| // Copyright 2023 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/d3d11/BackendD3D11.h" | |
| #include <memory> | |
| #include <utility> | |
| #include "dawn/common/Log.h" | |
| #include "dawn/native/ChainUtils.h" | |
| #include "dawn/native/D3D11Backend.h" | |
| #include "dawn/native/Instance.h" | |
| #include "dawn/native/d3d/D3DError.h" | |
| #include "dawn/native/d3d11/PhysicalDeviceD3D11.h" | |
| #include "dawn/native/d3d11/PlatformFunctionsD3D11.h" | |
| namespace dawn::native::d3d11 { | |
| namespace { | |
| MaybeError ValidateRequestOptions(const UnpackedPtr<RequestAdapterOptions>& options, | |
| ComPtr<IDXGIAdapter>* dxgiAdapter, | |
| ComPtr<ID3D11Device>* d3d11Device) { | |
| auto* d3d11DeviceOption = options.Get<RequestAdapterOptionsD3D11Device>(); | |
| if (!d3d11DeviceOption) { | |
| return {}; | |
| } | |
| DAWN_INVALID_IF(!d3d11DeviceOption->device, | |
| "RequestAdapterOptionsD3D11Device::device is null."); | |
| ComPtr<ID3D11Multithread> d3d11Multithread; | |
| DAWN_TRY(CheckHRESULT(d3d11DeviceOption->device.As(&d3d11Multithread), | |
| "D3D11: Get ID3D11Multithread")); | |
| DAWN_INVALID_IF(!d3d11Multithread->GetMultithreadProtected(), | |
| "Multithread protection is not enabled."); | |
| ComPtr<IDXGIDevice> dxgiDevice; | |
| DAWN_TRY(CheckHRESULT(d3d11DeviceOption->device.As(&dxgiDevice), "D3D11: Get IDXGIDevice")); | |
| ComPtr<IDXGIAdapter> adapter; | |
| DAWN_TRY(CheckHRESULT(dxgiDevice->GetAdapter(&adapter), "D3D11: Get IDXGIAdapter")); | |
| DXGI_ADAPTER_DESC adapterDesc; | |
| DAWN_TRY(CheckHRESULT(adapter->GetDesc(&adapterDesc), "D3D11: IDXGIAdapter::GetDesc()")); | |
| if (auto* luidOptions = options.Get<d3d::RequestAdapterOptionsLUID>()) { | |
| DAWN_INVALID_IF( | |
| memcmp(&adapterDesc.AdapterLuid, &luidOptions->adapterLUID, sizeof(LUID)) != 0, | |
| "RequestAdapterOptionsLUID and RequestAdapterOptionsD3D11Device don't match."); | |
| } | |
| *dxgiAdapter = std::move(adapter); | |
| *d3d11Device = d3d11DeviceOption->device; | |
| return {}; | |
| } | |
| } // namespace | |
| Backend::Backend(InstanceBase* instance) : Base(instance, wgpu::BackendType::D3D11) {} | |
| MaybeError Backend::Initialize() { | |
| auto functions = std::make_unique<PlatformFunctions>(); | |
| DAWN_TRY(functions->LoadFunctions()); | |
| DAWN_TRY(Base::Initialize(std::move(functions))); | |
| return {}; | |
| } | |
| const PlatformFunctions* Backend::GetFunctions() const { | |
| return static_cast<const PlatformFunctions*>(Base::GetFunctions()); | |
| } | |
| std::vector<Ref<PhysicalDeviceBase>> Backend::DiscoverPhysicalDevices( | |
| const UnpackedPtr<RequestAdapterOptions>& options) { | |
| if (options->forceFallbackAdapter) { | |
| return {}; | |
| } | |
| FeatureLevel featureLevel = | |
| options->compatibilityMode ? FeatureLevel::Compatibility : FeatureLevel::Core; | |
| ComPtr<IDXGIAdapter> dxgiAdapter; | |
| ComPtr<ID3D11Device> d3d11Device; | |
| if (GetInstance()->ConsumedError(ValidateRequestOptions(options, &dxgiAdapter, &d3d11Device))) { | |
| return {}; | |
| } | |
| if (d3d11Device) { | |
| Ref<PhysicalDeviceBase> physicalDevice; | |
| if (GetInstance()->ConsumedErrorAndWarnOnce( | |
| CreatePhysicalDevice(std::move(dxgiAdapter), std::move(d3d11Device)), | |
| &physicalDevice) || | |
| !physicalDevice->SupportsFeatureLevel(featureLevel)) { | |
| return {}; | |
| } | |
| return {std::move(physicalDevice)}; | |
| } | |
| return Base::DiscoverPhysicalDevices(options); | |
| } | |
| ResultOrError<Ref<PhysicalDeviceBase>> Backend::CreatePhysicalDeviceFromIDXGIAdapter( | |
| ComPtr<IDXGIAdapter> dxgiAdapter) { | |
| return CreatePhysicalDevice(std::move(dxgiAdapter), /*d3d11Device=*/{}); | |
| } | |
| ResultOrError<Ref<PhysicalDeviceBase>> Backend::CreatePhysicalDevice( | |
| ComPtr<IDXGIAdapter> dxgiAdapter, | |
| ComPtr<ID3D11Device> d3d11Device) { | |
| // IDXGIAdapter4 is supported since Windows 8 and Platform Update for Windows 7. | |
| ComPtr<IDXGIAdapter4> dxgiAdapter4; | |
| DAWN_TRY(CheckHRESULT(dxgiAdapter.As(&dxgiAdapter4), "DXGIAdapter retrieval")); | |
| Ref<PhysicalDevice> physicalDevice = | |
| AcquireRef(new PhysicalDevice(this, std::move(dxgiAdapter4), std::move(d3d11Device))); | |
| 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::d3d11 |