| // 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 <sstream> | |
| #include "dawn/common/Constants.h" | |
| #include "dawn/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 "dawn/native/d3d12/UtilsD3D12.h" | |
| namespace dawn::native::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); | |
| mDeviceId = adapterDesc.DeviceId; | |
| mVendorId = adapterDesc.VendorId; | |
| mName = 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); | |
| mSupportedFeatures.EnableFeature(Feature::Depth32FloatStencil8); | |
| mSupportedFeatures.EnableFeature(Feature::IndirectFirstInstance); | |
| if (GetBackend()->GetFunctions()->IsDXCAvailable()) { | |
| uint64_t dxcVersion = 0; | |
| DAWN_TRY_ASSIGN(dxcVersion, GetBackend()->GetDXCompilerVersion()); | |
| constexpr uint64_t kLeastMajorVersionForDP4a = 1; | |
| constexpr uint64_t kLeastMinorVersionForDP4a = 4; | |
| if (mDeviceInfo.supportsDP4a && | |
| dxcVersion >= MakeDXCVersion(kLeastMajorVersionForDP4a, kLeastMinorVersionForDP4a)) { | |
| mSupportedFeatures.EnableFeature(Feature::ChromiumExperimentalDp4a); | |
| } | |
| } | |
| 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; | |
| limits->v1.maxColorAttachments = D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; | |
| // 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: | |
| // - 3 = max of: | |
| // - 2 root constants for the baseVertex/baseInstance constants. | |
| // - 3 root constants for num workgroups X, Y, Z | |
| // - 4 root constants (kMaxDynamicStorageBuffersPerPipelineLayout) for dynamic storage | |
| // buffer lengths. | |
| static constexpr uint32_t kReservedSlots = 7; | |
| // 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; | |
| // Using base limits for: | |
| // TODO(crbug.com/dawn/685): | |
| // - maxInterStageShaderComponents | |
| // - maxVertexBufferArrayStride | |
| // TODO(crbug.com/dawn/1448): | |
| // - maxInterStageShaderVariables | |
| 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, | |
| // WebGPU allows OOB vertex buffer access and relies on D3D12's robust buffer access | |
| // behavior. | |
| D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_VERTEX_BUFFER_TOO_SMALL, | |
| // WebGPU allows setVertexBuffer with offset that equals to the whole vertex buffer | |
| // size. | |
| // Even this means that no vertex buffer view has been set in D3D12 backend. | |
| // https://crbug.com/dawn/1255 | |
| D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_VERTEX_BUFFER_NOT_SET, | |
| }; | |
| // 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<Ref<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 |