommands.commandList->Close();
mPendingCommands.open = false;
lists[0] = mPendingCommands.commandList.Get();
std::copy(commandLists.begin(), commandLists.end(), lists.begin() + 1);
mCommandQueue->ExecuteCommandLists(static_cast<UINT>(commandLists.size() + 1),
lists.data());
mPendingCommands.commandList = nullptr;
} else {
std::vector<ID3D12CommandList*> lists(commandLists);
mCommandQueue->ExecuteCommandLists(static_cast<UINT>(commandLists.size()),
lists.data());
}
}
BindGroupBase* Device::CreateBindGroup(BindGroupBuilder* builder) {
return new BindGroup(builder);
}
ResultOrError<BindGroupLayoutBase*> Device::CreateBindGroupLayoutImpl(
const BindGroupLayoutDescriptor* descriptor) {
return new BindGroupLayout(this, descriptor);
}
BlendStateBase* Device::CreateBlendState(BlendStateBuilder* builder) {
return new BlendState(builder);
}
ResultOrError<BufferBase*> Device::CreateBufferImpl(const BufferDescriptor* descriptor) {
return new Buffer(this, descriptor);
}
BufferViewBase* Device::CreateBufferView(BufferViewBuilder* builder) {
return new BufferView(builder);
}
CommandBufferBase* Device::CreateCommandBuffer(CommandBufferBuilder* builder) {
return new CommandBuffer(builder);
}
ResultOrError<ComputePipelineBase*> Device::CreateComputePipelineImpl(
const ComputePipelineDescriptor* descriptor) {
return new ComputePipeline(this, descriptor);
}
DepthStencilStateBase* Device::CreateDepthStencilState(DepthStencilStateBuilder* builder) {
return new DepthStencilState(builder);
}
InputStateBase* Device::CreateInputState(InputStateBuilder* builder) {
return new InputState(builder);
}
ResultOrError<PipelineLayoutBase*> Device::CreatePipelineLayoutImpl(
const PipelineLayoutDescriptor* descriptor) {
return new PipelineLayout(this, descriptor);
}
ResultOrError<QueueBase*> Device::CreateQueueImpl() {
return new Queue(this);
}
RenderPassDescriptorBase* Device::CreateRenderPassDescriptor(
RenderPassDescriptorBuilder* builder) {
return new RenderPassDescriptor(builder);
}
RenderPipelineBase* Device::CreateRenderPipeline(RenderPipelineBuilder* builder) {
return new RenderPipeline(builder);
}
ResultOrError<SamplerBase*> Device::CreateSamplerImpl(const SamplerDescriptor* descriptor) {
return new Sampler(this, descriptor);
}
ResultOrError<ShaderModuleBase*> Device::CreateShaderModuleImpl(
const ShaderModuleDescriptor* descriptor) {
return new ShaderModule(this, descriptor);
}
SwapChainBase* Device::CreateSwapChain(SwapChainBuilder* builder) {
return new SwapChain(builder);
}
ResultOrError<TextureBase*> Device::CreateTextureImpl(const TextureDescriptor* descriptor) {
return new Texture(this, descriptor);
}
ResultOrError<TextureViewBase*> Device::CreateTextureViewImpl(
TextureBase* texture,
const TextureViewDescriptor* descriptor) {
return new TextureView(texture, descriptor);
}
void Device::CollectPCIInfo() {
memset(&mPCIInfo, 0, sizeof(mPCIInfo));
DXGI_ADAPTER_DESC1 adapterDesc;
mHardwareAdapter->GetDesc1(&adapterDesc);
mPCIInfo.deviceId = adapterDesc.DeviceId;
mPCIInfo.vendorId = adapterDesc.VendorId;
std::wstring_convert<std::codecvt<wchar_t, char, std::mbstate_t>> converter(
"Error converting");
mPCIInfo.name = converter.to_bytes(adapterDesc.Description);
}
}} // namespace dawn_native::d3d12