| // 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/d3d/BackendD3D.h" | |
| #include <utility> | |
| #include "dawn/common/HashUtils.h" | |
| #include "dawn/common/Log.h" | |
| #include "dawn/native/ChainUtils.h" | |
| #include "dawn/native/D3DBackend.h" | |
| #include "dawn/native/Instance.h" | |
| #include "dawn/native/d3d/D3DError.h" | |
| #include "dawn/native/d3d/PhysicalDeviceD3D.h" | |
| #include "dawn/native/d3d/PlatformFunctions.h" | |
| #include "dawn/native/d3d/UtilsD3D.h" | |
| namespace dawn::native::d3d { | |
| namespace { | |
| ResultOrError<ComPtr<IDXGIFactory4>> CreateFactory(const PlatformFunctions* functions, | |
| BackendValidationLevel validationLevel) { | |
| ComPtr<IDXGIFactory4> factory; | |
| uint32_t dxgiFactoryFlags = 0; | |
| if (validationLevel != BackendValidationLevel::Disabled) { | |
| // Enable additional debug layers. | |
| dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG; | |
| } | |
| if (FAILED(functions->createDxgiFactory2(dxgiFactoryFlags, IID_PPV_ARGS(&factory)))) { | |
| return DAWN_INTERNAL_ERROR("Failed to create a DXGI factory"); | |
| } | |
| DAWN_ASSERT(factory != nullptr); | |
| return std::move(factory); | |
| } | |
| DXGI_GPU_PREFERENCE ToDXGIPowerPreference(wgpu::PowerPreference powerPreference) { | |
| switch (powerPreference) { | |
| case wgpu::PowerPreference::Undefined: | |
| return DXGI_GPU_PREFERENCE_UNSPECIFIED; | |
| case wgpu::PowerPreference::LowPower: | |
| return DXGI_GPU_PREFERENCE_MINIMUM_POWER; | |
| case wgpu::PowerPreference::HighPerformance: | |
| return DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE; | |
| } | |
| } | |
| } // anonymous namespace | |
| Backend::Backend(InstanceBase* instance, wgpu::BackendType type) | |
| : BackendConnection(instance, type) {} | |
| MaybeError Backend::Initialize(std::unique_ptr<PlatformFunctions> functions) { | |
| mFunctions = std::move(functions); | |
| const auto instance = GetInstance(); | |
| DAWN_TRY_ASSIGN(mFactory, | |
| CreateFactory(mFunctions.get(), instance->GetBackendValidationLevel())); | |
| return {}; | |
| } | |
| IDXGIFactory4* Backend::GetFactory() const { | |
| return mFactory.Get(); | |
| } | |
| const PlatformFunctions* Backend::GetFunctions() const { | |
| return mFunctions.get(); | |
| } | |
| ResultOrError<Ref<PhysicalDeviceBase>> Backend::GetOrCreatePhysicalDeviceFromLUID(LUID luid) { | |
| auto it = mPhysicalDevices.find(luid); | |
| if (it != mPhysicalDevices.end()) { | |
| // If we've already discovered this physical device, return it. | |
| return it->second; | |
| } | |
| ComPtr<IDXGIAdapter1> dxgiAdapter; | |
| DAWN_TRY(CheckHRESULT(GetFactory()->EnumAdapterByLuid(luid, IID_PPV_ARGS(&dxgiAdapter)), | |
| "EnumAdapterByLuid")); | |
| Ref<PhysicalDeviceBase> physicalDevice; | |
| DAWN_TRY_ASSIGN(physicalDevice, CreatePhysicalDeviceFromIDXGIAdapter(dxgiAdapter)); | |
| mPhysicalDevices.emplace(luid, physicalDevice); | |
| return physicalDevice; | |
| } | |
| ResultOrError<Ref<PhysicalDeviceBase>> Backend::GetOrCreatePhysicalDeviceFromIDXGIAdapter( | |
| ComPtr<IDXGIAdapter> dxgiAdapter) { | |
| DXGI_ADAPTER_DESC desc; | |
| DAWN_TRY(CheckHRESULT(dxgiAdapter->GetDesc(&desc), "IDXGIAdapter::GetDesc")); | |
| auto it = mPhysicalDevices.find(desc.AdapterLuid); | |
| if (it != mPhysicalDevices.end()) { | |
| // If we've already discovered this physical device, return it. | |
| return it->second; | |
| } | |
| Ref<PhysicalDeviceBase> physicalDevice; | |
| DAWN_TRY_ASSIGN(physicalDevice, CreatePhysicalDeviceFromIDXGIAdapter(dxgiAdapter)); | |
| mPhysicalDevices.emplace(desc.AdapterLuid, physicalDevice); | |
| return physicalDevice; | |
| } | |
| std::vector<Ref<PhysicalDeviceBase>> Backend::DiscoverPhysicalDevices( | |
| const UnpackedPtr<RequestAdapterOptions>& options) { | |
| if (options->forceFallbackAdapter) { | |
| return {}; | |
| } | |
| // Get or create just the physical device matching the dxgi adapter. | |
| if (auto* luidOptions = options.Get<RequestAdapterOptionsLUID>()) { | |
| Ref<PhysicalDeviceBase> physicalDevice; | |
| if (GetInstance()->ConsumedErrorAndWarnOnce( | |
| GetOrCreatePhysicalDeviceFromLUID(luidOptions->adapterLUID), &physicalDevice) || | |
| !physicalDevice->SupportsFeatureLevel(options->featureLevel, GetInstance())) { | |
| return {}; | |
| } | |
| return {std::move(physicalDevice)}; | |
| } | |
| std::function<HRESULT(uint32_t, ComPtr<IDXGIAdapter1>&)> enumAdapters; | |
| DXGI_GPU_PREFERENCE gpuPreference = ToDXGIPowerPreference(options->powerPreference); | |
| ComPtr<IDXGIFactory6> factory6; | |
| HRESULT hr = GetFactory()->QueryInterface(IID_PPV_ARGS(&factory6)); | |
| if (SUCCEEDED(hr)) { | |
| // IDXGIFactory6 is not available on all versions of Windows 10. If it is available, use it | |
| // to enumerate the adapters based on the desired power preference. | |
| enumAdapters = [&](uint32_t adapterIndex, ComPtr<IDXGIAdapter1>& dxgiAdapter) -> HRESULT { | |
| return factory6->EnumAdapterByGpuPreference(adapterIndex, gpuPreference, | |
| IID_PPV_ARGS(&dxgiAdapter)); | |
| }; | |
| } else { | |
| enumAdapters = [&](uint32_t adapterIndex, ComPtr<IDXGIAdapter1>& dxgiAdapter) -> HRESULT { | |
| return GetFactory()->EnumAdapters1(adapterIndex, &dxgiAdapter); | |
| }; | |
| } | |
| // Enumerate and discover all available physicalDevices. | |
| std::vector<Ref<PhysicalDeviceBase>> physicalDevices; | |
| for (uint32_t adapterIndex = 0;; ++adapterIndex) { | |
| ComPtr<IDXGIAdapter1> dxgiAdapter; | |
| if (enumAdapters(adapterIndex, dxgiAdapter) == DXGI_ERROR_NOT_FOUND) { | |
| break; // No more physicalDevices to enumerate. | |
| } | |
| Ref<PhysicalDeviceBase> physicalDevice; | |
| if (GetInstance()->ConsumedErrorAndWarnOnce( | |
| GetOrCreatePhysicalDeviceFromIDXGIAdapter(std::move(dxgiAdapter)), | |
| &physicalDevice) || | |
| !physicalDevice->SupportsFeatureLevel(options->featureLevel, GetInstance())) { | |
| continue; | |
| } | |
| physicalDevices.push_back(std::move(physicalDevice)); | |
| } | |
| return physicalDevices; | |
| } | |
| size_t Backend::LUIDHashFunc::operator()(const LUID& luid) const { | |
| size_t hash = 0; | |
| dawn::HashCombine(&hash, luid.LowPart, luid.HighPart); | |
| return hash; | |
| } | |
| bool Backend::LUIDEqualFunc::operator()(const LUID& a, const LUID& b) const { | |
| return std::tie(a.LowPart, a.HighPart) == std::tie(b.LowPart, b.HighPart); | |
| } | |
| } // namespace dawn::native::d3d |