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// Copyright 2017 The NXT 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 "utils/BackendBinding.h"
#include "common/Assert.h"
#include "common/SwapChainUtils.h"
#include "nxt/nxt_wsi.h"
#define GLFW_EXPOSE_NATIVE_WIN32
#include "GLFW/glfw3.h"
#include "GLFW/glfw3native.h"
#include <d3d12.h>
#include <dxgi1_4.h>
#include <wrl.h>
#include <initializer_list>
#ifdef _DEBUG
#include <dxgidebug.h>
#endif
using Microsoft::WRL::ComPtr;
namespace backend { namespace d3d12 {
void Init(ComPtr<ID3D12Device> d3d12Device, nxtProcTable* procs, nxtDevice* device);
ComPtr<ID3D12CommandQueue> GetCommandQueue(nxtDevice device);
uint64_t GetSerial(const nxtDevice device);
void NextSerial(nxtDevice device);
void ExecuteCommandLists(nxtDevice device,
std::initializer_list<ID3D12CommandList*> commandLists);
void WaitForSerial(nxtDevice device, uint64_t serial);
void OpenCommandList(nxtDevice device, ComPtr<ID3D12GraphicsCommandList>* commandList);
}} // namespace backend::d3d12
namespace utils {
namespace {
void ASSERT_SUCCESS(HRESULT hr) {
ASSERT(SUCCEEDED(hr));
}
ComPtr<IDXGIFactory4> CreateFactory() {
ComPtr<IDXGIFactory4> factory;
uint32_t dxgiFactoryFlags = 0;
#ifdef _DEBUG
// Enable the debug layer (requires the Graphics Tools "optional feature").
// NOTE: Enabling the debug layer after device creation will invalidate the active
// device.
{
ComPtr<ID3D12Debug> debugController;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController)))) {
debugController->EnableDebugLayer();
// Enable additional debug layers.
dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;
}
ComPtr<IDXGIDebug1> dxgiDebug;
if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&dxgiDebug)))) {
dxgiDebug->ReportLiveObjects(DXGI_DEBUG_ALL,
DXGI_DEBUG_RLO_FLAGS(DXGI_DEBUG_RLO_ALL));
}
}
#endif
ASSERT_SUCCESS(CreateDXGIFactory2(dxgiFactoryFlags, IID_PPV_ARGS(&factory)));
return factory;
}
DXGI_USAGE D3D12SwapChainBufferUsage(nxtTextureUsageBit allowedUsages) {
DXGI_USAGE usage = DXGI_CPU_ACCESS_NONE;
if (allowedUsages & NXT_TEXTURE_USAGE_BIT_SAMPLED) {
usage |= DXGI_USAGE_SHADER_INPUT;
}
if (allowedUsages & NXT_TEXTURE_USAGE_BIT_STORAGE) {
usage |= DXGI_USAGE_UNORDERED_ACCESS;
}
if (allowedUsages & NXT_TEXTURE_USAGE_BIT_OUTPUT_ATTACHMENT) {
usage |= DXGI_USAGE_RENDER_TARGET_OUTPUT;
}
return usage;
}
D3D12_RESOURCE_STATES D3D12ResourceState(nxtTextureUsageBit usage) {
D3D12_RESOURCE_STATES resourceState = D3D12_RESOURCE_STATE_COMMON;
if (usage & NXT_TEXTURE_USAGE_BIT_TRANSFER_SRC) {
resourceState |= D3D12_RESOURCE_STATE_COPY_SOURCE;
}
if (usage & NXT_TEXTURE_USAGE_BIT_TRANSFER_DST) {
resourceState |= D3D12_RESOURCE_STATE_COPY_DEST;
}
if (usage & NXT_TEXTURE_USAGE_BIT_SAMPLED) {
resourceState |= (D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE |
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
}
if (usage & NXT_TEXTURE_USAGE_BIT_STORAGE) {
resourceState |= D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
}
if (usage & NXT_TEXTURE_USAGE_BIT_OUTPUT_ATTACHMENT) {
resourceState |= D3D12_RESOURCE_STATE_RENDER_TARGET;
}
return resourceState;
}
} // namespace
class SwapChainImplD3D12 {
public:
using WSIContext = nxtWSIContextD3D12;
SwapChainImplD3D12(HWND window, nxtProcTable procs)
: mWindow(window), mProcs(procs), mFactory(CreateFactory()) {
}
~SwapChainImplD3D12() {
}
void Init(nxtWSIContextD3D12* ctx) {
mBackendDevice = ctx->device;
mCommandQueue = backend::d3d12::GetCommandQueue(mBackendDevice);
}
nxtSwapChainError Configure(nxtTextureFormat format,
nxtTextureUsageBit allowedUsage,
uint32_t width,
uint32_t height) {
if (format != NXT_TEXTURE_FORMAT_R8_G8_B8_A8_UNORM) {
return "unsupported format";
}
ASSERT(width > 0);
ASSERT(height > 0);
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
swapChainDesc.Width = width;
swapChainDesc.Height = height;
swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferUsage = D3D12SwapChainBufferUsage(allowedUsage);
swapChainDesc.BufferCount = kFrameCount;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
ComPtr<IDXGISwapChain1> swapChain1;
ASSERT_SUCCESS(mFactory->CreateSwapChainForHwnd(
mCommandQueue.Get(), mWindow, &swapChainDesc, nullptr, nullptr, &swapChain1));
ASSERT_SUCCESS(swapChain1.As(&mSwapChain));
for (uint32_t n = 0; n < kFrameCount; ++n) {
ASSERT_SUCCESS(mSwapChain->GetBuffer(n, IID_PPV_ARGS(&mRenderTargetResources[n])));
}
// Get the initial render target and arbitrarily choose a "previous" render target
// that's different
mPreviousRenderTargetIndex = mRenderTargetIndex =
mSwapChain->GetCurrentBackBufferIndex();
mPreviousRenderTargetIndex = mRenderTargetIndex == 0 ? 1 : 0;
// Initial the serial for all render targets
const uint64_t initialSerial = backend::d3d12::GetSerial(mBackendDevice);
for (uint32_t n = 0; n < kFrameCount; ++n) {
mLastSerialRenderTargetWasUsed[n] = initialSerial;
}
return NXT_SWAP_CHAIN_NO_ERROR;
}
nxtSwapChainError GetNextTexture(nxtSwapChainNextTexture* nextTexture) {
nextTexture->texture = mRenderTargetResources[mRenderTargetIndex].Get();
return NXT_SWAP_CHAIN_NO_ERROR;
}
nxtSwapChainError Present() {
// Current frame already transitioned to Present by the application, but
// we need to flush the D3D12 backend's pending transitions.
mProcs.deviceTick(mBackendDevice);
ASSERT_SUCCESS(mSwapChain->Present(1, 0));
// Transition last frame's render target back to being a render target
if (mRenderTargetResourceState != D3D12_RESOURCE_STATE_PRESENT) {
ComPtr<ID3D12GraphicsCommandList> commandList = {};
backend::d3d12::OpenCommandList(mBackendDevice, &commandList);
D3D12_RESOURCE_BARRIER resourceBarrier;
resourceBarrier.Transition.pResource =
mRenderTargetResources[mPreviousRenderTargetIndex].Get();
resourceBarrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
resourceBarrier.Transition.StateAfter = mRenderTargetResourceState;
resourceBarrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
resourceBarrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
resourceBarrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
commandList->ResourceBarrier(1, &resourceBarrier);
ASSERT_SUCCESS(commandList->Close());
backend::d3d12::ExecuteCommandLists(mBackendDevice, {commandList.Get()});
}
backend::d3d12::NextSerial(mBackendDevice);
mPreviousRenderTargetIndex = mRenderTargetIndex;
mRenderTargetIndex = mSwapChain->GetCurrentBackBufferIndex();
// If the next render target is not ready to be rendered yet, wait until it is ready.
// If the last completed serial is less than the last requested serial for this render
// target, then the commands previously executed on this render target have not yet
// completed
backend::d3d12::WaitForSerial(mBackendDevice,
mLastSerialRenderTargetWasUsed[mRenderTargetIndex]);
mLastSerialRenderTargetWasUsed[mRenderTargetIndex] =
backend::d3d12::GetSerial(mBackendDevice);
return NXT_SWAP_CHAIN_NO_ERROR;
}
private:
nxtDevice mBackendDevice = nullptr;
nxtProcTable mProcs = {};
static constexpr unsigned int kFrameCount = 2;
HWND mWindow = 0;
ComPtr<IDXGIFactory4> mFactory = {};
ComPtr<ID3D12CommandQueue> mCommandQueue = {};
ComPtr<IDXGISwapChain3> mSwapChain = {};
ComPtr<ID3D12Resource> mRenderTargetResources[kFrameCount] = {};
// Frame synchronization. Updated every frame
uint32_t mRenderTargetIndex = 0;
uint32_t mPreviousRenderTargetIndex = 0;
uint64_t mLastSerialRenderTargetWasUsed[kFrameCount] = {};
D3D12_RESOURCE_STATES mRenderTargetResourceState;
};
class D3D12Binding : public BackendBinding {
public:
void SetupGLFWWindowHints() override {
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
}
void GetProcAndDevice(nxtProcTable* procs, nxtDevice* device) override {
mFactory = CreateFactory();
ASSERT(GetHardwareAdapter(mFactory.Get(), &mHardwareAdapter));
ASSERT_SUCCESS(D3D12CreateDevice(mHardwareAdapter.Get(), D3D_FEATURE_LEVEL_11_0,
IID_PPV_ARGS(&mD3d12Device)));
backend::d3d12::Init(mD3d12Device, procs, device);
mBackendDevice = *device;
mProcTable = *procs;
}
uint64_t GetSwapChainImplementation() override {
if (mSwapchainImpl.userData == nullptr) {
HWND win32Window = glfwGetWin32Window(mWindow);
mSwapchainImpl =
CreateSwapChainImplementation(new SwapChainImplD3D12(win32Window, mProcTable));
}
return reinterpret_cast<uint64_t>(&mSwapchainImpl);
}
nxtTextureFormat GetPreferredSwapChainTextureFormat() override {
return NXT_TEXTURE_FORMAT_R8_G8_B8_A8_UNORM;
}
private:
nxtDevice mBackendDevice = nullptr;
nxtSwapChainImplementation mSwapchainImpl = {};
nxtProcTable mProcTable = {};
// Initialization
ComPtr<IDXGIFactory4> mFactory;
ComPtr<IDXGIAdapter1> mHardwareAdapter;
ComPtr<ID3D12Device> mD3d12Device;
static bool GetHardwareAdapter(IDXGIFactory4* factory, IDXGIAdapter1** hardwareAdapter) {
*hardwareAdapter = nullptr;
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(D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0,
_uuidof(ID3D12Device), nullptr))) {
*hardwareAdapter = adapter;
return true;
}
adapter->Release();
}
return false;
}
};
BackendBinding* CreateD3D12Binding() {
return new D3D12Binding;
}
} // namespace utils