| // 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 "common/WindowsUtils.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 <sstream> |
| |
| namespace dawn_native { namespace d3d12 { |
| |
| 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; |
| } |
| |
| const gpu_info::D3DDriverVersion& Adapter::GetDriverVersion() const { |
| return mDriverVersion; |
| } |
| |
| 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; |
| mPCIInfo.name = WCharToUTF8(adapterDesc.Description); |
| |
| 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; |
| } |
| |
| // Convert the adapter's D3D12 driver version to a readable string like "24.21.13.9793". |
| LARGE_INTEGER umdVersion; |
| if (mHardwareAdapter->CheckInterfaceSupport(__uuidof(IDXGIDevice), &umdVersion) != |
| DXGI_ERROR_UNSUPPORTED) { |
| uint64_t encodedVersion = umdVersion.QuadPart; |
| |
| std::ostringstream o; |
| o << "D3D12 driver version "; |
| for (size_t i = 0; i < mDriverVersion.size(); ++i) { |
| mDriverVersion[i] = (encodedVersion >> (48 - 16 * i)) & 0xFFFF; |
| o << mDriverVersion[i] << "."; |
| } |
| mDriverDescription = o.str(); |
| } |
| |
| 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); |
| } |
| mSupportedExtensions.EnableExtension(Extension::MultiPlanarFormats); |
| } |
| |
| 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, |
| |
| // WebGPU allows empty scissors without empty viewports. |
| D3D12_MESSAGE_ID_DRAW_EMPTY_SCISSOR_RECTANGLE, |
| |
| // |
| // 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; |
| DAWN_TRY(CheckHRESULT(mD3d12Device.As(&infoQueue), |
| "D3D12 QueryInterface ID3D12Device to ID3D12InfoQueue")); |
| |
| // 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; |
| } |
| |
| // If the debug layer is not installed, return immediately to avoid crashing the process. |
| ComPtr<ID3D12InfoQueue> infoQueue; |
| if (FAILED(mD3d12Device.As(&infoQueue))) { |
| return; |
| } |
| |
| infoQueue->PopRetrievalFilter(); |
| infoQueue->PopStorageFilter(); |
| } |
| |
| ResultOrError<DeviceBase*> Adapter::CreateDeviceImpl(const DeviceDescriptor* descriptor) { |
| return Device::Create(this, descriptor); |
| } |
| |
| // Resets the backend device and creates a new one. If any D3D12 objects belonging to the |
| // current ID3D12Device have not been destroyed, a non-zero value will be returned upon Reset() |
| // and the subequent call to CreateDevice will return a handle the existing device instead of |
| // creating a new one. |
| MaybeError Adapter::ResetInternalDeviceForTestingImpl() { |
| ASSERT(mD3d12Device.Reset() == 0); |
| DAWN_TRY(Initialize()); |
| |
| return {}; |
| } |
| |
| }} // namespace dawn_native::d3d12 |