| // 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; |
| } |
| } |
| |
| return info; |
| } |
| }} // namespace dawn_native::d3d12 |