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// Copyright 2023 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/d3d11/PhysicalDeviceD3D11.h"
#include <string>
#include <utility>
#include "dawn/common/Constants.h"
#include "dawn/native/Instance.h"
#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d11/BackendD3D11.h"
#include "dawn/native/d3d11/DeviceD3D11.h"
#include "dawn/native/d3d11/PlatformFunctionsD3D11.h"
namespace dawn::native::d3d11 {
namespace {
MaybeError InitializeDebugLayerFilters(ComPtr<ID3D11Device> d3d11Device) {
ComPtr<ID3D11InfoQueue> infoQueue;
DAWN_TRY(CheckHRESULT(d3d11Device.As(&infoQueue),
"D3D11 querying device for ID3D11InfoQueue interface"));
static D3D11_MESSAGE_ID kDenyIds[] = {
// D3D11 Debug layer warns no RTV set, however it is allowed.
D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET,
};
// Filter out info/message and only create errors from warnings or worse.
static D3D11_MESSAGE_SEVERITY kDenySeverities[] = {
D3D11_MESSAGE_SEVERITY_INFO,
D3D11_MESSAGE_SEVERITY_MESSAGE,
};
static D3D11_INFO_QUEUE_FILTER filter = {
{}, // AllowList
{
0, // NumCategories
nullptr, // pCategoryList
std::size(kDenySeverities), // NumSeverities
kDenySeverities, // pSeverityList
std::size(kDenyIds), // NumIDs
kDenyIds, // pIDList
}, // DenyList
};
return CheckHRESULT(infoQueue->PushStorageFilter(&filter),
"D3D11 InfoQueue pushing storage filter");
}
} // namespace
PhysicalDevice::PhysicalDevice(Backend* backend, ComPtr<IDXGIAdapter3> hardwareAdapter)
: Base(backend, std::move(hardwareAdapter), wgpu::BackendType::D3D11) {}
PhysicalDevice::~PhysicalDevice() = default;
bool PhysicalDevice::SupportsExternalImages() const {
return true;
}
bool PhysicalDevice::SupportsFeatureLevel(FeatureLevel featureLevel) const {
return featureLevel == FeatureLevel::Compatibility;
}
const DeviceInfo& PhysicalDevice::GetDeviceInfo() const {
return mDeviceInfo;
}
ResultOrError<ComPtr<ID3D11Device>> PhysicalDevice::CreateD3D11Device() {
ComPtr<ID3D11Device> device = std::move(mD3d11Device);
if (!device) {
const PlatformFunctions* functions = static_cast<Backend*>(GetBackend())->GetFunctions();
const D3D_FEATURE_LEVEL featureLevels[] = {D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0};
UINT flags = 0;
if (GetInstance()->IsBackendValidationEnabled()) {
flags |= D3D11_CREATE_DEVICE_DEBUG;
}
DAWN_TRY(CheckHRESULT(functions->d3d11CreateDevice(
GetHardwareAdapter(), D3D_DRIVER_TYPE_UNKNOWN,
/*Software=*/nullptr, flags, featureLevels,
std::size(featureLevels), D3D11_SDK_VERSION, &device,
/*pFeatureLevel=*/nullptr, /*[out] ppImmediateContext=*/nullptr),
"D3D11CreateDevice failed"));
if (GetInstance()->IsBackendValidationEnabled()) {
DAWN_TRY(InitializeDebugLayerFilters(device));
}
}
return device;
}
MaybeError PhysicalDevice::InitializeImpl() {
DAWN_TRY(Base::InitializeImpl());
// D3D11 cannot check for feature support without a device.
// Create the device to populate the adapter properties then reuse it when needed for actual
// rendering.
DAWN_TRY_ASSIGN(mD3d11Device, CreateD3D11Device());
mFeatureLevel = mD3d11Device->GetFeatureLevel();
DAWN_TRY_ASSIGN(mDeviceInfo, GatherDeviceInfo(mD3d11Device));
// Base::InitializeImpl() cannot distinguish between discrete and integrated GPUs, so we need to
// overwrite it.
if (mAdapterType == wgpu::AdapterType::DiscreteGPU && mDeviceInfo.isUMA) {
mAdapterType = wgpu::AdapterType::IntegratedGPU;
}
return {};
}
void PhysicalDevice::InitializeSupportedFeaturesImpl() {
EnableFeature(Feature::Depth32FloatStencil8);
EnableFeature(Feature::DepthClipControl);
EnableFeature(Feature::TextureCompressionBC);
EnableFeature(Feature::SurfaceCapabilities);
}
MaybeError PhysicalDevice::InitializeSupportedLimitsImpl(CombinedLimits* limits) {
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 = D3D11_REQ_TEXTURE1D_U_DIMENSION;
limits->v1.maxTextureDimension2D = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
limits->v1.maxTextureDimension3D = D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
limits->v1.maxTextureArrayLayers = D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
// Slot values can be 0-15, inclusive:
// https://docs.microsoft.com/en-ca/windows/win32/api/d3d11/ns-d3d11-d3d11_input_element_desc
limits->v1.maxVertexBuffers = 16;
limits->v1.maxVertexAttributes = D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT;
uint32_t maxUAVsAllStages = mFeatureLevel == D3D_FEATURE_LEVEL_11_1
? D3D11_1_UAV_SLOT_COUNT
: D3D11_PS_CS_UAV_REGISTER_COUNT;
mUAVSlotCount = maxUAVsAllStages;
ASSERT(maxUAVsAllStages / 4 > limits->v1.maxStorageTexturesPerShaderStage);
ASSERT(maxUAVsAllStages / 4 > limits->v1.maxStorageBuffersPerShaderStage);
uint32_t maxUAVsPerStage = maxUAVsAllStages / 2;
// Reserve one slot for builtin constants.
constexpr uint32_t kReservedCBVSlots = 1;
limits->v1.maxUniformBuffersPerShaderStage =
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - kReservedCBVSlots;
// 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 = D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT;
limits->v1.maxSamplersPerShaderStage = D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT;
limits->v1.maxColorAttachments = D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT;
// TODO(dawn:1721): support dynamic uniform buffers and storage buffers?
limits->v1.maxDynamicUniformBuffersPerPipelineLayout = 0;
limits->v1.maxDynamicStorageBuffersPerPipelineLayout = 0;
// https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/sm5-attributes-numthreads
limits->v1.maxComputeWorkgroupSizeX = D3D11_CS_THREAD_GROUP_MAX_X;
limits->v1.maxComputeWorkgroupSizeY = D3D11_CS_THREAD_GROUP_MAX_Y;
limits->v1.maxComputeWorkgroupSizeZ = D3D11_CS_THREAD_GROUP_MAX_Z;
limits->v1.maxComputeInvocationsPerWorkgroup = D3D11_CS_THREAD_GROUP_MAX_THREADS_PER_GROUP;
// https://learn.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-id3d11devicecontext-dispatch
limits->v1.maxComputeWorkgroupsPerDimension = D3D11_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 = D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * 16;
// D3D11 has no documented limit on the size of a storage buffer binding.
limits->v1.maxStorageBufferBindingSize = kAssumedMaxBufferSize;
// D3D11 has no documented limit on the buffer size.
limits->v1.maxBufferSize = kAssumedMaxBufferSize;
return {};
}
MaybeError PhysicalDevice::ValidateFeatureSupportedWithTogglesImpl(
wgpu::FeatureName feature,
const TogglesState& toggles) const {
return {};
}
void PhysicalDevice::SetupBackendDeviceToggles(TogglesState* deviceToggles) const {
// D3D11 can only clear RTV with float values.
deviceToggles->Default(Toggle::ApplyClearBigIntegerColorValueWithDraw, true);
}
ResultOrError<Ref<DeviceBase>> PhysicalDevice::CreateDeviceImpl(AdapterBase* adapter,
const DeviceDescriptor* descriptor,
const TogglesState& deviceToggles) {
return Device::Create(adapter, descriptor, deviceToggles);
}
// Resets the backend device and creates a new one. If any D3D11 objects belonging to the
// current ID3D11Device 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 PhysicalDevice::ResetInternalDeviceForTestingImpl() {
[[maybe_unused]] auto refCount = mD3d11Device.Reset();
ASSERT(refCount == 0);
DAWN_TRY(Initialize());
return {};
}
} // namespace dawn::native::d3d11