| // 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(); |
| } |
| |
| bool Adapter::SupportsExternalImages() const { |
| // Via dawn_native::d3d12::ExternalImageDXGI::Create |
| return true; |
| } |
| |
| 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::InitializeImpl() { |
| // 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(); |
| } |
| |
| return {}; |
| } |
| |
| bool Adapter::AreTimestampQueriesSupported() const { |
| D3D12_COMMAND_QUEUE_DESC queueDesc = {}; |
| queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; |
| queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; |
| ComPtr<ID3D12CommandQueue> d3d12CommandQueue; |
| HRESULT hr = mD3d12Device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&d3d12CommandQueue)); |
| if (FAILED(hr)) { |
| return false; |
| } |
| |
| // GetTimestampFrequency returns an error HRESULT when there are bugs in Windows container |
| // and vGPU implementations. |
| uint64_t timeStampFrequency; |
| hr = d3d12CommandQueue->GetTimestampFrequency(&timeStampFrequency); |
| if (FAILED(hr)) { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| MaybeError Adapter::InitializeSupportedFeaturesImpl() { |
| if (AreTimestampQueriesSupported()) { |
| mSupportedFeatures.EnableFeature(Feature::TimestampQuery); |
| } |
| mSupportedFeatures.EnableFeature(Feature::TextureCompressionBC); |
| mSupportedFeatures.EnableFeature(Feature::PipelineStatisticsQuery); |
| mSupportedFeatures.EnableFeature(Feature::MultiPlanarFormats); |
| return {}; |
| } |
| |
| MaybeError Adapter::InitializeSupportedLimitsImpl(CombinedLimits* limits) { |
| D3D12_FEATURE_DATA_D3D12_OPTIONS featureData = {}; |
| |
| DAWN_TRY(CheckHRESULT(mD3d12Device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, |
| &featureData, sizeof(featureData)), |
| "CheckFeatureSupport D3D12_FEATURE_D3D12_OPTIONS")); |
| |
| // Check if the device is at least D3D_FEATURE_LEVEL_11_1 or D3D_FEATURE_LEVEL_11_0 |
| const D3D_FEATURE_LEVEL levelsToQuery[]{D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0}; |
| |
| D3D12_FEATURE_DATA_FEATURE_LEVELS featureLevels; |
| featureLevels.NumFeatureLevels = sizeof(levelsToQuery) / sizeof(D3D_FEATURE_LEVEL); |
| featureLevels.pFeatureLevelsRequested = levelsToQuery; |
| DAWN_TRY( |
| CheckHRESULT(mD3d12Device->CheckFeatureSupport(D3D12_FEATURE_FEATURE_LEVELS, |
| &featureLevels, sizeof(featureLevels)), |
| "CheckFeatureSupport D3D12_FEATURE_FEATURE_LEVELS")); |
| |
| if (featureLevels.MaxSupportedFeatureLevel == D3D_FEATURE_LEVEL_11_0 && |
| featureData.ResourceBindingTier < D3D12_RESOURCE_BINDING_TIER_2) { |
| return DAWN_VALIDATION_ERROR( |
| "At least Resource Binding Tier 2 is required for D3D12 Feature Level 11.0 " |
| "devices."); |
| } |
| |
| GetDefaultLimits(&limits->v1); |
| |
| // https://docs.microsoft.com/en-us/windows/win32/direct3d12/hardware-feature-levels |
| |
| // Limits that are the same across D3D feature levels |
| limits->v1.maxTextureDimension1D = D3D12_REQ_TEXTURE1D_U_DIMENSION; |
| limits->v1.maxTextureDimension2D = D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION; |
| limits->v1.maxTextureDimension3D = D3D12_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; |
| limits->v1.maxTextureArrayLayers = D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; |
| // Slot values can be 0-15, inclusive: |
| // https://docs.microsoft.com/en-ca/windows/win32/api/d3d12/ns-d3d12-d3d12_input_element_desc |
| limits->v1.maxVertexBuffers = 16; |
| limits->v1.maxVertexAttributes = D3D12_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; |
| |
| // Note: WebGPU requires FL11.1+ |
| // https://docs.microsoft.com/en-us/windows/win32/direct3d12/hardware-support |
| // Resource Binding Tier: 1 2 3 |
| |
| // Max(CBV+UAV+SRV) 1M 1M 1M+ |
| // Max CBV per stage 14 14 full |
| // Max SRV per stage 128 full full |
| // Max UAV in all stages 64 64 full |
| // Max Samplers per stage 16 2048 2048 |
| |
| // https://docs.microsoft.com/en-us/windows-hardware/test/hlk/testref/efad06e8-51d1-40ce-ad5c-573a134b4bb6 |
| // "full" means the full heap can be used. This is tested |
| // to work for 1 million descriptors, and 1.1M for tier 3. |
| uint32_t maxCBVsPerStage; |
| uint32_t maxSRVsPerStage; |
| uint32_t maxUAVsAllStages; |
| uint32_t maxSamplersPerStage; |
| switch (featureData.ResourceBindingTier) { |
| case D3D12_RESOURCE_BINDING_TIER_1: |
| maxCBVsPerStage = 14; |
| maxSRVsPerStage = 128; |
| maxUAVsAllStages = 64; |
| maxSamplersPerStage = 16; |
| break; |
| case D3D12_RESOURCE_BINDING_TIER_2: |
| maxCBVsPerStage = 14; |
| maxSRVsPerStage = 1'000'000; |
| maxUAVsAllStages = 64; |
| maxSamplersPerStage = 2048; |
| break; |
| case D3D12_RESOURCE_BINDING_TIER_3: |
| default: |
| maxCBVsPerStage = 1'100'000; |
| maxSRVsPerStage = 1'100'000; |
| maxUAVsAllStages = 1'100'000; |
| maxSamplersPerStage = 2048; |
| break; |
| } |
| |
| ASSERT(maxUAVsAllStages / 4 > limits->v1.maxStorageTexturesPerShaderStage); |
| ASSERT(maxUAVsAllStages / 4 > limits->v1.maxStorageBuffersPerShaderStage); |
| uint32_t maxUAVsPerStage = maxUAVsAllStages / 2; |
| |
| limits->v1.maxUniformBuffersPerShaderStage = maxCBVsPerStage; |
| // Allocate half of the UAVs to storage buffers, and half to storage textures. |
| limits->v1.maxStorageTexturesPerShaderStage = maxUAVsPerStage / 2; |
| limits->v1.maxStorageBuffersPerShaderStage = maxUAVsPerStage - maxUAVsPerStage / 2; |
| limits->v1.maxSampledTexturesPerShaderStage = maxSRVsPerStage; |
| limits->v1.maxSamplersPerShaderStage = maxSamplersPerStage; |
| |
| // https://docs.microsoft.com/en-us/windows/win32/direct3d12/root-signature-limits |
| // In DWORDS. Descriptor tables cost 1, Root constants cost 1, Root descriptors cost 2. |
| static constexpr uint32_t kMaxRootSignatureSize = 64u; |
| // Dawn maps WebGPU's binding model by: |
| // - (maxBindGroups) |
| // CBVs/UAVs/SRVs for bind group are a root descriptor table |
| // - (maxBindGroups) |
| // Samplers for each bind group are a root descriptor table |
| // - (2 * maxDynamicBuffers) |
| // Each dynamic buffer is a root descriptor |
| // RESERVED: |
| // - 2 root constants for the baseVertex/baseInstance constants. |
| // - 3 root constants for num workgroups X, Y, Z |
| // - (1) |
| // TODO(crbug.com/dawn/429): Dynamic storage buffers need bounds checks. |
| // This will probably be 1 CBV (root descriptor table) to store all the lengths. |
| static constexpr uint32_t kReservedSlots = 6; |
| |
| // Available slots after base limits considered. |
| uint32_t availableRootSignatureSlots = |
| kMaxRootSignatureSize - kReservedSlots - |
| 2 * (limits->v1.maxBindGroups + limits->v1.maxDynamicUniformBuffersPerPipelineLayout + |
| limits->v1.maxDynamicStorageBuffersPerPipelineLayout); |
| |
| // Because we need either: |
| // - 1 cbv/uav/srv table + 1 sampler table |
| // - 2 slots for a root descriptor |
| uint32_t availableDynamicBufferOrBindGroup = availableRootSignatureSlots / 2; |
| |
| // We can either have a bind group, a dyn uniform buffer or a dyn storage buffer. |
| // Distribute evenly. |
| limits->v1.maxBindGroups += availableDynamicBufferOrBindGroup / 3; |
| limits->v1.maxDynamicUniformBuffersPerPipelineLayout += |
| availableDynamicBufferOrBindGroup / 3; |
| limits->v1.maxDynamicStorageBuffersPerPipelineLayout += |
| (availableDynamicBufferOrBindGroup - 2 * (availableDynamicBufferOrBindGroup / 3)); |
| |
| ASSERT(2 * (limits->v1.maxBindGroups + |
| limits->v1.maxDynamicUniformBuffersPerPipelineLayout + |
| limits->v1.maxDynamicStorageBuffersPerPipelineLayout) <= |
| kMaxRootSignatureSize - kReservedSlots); |
| |
| // https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/sm5-attributes-numthreads |
| limits->v1.maxComputeWorkgroupSizeX = D3D12_CS_THREAD_GROUP_MAX_X; |
| limits->v1.maxComputeWorkgroupSizeY = D3D12_CS_THREAD_GROUP_MAX_Y; |
| limits->v1.maxComputeWorkgroupSizeZ = D3D12_CS_THREAD_GROUP_MAX_Z; |
| limits->v1.maxComputeInvocationsPerWorkgroup = D3D12_CS_THREAD_GROUP_MAX_THREADS_PER_GROUP; |
| |
| // https://docs.maxComputeWorkgroupSizeXmicrosoft.com/en-us/windows/win32/api/d3d12/ns-d3d12-d3d12_dispatch_arguments |
| limits->v1.maxComputeWorkgroupsPerDimension = |
| D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION; |
| |
| // https://docs.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-devices-downlevel-compute-shaders |
| // Thread Group Shared Memory is limited to 16Kb on downlevel hardware. This is less than |
| // the 32Kb that is available to Direct3D 11 hardware. D3D12 is also 32kb. |
| limits->v1.maxComputeWorkgroupStorageSize = 32768; |
| |
| // Max number of "constants" where each constant is a 16-byte float4 |
| limits->v1.maxUniformBufferBindingSize = D3D12_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * 16; |
| // D3D12 has no documented limit on the size of a storage buffer binding. |
| limits->v1.maxStorageBufferBindingSize = 4294967295; |
| |
| // TODO(crbug.com/dawn/685): |
| // LIMITS NOT SET: |
| // - maxInterStageShaderComponents |
| // - maxVertexBufferArrayStride |
| |
| return {}; |
| } |
| |
| 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; |
| } |
| |
| // The device may not exist if this adapter failed to initialize. |
| if (mD3d12Device == nullptr) { |
| 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 DawnDeviceDescriptor* 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 |