blob: 06e02551fcb6f68a31a56362b100d97dcbb496cf [file] [log] [blame] [edit]
// Copyright 2019 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "dawn/native/d3d12/BackendD3D12.h"
#include <memory>
#include <utility>
#include "dawn/common/Log.h"
#include "dawn/native/D3D12Backend.h"
#include "dawn/native/Instance.h"
#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d12/PhysicalDeviceD3D12.h"
#include "dawn/native/d3d12/PlatformFunctionsD3D12.h"
#include "dawn/native/d3d12/UtilsD3D12.h"
namespace dawn::native::d3d12 {
Backend::Backend(InstanceBase* instance) : Base(instance, wgpu::BackendType::D3D12) {}
MaybeError Backend::Initialize() {
auto functions = std::make_unique<PlatformFunctions>();
DAWN_TRY(functions->LoadFunctions());
// Enable the debug layer (requires the Graphics Tools "optional feature").
const auto instance = GetInstance();
if (instance->GetBackendValidationLevel() != BackendValidationLevel::Disabled) {
ComPtr<ID3D12Debug3> debugController;
if (SUCCEEDED(functions->d3d12GetDebugInterface(IID_PPV_ARGS(&debugController)))) {
DAWN_ASSERT(debugController != nullptr);
debugController->EnableDebugLayer();
if (instance->GetBackendValidationLevel() == BackendValidationLevel::Full) {
debugController->SetEnableGPUBasedValidation(true);
}
}
}
if (instance->IsBeginCaptureOnStartupEnabled()) {
ComPtr<IDXGraphicsAnalysis> graphicsAnalysis;
if (functions->dxgiGetDebugInterface1 != nullptr &&
SUCCEEDED(functions->dxgiGetDebugInterface1(0, IID_PPV_ARGS(&graphicsAnalysis)))) {
graphicsAnalysis->BeginCapture();
}
}
DAWN_TRY(Base::Initialize(std::move(functions)));
#ifdef DAWN_USE_BUILT_DXC
DAWN_INVALID_IF(!IsDXCAvailable(), "DXC dlls were built, but are not available");
#endif
return {};
}
const PlatformFunctions* Backend::GetFunctions() const {
return static_cast<const PlatformFunctions*>(Base::GetFunctions());
}
ResultOrError<Ref<PhysicalDeviceBase>> Backend::CreatePhysicalDeviceFromIDXGIAdapter(
ComPtr<IDXGIAdapter> dxgiAdapter) {
ComPtr<IDXGIAdapter3> dxgiAdapter3;
DAWN_TRY(CheckHRESULT(dxgiAdapter.As(&dxgiAdapter3), "DXGIAdapter retrieval"));
Ref<PhysicalDevice> physicalDevice =
AcquireRef(new PhysicalDevice(this, std::move(dxgiAdapter3)));
DAWN_TRY(physicalDevice->Initialize());
return {std::move(physicalDevice)};
}
BackendConnection* Connect(InstanceBase* instance) {
Backend* backend = new Backend(instance);
if (instance->ConsumedError(backend->Initialize())) {
delete backend;
return nullptr;
}
return backend;
}
} // namespace dawn::native::d3d12