Files
FlaxEngine/Source/Engine/GraphicsDevice/DirectX/DX12/GPUDeviceDX12.cpp
Wojtek Figat 5f0e1253cc Refactor DX12 Root Signature creation to support offline construction
Fix running D3D12 on integrated AMD GPU
2025-11-18 12:08:54 +01:00

1135 lines
41 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#if GRAPHICS_API_DIRECTX12
#include "GPUDeviceDX12.h"
#include "GPUShaderDX12.h"
#include "GPUContextDX12.h"
#include "GPUPipelineStateDX12.h"
#include "GPUTextureDX12.h"
#include "GPUTimerQueryDX12.h"
#include "GPUBufferDX12.h"
#include "GPUSamplerDX12.h"
#include "GPUVertexLayoutDX12.h"
#include "GPUSwapChainDX12.h"
#include "RootSignatureDX12.h"
#include "UploadBufferDX12.h"
#include "CommandQueueDX12.h"
#include "Engine/Engine/Engine.h"
#include "Engine/Engine/CommandLine.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/PixelFormatExtensions.h"
#include "Engine/GraphicsDevice/DirectX/RenderToolsDX.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Profiler/ProfilerMemory.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Config/PlatformSettings.h"
#include "Engine/Core/Types/StringBuilder.h"
#include "Engine/Core/Utilities.h"
#include "Engine/Threading/Threading.h"
#include "CommandSignatureDX12.h"
static bool CheckDX12Support(IDXGIAdapter* adapter)
{
#if PLATFORM_XBOX_SCARLETT || PLATFORM_XBOX_ONE
return true;
#else
// Try to create device
if (SUCCEEDED(D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0, _uuidof(ID3D12Device), nullptr)))
{
return true;
}
return false;
#endif
}
GPUVertexLayoutDX12::GPUVertexLayoutDX12(GPUDeviceDX12* device, const Elements& elements, bool explicitOffsets)
: GPUResourceDX12<GPUVertexLayout>(device, StringView::Empty)
, InputElementsCount(elements.Count())
{
SetElements(elements, explicitOffsets);
for (int32 i = 0; i < elements.Count(); i++)
{
const VertexElement& src = GetElements().Get()[i];
D3D12_INPUT_ELEMENT_DESC& dst = InputElements[i];
dst.SemanticName = RenderToolsDX::GetVertexInputSemantic(src.Type, dst.SemanticIndex);
dst.Format = RenderToolsDX::ToDxgiFormat(src.Format);
dst.InputSlot = src.Slot;
dst.AlignedByteOffset = src.Offset;
dst.InputSlotClass = src.PerInstance ? D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA : D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
dst.InstanceDataStepRate = src.PerInstance ? 1 : 0;
}
}
RootSignatureDX12::RootSignatureDX12()
{
// Clear structures
Platform::MemoryClear(this, sizeof(*this));
// Descriptor tables
{
// SRVs
D3D12_DESCRIPTOR_RANGE& range = _ranges[0];
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
range.NumDescriptors = GPU_MAX_SR_BINDED;
range.BaseShaderRegister = 0;
range.RegisterSpace = 0;
range.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
}
{
// UAVs
D3D12_DESCRIPTOR_RANGE& range = _ranges[1];
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
range.NumDescriptors = GPU_MAX_UA_BINDED;
range.BaseShaderRegister = 0;
range.RegisterSpace = 0;
range.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
}
{
// Samplers
D3D12_DESCRIPTOR_RANGE& range = _ranges[2];
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
range.NumDescriptors = GPU_MAX_SAMPLER_BINDED - GPU_STATIC_SAMPLERS_COUNT;
range.BaseShaderRegister = GPU_STATIC_SAMPLERS_COUNT;
range.RegisterSpace = 0;
range.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
}
// Root parameters
for (int32 i = 0; i < GPU_MAX_CB_BINDED; i++)
{
// CBs
D3D12_ROOT_PARAMETER& param = _parameters[DX12_ROOT_SIGNATURE_CB + i];
param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
param.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
param.Descriptor.ShaderRegister = i;
param.Descriptor.RegisterSpace = 0;
}
{
// SRVs
D3D12_ROOT_PARAMETER& param = _parameters[DX12_ROOT_SIGNATURE_SR];
param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
param.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
param.DescriptorTable.NumDescriptorRanges = 1;
param.DescriptorTable.pDescriptorRanges = &_ranges[0];
}
{
// UAVs
D3D12_ROOT_PARAMETER& param = _parameters[DX12_ROOT_SIGNATURE_UA];
param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
param.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
param.DescriptorTable.NumDescriptorRanges = 1;
param.DescriptorTable.pDescriptorRanges = &_ranges[1];
}
{
// Samplers
D3D12_ROOT_PARAMETER& param = _parameters[DX12_ROOT_SIGNATURE_SAMPLER];
param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
param.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
param.DescriptorTable.NumDescriptorRanges = 1;
param.DescriptorTable.pDescriptorRanges = &_ranges[2];
}
// Static samplers
static_assert(GPU_STATIC_SAMPLERS_COUNT == ARRAY_COUNT(_staticSamplers), "Update static samplers setup.");
// Linear Clamp
InitSampler(0, D3D12_FILTER_MIN_MAG_MIP_LINEAR, D3D12_TEXTURE_ADDRESS_MODE_CLAMP);
// Point Clamp
InitSampler(1, D3D12_FILTER_MIN_MAG_MIP_POINT, D3D12_TEXTURE_ADDRESS_MODE_CLAMP);
// Linear Wrap
InitSampler(2, D3D12_FILTER_MIN_MAG_MIP_LINEAR, D3D12_TEXTURE_ADDRESS_MODE_WRAP);
// Point Wrap
InitSampler(3, D3D12_FILTER_MIN_MAG_MIP_POINT, D3D12_TEXTURE_ADDRESS_MODE_WRAP);
// Shadow
InitSampler(4, D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT, D3D12_TEXTURE_ADDRESS_MODE_CLAMP, D3D12_COMPARISON_FUNC_LESS_EQUAL);
// Shadow PCF
InitSampler(5, D3D12_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR, D3D12_TEXTURE_ADDRESS_MODE_CLAMP, D3D12_COMPARISON_FUNC_LESS_EQUAL);
// Init
_desc.NumParameters = ARRAY_COUNT(_parameters);
_desc.pParameters = _parameters;
_desc.NumStaticSamplers = ARRAY_COUNT(_staticSamplers);
_desc.pStaticSamplers = _staticSamplers;
_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
}
void RootSignatureDX12::InitSampler(int32 i, D3D12_FILTER filter, D3D12_TEXTURE_ADDRESS_MODE address, D3D12_COMPARISON_FUNC comparisonFunc)
{
auto& sampler = _staticSamplers[i];
sampler.Filter = filter;
sampler.AddressU = address;
sampler.AddressV = address;
sampler.AddressW = address;
sampler.MipLODBias = 0.0f;
sampler.MaxAnisotropy = 1;
sampler.ComparisonFunc = comparisonFunc;
sampler.BorderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK;
sampler.MinLOD = 0;
sampler.MaxLOD = D3D12_FLOAT32_MAX;
sampler.ShaderRegister = i;
sampler.RegisterSpace = 0;
sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
}
ComPtr<ID3DBlob> RootSignatureDX12::Serialize() const
{
ComPtr<ID3DBlob> signature;
ComPtr<ID3DBlob> error;
VALIDATE_DIRECTX_CALL(D3D12SerializeRootSignature(&_desc, D3D_ROOT_SIGNATURE_VERSION_1_0, &signature, &error));
if (error.Get())
{
LOG(Error, "D3D12SerializeRootSignature failed with error: {}", String((const char*)error->GetBufferPointer()));
}
return signature;
}
#if USE_EDITOR
const Char* GetRootSignatureShaderVisibility(D3D12_SHADER_VISIBILITY visibility)
{
switch (visibility)
{
case D3D12_SHADER_VISIBILITY_VERTEX:
return TEXT(", visibility=SHADER_VISIBILITY_VERTEX");
case D3D12_SHADER_VISIBILITY_HULL:
return TEXT(", visibility=SHADER_VISIBILITY_HULL");
case D3D12_SHADER_VISIBILITY_DOMAIN:
return TEXT(", visibility=SHADER_VISIBILITY_DOMAIN");
case D3D12_SHADER_VISIBILITY_GEOMETRY:
return TEXT(", visibility=SHADER_VISIBILITY_GEOMETRY");
case D3D12_SHADER_VISIBILITY_PIXEL:
return TEXT(", visibility=SHADER_VISIBILITY_PIXEL");
case D3D12_SHADER_VISIBILITY_AMPLIFICATION:
return TEXT(", visibility=SHADER_VISIBILITY_AMPLIFICATION");
case D3D12_SHADER_VISIBILITY_MESH:
return TEXT(", visibility=SHADER_VISIBILITY_MESH");
case D3D12_SHADER_VISIBILITY_ALL:
default:
return TEXT(""); // Default
}
}
const Char* GetRootSignatureSamplerFilter(D3D12_FILTER filter)
{
switch (filter)
{
case D3D12_FILTER_MIN_MAG_MIP_POINT:
return TEXT("FILTER_MIN_MAG_MIP_POINT");
case D3D12_FILTER_MIN_MAG_MIP_LINEAR:
return TEXT("FILTER_MIN_MAG_MIP_LINEAR");
case D3D12_FILTER_ANISOTROPIC:
return TEXT("FILTER_ANISOTROPIC");
case D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT:
return TEXT("FILTER_COMPARISON_MIN_MAG_MIP_POINT");
case D3D12_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR:
return TEXT("FILTER_COMPARISON_MIN_MAG_MIP_LINEAR");
default:
CRASH; // Not implemented
}
}
const Char* GetRootSignatureSamplerAddress(D3D12_TEXTURE_ADDRESS_MODE address)
{
switch (address)
{
case D3D12_TEXTURE_ADDRESS_MODE_WRAP:
return TEXT("TEXTURE_ADDRESS_WRAP");
case D3D12_TEXTURE_ADDRESS_MODE_MIRROR:
return TEXT("TEXTURE_ADDRESS_MIRROR");
case D3D12_TEXTURE_ADDRESS_MODE_CLAMP:
return TEXT("TEXTURE_ADDRESS_CLAMP");
case D3D12_TEXTURE_ADDRESS_MODE_BORDER:
return TEXT("TEXTURE_ADDRESS_BORDER");
case D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE:
return TEXT("TEXTURE_ADDRESS_MIRROR_ONCE");
default:
return TEXT("");
}
}
const Char* GetRootSignatureSamplerComparisonFunc(D3D12_COMPARISON_FUNC func)
{
switch (func)
{
case D3D12_COMPARISON_FUNC_NEVER:
return TEXT("COMPARISON_NEVER");
case D3D12_COMPARISON_FUNC_LESS:
return TEXT("COMPARISON_LESS");
case D3D12_COMPARISON_FUNC_EQUAL:
return TEXT("COMPARISON_EQUAL");
case D3D12_COMPARISON_FUNC_LESS_EQUAL:
return TEXT("COMPARISON_LESS_EQUAL");
case D3D12_COMPARISON_FUNC_GREATER:
return TEXT("COMPARISON_GREATER");
case D3D12_COMPARISON_FUNC_NOT_EQUAL:
return TEXT("COMPARISON_NOT_EQUAL");
case D3D12_COMPARISON_FUNC_GREATER_EQUAL:
return TEXT("COMPARISON_GREATER_EQUAL");
case D3D12_COMPARISON_FUNC_ALWAYS:
default:
return TEXT("COMPARISON_ALWAYS");
}
}
void RootSignatureDX12::ToString(StringBuilder& sb, bool singleLine) const
{
// Flags
sb.Append(TEXT("RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT)"));
// Parameters
const Char newLine = singleLine ? ' ' : '\n';
for (const D3D12_ROOT_PARAMETER& param : _parameters)
{
const Char* visibility = GetRootSignatureShaderVisibility(param.ShaderVisibility);
switch (param.ParameterType)
{
case D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE:
sb.AppendFormat(TEXT(",{}DescriptorTable("), newLine);
for (uint32 rangeIndex = 0; rangeIndex < param.DescriptorTable.NumDescriptorRanges; rangeIndex++)
{
if (rangeIndex)
sb.Append(TEXT(", "));
const D3D12_DESCRIPTOR_RANGE& range = param.DescriptorTable.pDescriptorRanges[rangeIndex];
switch (range.RangeType)
{
case D3D12_DESCRIPTOR_RANGE_TYPE_SRV:
sb.AppendFormat(TEXT("SRV(t{}"), range.BaseShaderRegister);
break;
case D3D12_DESCRIPTOR_RANGE_TYPE_UAV:
sb.AppendFormat(TEXT("UAV(u{}"), range.BaseShaderRegister);
break;
case D3D12_DESCRIPTOR_RANGE_TYPE_CBV:
sb.AppendFormat(TEXT("CBV(b{}"), range.BaseShaderRegister);
break;
case D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER:
sb.AppendFormat(TEXT("Sampler(s{}"), range.BaseShaderRegister);
break;
}
if (range.NumDescriptors != 1)
{
if (range.NumDescriptors == UINT_MAX)
sb.Append(TEXT(", numDescriptors=unbounded"));
else
sb.AppendFormat(TEXT(", numDescriptors={}"), range.NumDescriptors);
}
if (range.OffsetInDescriptorsFromTableStart != D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
sb.AppendFormat(TEXT(", offset={}"), range.OffsetInDescriptorsFromTableStart);
sb.Append(')');
}
sb.AppendFormat(TEXT("{})"), visibility);
break;
case D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS:
sb.AppendFormat(TEXT(",{}RootConstants(num32BitConstants={}, b{}{})"), newLine, param.Constants.Num32BitValues, param.Constants.ShaderRegister, visibility);
break;
case D3D12_ROOT_PARAMETER_TYPE_CBV:
sb.AppendFormat(TEXT(",{}CBV(b{}{})"), newLine, param.Descriptor.ShaderRegister, visibility);
break;
case D3D12_ROOT_PARAMETER_TYPE_SRV:
sb.AppendFormat(TEXT(",{}SRV(t{}{})"), newLine, param.Descriptor.ShaderRegister, visibility);
break;
case D3D12_ROOT_PARAMETER_TYPE_UAV:
sb.AppendFormat(TEXT(",{}UAV(u{}{})"), newLine, param.Descriptor.ShaderRegister, visibility);
break;
}
}
// Static Samplers
for (const D3D12_STATIC_SAMPLER_DESC& sampler : _staticSamplers)
{
const Char* visibility = GetRootSignatureShaderVisibility(sampler.ShaderVisibility);
sb.AppendFormat(TEXT(",{}StaticSampler(s{}"), newLine, sampler.ShaderRegister);
sb.AppendFormat(TEXT(", filter={}"), GetRootSignatureSamplerFilter(sampler.Filter));
sb.AppendFormat(TEXT(", addressU={}"), GetRootSignatureSamplerAddress(sampler.AddressU));
sb.AppendFormat(TEXT(", addressV={}"), GetRootSignatureSamplerAddress(sampler.AddressV));
sb.AppendFormat(TEXT(", addressW={}"), GetRootSignatureSamplerAddress(sampler.AddressW));
sb.AppendFormat(TEXT(", comparisonFunc={}"), GetRootSignatureSamplerComparisonFunc(sampler.ComparisonFunc));
sb.AppendFormat(TEXT(", maxAnisotropy={}"), sampler.MaxAnisotropy);
sb.Append(TEXT(", borderColor=STATIC_BORDER_COLOR_OPAQUE_BLACK"));
sb.AppendFormat(TEXT("{})"), visibility);
}
}
String RootSignatureDX12::ToString() const
{
StringBuilder sb;
ToString(sb);
return sb.ToString();
}
StringAnsi RootSignatureDX12::ToStringAnsi() const
{
StringBuilder sb;
ToString(sb);
return sb.ToStringAnsi();
}
#endif
GPUDevice* GPUDeviceDX12::Create()
{
#if PLATFORM_XBOX_SCARLETT || PLATFORM_XBOX_ONE
IDXGIFactory4* dxgiFactory = nullptr;
GPUAdapterDX selectedAdapter;
selectedAdapter.Index = 0;
selectedAdapter.MaxFeatureLevel = D3D_FEATURE_LEVEL_12_0;
Platform::MemoryClear(&selectedAdapter.Description, sizeof(selectedAdapter.Description));
selectedAdapter.Description.VendorId = GPU_VENDOR_ID_AMD;
#else
#if !USE_EDITOR && PLATFORM_WINDOWS
auto winSettings = WindowsPlatformSettings::Get();
if (!winSettings->SupportDX12)
{
// Skip if there is no support
LOG(Warning, "Cannot use DirectX 12 (support disabled).");
return nullptr;
}
#endif
// Debug Layer
#if GPU_ENABLE_DIAGNOSTICS
ComPtr<ID3D12Debug> debugLayer;
D3D12GetDebugInterface(IID_PPV_ARGS(&debugLayer));
if (debugLayer)
{
debugLayer->EnableDebugLayer();
LOG(Info, "DirectX debugging layer enabled");
}
#if 0
#ifdef __ID3D12Debug1_FWD_DEFINED__
ComPtr<ID3D12Debug1> debugLayer1;
D3D12GetDebugInterface(IID_PPV_ARGS(&debugLayer1));
if (debugLayer1)
{
// GPU-based validation and synchronized validation for debugging only
debugLayer1->SetEnableGPUBasedValidation(true);
debugLayer1->SetEnableSynchronizedCommandQueueValidation(true);
}
#endif
#endif
#ifdef __ID3D12DeviceRemovedExtendedDataSettings_FWD_DEFINED__
ComPtr<ID3D12DeviceRemovedExtendedDataSettings> dredSettings;
D3D12GetDebugInterface(IID_PPV_ARGS(&dredSettings));
if (dredSettings)
{
// Turn on AutoBreadcrumbs and Page Fault reporting
dredSettings->SetAutoBreadcrumbsEnablement(D3D12_DRED_ENABLEMENT_FORCED_ON);
dredSettings->SetPageFaultEnablement(D3D12_DRED_ENABLEMENT_FORCED_ON);
}
#endif
#endif
// Create DXGI factory (CreateDXGIFactory2 is supported on Windows 8.1 or newer)
IDXGIFactory4* dxgiFactory;
IDXGIFactory6* dxgiFactory6;
HRESULT hr = CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory6));
if (hr == S_OK)
dxgiFactory = dxgiFactory6;
else
{
dxgiFactory6 = nullptr;
hr = CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory));
}
if (hr != S_OK)
{
LOG(Error, "Cannot create DXGI adapter. Error code: {0:x}.", hr);
return nullptr;
}
// Enumerate the DXGIFactory's adapters
int32 selectedAdapterIndex = -1;
Array<GPUAdapterDX> adapters;
IDXGIAdapter* tempAdapter;
for (uint32 index = 0; dxgiFactory->EnumAdapters(index, &tempAdapter) != DXGI_ERROR_NOT_FOUND; index++)
{
// Try to use that adapter
GPUAdapterDX adapter;
if (tempAdapter && CheckDX12Support(tempAdapter))
{
adapter.Index = index;
adapter.MaxFeatureLevel = D3D_FEATURE_LEVEL_12_0;
VALIDATE_DIRECTX_CALL(tempAdapter->GetDesc(&adapter.Description));
uint32 outputs = RenderToolsDX::CountAdapterOutputs(tempAdapter);
// Send that info to the log
LOG(Info, "Adapter {1}: '{0}', DirectX {2}", adapter.Description.Description, index, RenderToolsDX::GetFeatureLevelString(adapter.MaxFeatureLevel));
LOG(Info, " Dedicated Video Memory: {0}, Dedicated System Memory: {1}, Shared System Memory: {2}, Output(s): {3}", Utilities::BytesToText(adapter.Description.DedicatedVideoMemory), Utilities::BytesToText(adapter.Description.DedicatedSystemMemory), Utilities::BytesToText(adapter.Description.SharedSystemMemory), outputs);
adapters.Add(adapter);
}
}
// Find the best performing adapter and prefer using it instead of the first device
const auto gpuPreference = DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE;
if (dxgiFactory6 != nullptr && selectedAdapterIndex == -1)
{
if (dxgiFactory6->EnumAdapterByGpuPreference(0, gpuPreference, IID_PPV_ARGS(&tempAdapter)) != DXGI_ERROR_NOT_FOUND)
{
GPUAdapterDX adapter;
if (tempAdapter && CheckDX12Support(tempAdapter))
{
DXGI_ADAPTER_DESC desc;
VALIDATE_DIRECTX_CALL(tempAdapter->GetDesc(&desc));
for (int i = 0; i < adapters.Count(); i++)
{
if (adapters[i].Description.AdapterLuid.LowPart == desc.AdapterLuid.LowPart &&
adapters[i].Description.AdapterLuid.HighPart == desc.AdapterLuid.HighPart)
{
selectedAdapterIndex = i;
break;
}
}
}
}
}
// Select the adapter to use
if (selectedAdapterIndex < 0)
selectedAdapterIndex = 0;
if (adapters.Count() == 0 || selectedAdapterIndex >= adapters.Count())
{
LOG(Error, "Failed to find valid DirectX adapter!");
return nullptr;
}
GPUAdapterDX selectedAdapter = adapters[selectedAdapterIndex];
uint32 vendorId = 0;
if (CommandLine::Options.NVIDIA.IsTrue())
vendorId = GPU_VENDOR_ID_NVIDIA;
else if (CommandLine::Options.AMD.IsTrue())
vendorId = GPU_VENDOR_ID_AMD;
else if (CommandLine::Options.Intel.IsTrue())
vendorId = GPU_VENDOR_ID_INTEL;
if (vendorId != 0)
{
for (const auto& adapter : adapters)
{
if (adapter.GetVendorId() == vendorId)
{
selectedAdapter = adapter;
break;
}
}
}
if (!selectedAdapter.IsValid())
{
LOG(Error, "Failed to choose valid DirectX adapter!");
return nullptr;
}
if (selectedAdapter.MaxFeatureLevel < D3D_FEATURE_LEVEL_12_0)
{
LOG(Error, "Failed to choose valid DirectX adapter!");
return nullptr;
}
#endif
// Create device
auto device = New<GPUDeviceDX12>(dxgiFactory, New<GPUAdapterDX>(selectedAdapter));
if (device->Init())
{
LOG(Warning, "Graphics Device init failed");
Delete(device);
return nullptr;
}
return device;
}
static MSAALevel GetMaximumMultisampleCount(ID3D12Device* device, DXGI_FORMAT dxgiFormat)
{
int32 maxCount = 1;
D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS qualityLevels = { dxgiFormat };
for (int32 i = 2; i <= 8; i *= 2)
{
qualityLevels.SampleCount = i;
if (SUCCEEDED(device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &qualityLevels, sizeof(qualityLevels))) && qualityLevels.NumQualityLevels > 0)
maxCount = i;
}
return static_cast<MSAALevel>(maxCount);
}
GPUDeviceDX12::GPUDeviceDX12(IDXGIFactory4* dxgiFactory, GPUAdapterDX* adapter)
: GPUDeviceDX(RendererType::DirectX12, ShaderProfile::DirectX_SM6, adapter)
, _device(nullptr)
, _factoryDXGI(dxgiFactory)
, _res2Dispose(256)
, _rootSignature(nullptr)
, _commandQueue(nullptr)
, _mainContext(nullptr)
, UploadBuffer(this)
, TimestampQueryHeap(this, D3D12_QUERY_HEAP_TYPE_TIMESTAMP, DX12_BACK_BUFFER_COUNT * 1024)
, Heap_CBV_SRV_UAV(this, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 4 * 1024, false)
, Heap_RTV(this, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1 * 1024, false)
, Heap_DSV(this, D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 64, false)
, Heap_Sampler(this, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 128, false)
, RingHeap_CBV_SRV_UAV(this, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 512 * 1024, true)
, RingHeap_Sampler(this, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 1 * 1024, true)
{
}
bool GPUDeviceDX12::Init()
{
#if PLATFORM_XBOX_SCARLETT || PLATFORM_XBOX_ONE
// Create DirectX device
D3D12XBOX_CREATE_DEVICE_PARAMETERS params = {};
params.Version = D3D12_SDK_VERSION;
#if GPU_ENABLE_DIAGNOSTICS
params.ProcessDebugFlags = D3D12_PROCESS_DEBUG_FLAG_DEBUG_LAYER_ENABLED;
#elif !BUILD_RELEASE
params.ProcessDebugFlags = D3D12XBOX_PROCESS_DEBUG_FLAG_INSTRUMENTED;
#endif
params.GraphicsCommandQueueRingSizeBytes = static_cast<UINT>(D3D12XBOX_DEFAULT_SIZE_BYTES);
params.GraphicsScratchMemorySizeBytes = static_cast<UINT>(D3D12XBOX_DEFAULT_SIZE_BYTES);
params.ComputeScratchMemorySizeBytes = static_cast<UINT>(D3D12XBOX_DEFAULT_SIZE_BYTES);
#if PLATFORM_XBOX_SCARLETT
params.DisableDXR = TRUE;
#endif
VALIDATE_DIRECTX_CALL(D3D12XboxCreateDevice(nullptr, &params, IID_GRAPHICS_PPV_ARGS(&_device)));
// Setup adapter
D3D12XBOX_GPU_HARDWARE_CONFIGURATION hwConfig = {};
_device->GetGpuHardwareConfigurationX(&hwConfig);
const wchar_t* hwVer = L"Unknown";
switch (hwConfig.HardwareVersion)
{
case D3D12XBOX_HARDWARE_VERSION_XBOX_ONE:
hwVer = L"Xbox One";
break;
case D3D12XBOX_HARDWARE_VERSION_XBOX_ONE_S:
hwVer = L"Xbox One S";
break;
case D3D12XBOX_HARDWARE_VERSION_XBOX_ONE_X:
hwVer = L"Xbox One X";
break;
case D3D12XBOX_HARDWARE_VERSION_XBOX_ONE_X_DEVKIT:
hwVer = L"Xbox One X (DevKit)";
break;
#ifdef _GAMING_XBOX_SCARLETT
case D3D12XBOX_HARDWARE_VERSION_XBOX_SCARLETT_LOCKHART:
hwVer = L"Scarlett Lockhart";
break;
case D3D12XBOX_HARDWARE_VERSION_XBOX_SCARLETT_ANACONDA:
hwVer = L"Scarlett Anaconda";
break;
case D3D12XBOX_HARDWARE_VERSION_XBOX_SCARLETT_DEVKIT:
hwVer = L"Scarlett Dev Kit";
break;
#endif
}
LOG(Info, "Hardware Version: {0}", hwVer);
updateFrameEvents();
// Setup display output
auto& videoOutput = VideoOutputs.AddOne();
videoOutput.Name = hwVer;
ComPtr<IDXGIDevice1> dxgiDevice;
VALIDATE_DIRECTX_CALL(_device->QueryInterface(IID_GRAPHICS_PPV_ARGS(&dxgiDevice)));
ComPtr<IDXGIAdapter> dxgiAdapter;
VALIDATE_DIRECTX_CALL(dxgiDevice->GetAdapter(dxgiAdapter.GetAddressOf()));
ComPtr<IDXGIOutput> dxgiOutput;
VALIDATE_DIRECTX_CALL(dxgiAdapter->EnumOutputs(0, dxgiOutput.GetAddressOf()));
DXGI_FORMAT backbufferFormat = RenderToolsDX::ToDxgiFormat(GPU_BACK_BUFFER_PIXEL_FORMAT);
UINT modesCount = 0;
VALIDATE_DIRECTX_CALL(dxgiOutput->GetDisplayModeList(backbufferFormat, 0, &modesCount, NULL));
Array<DXGIXBOX_MODE_DESC> modes;
modes.Resize((int32)modesCount);
VALIDATE_DIRECTX_CALL(dxgiOutput->GetDisplayModeListX(backbufferFormat, 0, &modesCount, modes.Get()));
for (const DXGIXBOX_MODE_DESC& mode : modes)
{
if (mode.Width > videoOutput.Width)
{
videoOutput.Width = mode.Width;
videoOutput.Height = mode.Height;
}
videoOutput.RefreshRate = Math::Max(videoOutput.RefreshRate, mode.RefreshRate.Numerator / (float)mode.RefreshRate.Denominator);
}
modes.Resize(0);
#if PLATFORM_GDK
GDKPlatform::Suspended.Bind<GPUDeviceDX12, &GPUDeviceDX12::OnSuspended>(this);
GDKPlatform::Resumed.Bind<GPUDeviceDX12, &GPUDeviceDX12::OnResumed>(this);
#endif
#else
// Get DXGI adapter
IDXGIAdapter1* adapter;
ASSERT(_factoryDXGI);
if (_factoryDXGI->EnumAdapters1(_adapter->Index, &adapter) == DXGI_ERROR_NOT_FOUND || adapter == nullptr)
{
LOG(Warning, "Cannot get the adapter.");
return true;
}
UpdateOutputs(adapter);
// Create DirectX device
VALIDATE_DIRECTX_CALL(D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&_device)));
#if PLATFORM_WINDOWS
// Detect RenderDoc usage (UUID {A7AA6116-9C8D-4BBA-9083-B4D816B71B78})
IUnknown* unknown = nullptr;
const GUID uuidRenderDoc = { 0xa7aa6116, 0x9c8d, 0x4bba, { 0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78 } };
HRESULT hr = _device->QueryInterface(uuidRenderDoc, (void**)&unknown);
if (SUCCEEDED(hr) && unknown)
{
IsDebugToolAttached = true;
unknown->Release();
}
if (!IsDebugToolAttached && GetModuleHandleA("renderdoc.dll"))
IsDebugToolAttached = true;
if (!IsDebugToolAttached && (GetModuleHandleA("Nvda.Graphics.Interception.dll") || GetModuleHandleA("WarpViz.Injection.dll") || GetModuleHandleA("nvperf_grfx_target.dll")))
IsDebugToolAttached = true;
#endif
// Check if can use screen tearing on a swapchain
ComPtr<IDXGIFactory5> factory5;
_factoryDXGI->QueryInterface(IID_PPV_ARGS(&factory5));
if (factory5)
{
BOOL allowTearing;
if (SUCCEEDED(factory5->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allowTearing, sizeof(allowTearing)))
&& allowTearing
#if PLATFORM_WINDOWS
&& !IsDebugToolAttached // Disable tearing with RenderDoc (prevents crashing)
#endif
)
AllowTearing = true;
}
// Debug Layer
#if GPU_ENABLE_DIAGNOSTICS
ComPtr<ID3D12InfoQueue> infoQueue;
HRESULT result = _device->QueryInterface(IID_PPV_ARGS(&infoQueue));
LOG_DIRECTX_RESULT(result);
if (infoQueue)
{
D3D12_INFO_QUEUE_FILTER filter;
Platform::MemoryClear(&filter, sizeof(filter));
D3D12_MESSAGE_SEVERITY denySeverity = D3D12_MESSAGE_SEVERITY_INFO;
filter.DenyList.NumSeverities = 1;
filter.DenyList.pSeverityList = &denySeverity;
D3D12_MESSAGE_ID disabledMessages[] =
{
D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE,
D3D12_MESSAGE_ID_INVALID_DESCRIPTOR_HANDLE,
D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_PS_OUTPUT_RT_OUTPUT_MISMATCH,
D3D12_MESSAGE_ID_MAP_INVALID_NULLRANGE,
D3D12_MESSAGE_ID_UNMAP_INVALID_NULLRANGE,
D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_EMPTY_LAYOUT,
D3D12_MESSAGE_ID_RESOURCE_BARRIER_DUPLICATE_SUBRESOURCE_TRANSITIONS,
D3D12_MESSAGE_ID_DRAW_EMPTY_SCISSOR_RECTANGLE,
};
filter.DenyList.NumIDs = ARRAY_COUNT(disabledMessages);
filter.DenyList.pIDList = disabledMessages;
infoQueue->AddStorageFilterEntries(&filter);
infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
//infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
}
#endif
#endif
// Change state
_state = DeviceState::Created;
// Spawn some info about the hardware
D3D12_FEATURE_DATA_D3D12_OPTIONS options;
VALIDATE_DIRECTX_CALL(_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options)));
LOG(Info, "Tiled Resources Tier: {0}", (int32)options.TiledResourcesTier);
LOG(Info, "Resource Binding Tier: {0}", (int32)options.ResourceBindingTier);
LOG(Info, "Conservative Rasterization Tier: {0}", (int32)options.ConservativeRasterizationTier);
LOG(Info, "Resource Heap Tier: {0}", (int32)options.ResourceHeapTier);
// Init device limits
{
auto& limits = Limits;
limits.HasCompute = true;
limits.HasTessellation = GPU_ALLOW_TESSELLATION_SHADERS;
limits.HasGeometryShaders = GPU_ALLOW_GEOMETRY_SHADERS;
limits.HasInstancing = true;
limits.HasVolumeTextureRendering = true;
limits.HasDrawIndirect = true;
limits.HasAppendConsumeBuffers = true;
limits.HasSeparateRenderTargetBlendState = true;
limits.HasDepthAsSRV = true;
limits.HasDepthClip = true;
limits.HasReadOnlyDepth = true;
limits.HasMultisampleDepthAsSRV = true;
limits.HasTypedUAVLoad = options.TypedUAVLoadAdditionalFormats != 0;
limits.MaximumMipLevelsCount = D3D12_REQ_MIP_LEVELS;
limits.MaximumTexture1DSize = D3D12_REQ_TEXTURE1D_U_DIMENSION;
limits.MaximumTexture1DArraySize = D3D12_REQ_TEXTURE1D_ARRAY_AXIS_DIMENSION;
limits.MaximumTexture2DSize = D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
limits.MaximumTexture2DArraySize = D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
limits.MaximumTexture3DSize = D3D12_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
limits.MaximumTextureCubeSize = D3D12_REQ_TEXTURECUBE_DIMENSION;
limits.MaximumSamplerAnisotropy = D3D12_DEFAULT_MAX_ANISOTROPY;
for (int32 i = 0; i < static_cast<int32>(PixelFormat::MAX); i++)
{
const PixelFormat format = static_cast<PixelFormat>(i);
const DXGI_FORMAT dxgiFormat = RenderToolsDX::ToDxgiFormat(format);
D3D12_FEATURE_DATA_FORMAT_SUPPORT formatInfo = { dxgiFormat };
if (FAILED(_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &formatInfo, sizeof(formatInfo))))
formatInfo.Support1 = D3D12_FORMAT_SUPPORT1_NONE;
const MSAALevel maximumMultisampleCount = GetMaximumMultisampleCount(_device, dxgiFormat);
FeaturesPerFormat[i] = FormatFeatures(format, maximumMultisampleCount, (FormatSupport)formatInfo.Support1);
}
}
#if !BUILD_RELEASE
// Prevent the GPU from overclocking or under-clocking to get consistent timings
if (CommandLine::Options.ShaderProfile.IsTrue())
{
_device->SetStablePowerState(TRUE);
}
#endif
// Setup resources
_commandQueue = New<CommandQueueDX12>(this, D3D12_COMMAND_LIST_TYPE_DIRECT);
if (_commandQueue->Init())
return true;
_mainContext = New<GPUContextDX12>(this, D3D12_COMMAND_LIST_TYPE_DIRECT);
if (RingHeap_CBV_SRV_UAV.Init())
return true;
if (RingHeap_Sampler.Init())
return true;
// Create empty views
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
for (int32 i = 0; i < ARRAY_COUNT(_nullSrv); i++)
{
srvDesc.ViewDimension = (D3D12_SRV_DIMENSION)i;
switch (srvDesc.ViewDimension)
{
case D3D12_SRV_DIMENSION_BUFFER:
srvDesc.Buffer.FirstElement = 0;
srvDesc.Buffer.NumElements = 0;
srvDesc.Buffer.StructureByteStride = 0;
srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
break;
case D3D12_SRV_DIMENSION_TEXTURE1D:
srvDesc.Texture1D.MostDetailedMip = 0;
srvDesc.Texture1D.MipLevels = 1;
srvDesc.Texture1D.ResourceMinLODClamp = 0.0f;
break;
case D3D12_SRV_DIMENSION_TEXTURE1DARRAY:
srvDesc.Texture1DArray.MostDetailedMip = 0;
srvDesc.Texture1DArray.MipLevels = 1;
srvDesc.Texture1DArray.FirstArraySlice = 0;
srvDesc.Texture1DArray.ArraySize = 1;
srvDesc.Texture1DArray.ResourceMinLODClamp = 0.0f;
break;
case D3D12_SRV_DIMENSION_UNKNOWN: // Map Unknown into Texture2D
case D3D12_SRV_DIMENSION_TEXTURE2D:
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = 1;
srvDesc.Texture2D.PlaneSlice = 0;
srvDesc.Texture2D.ResourceMinLODClamp = 0.0f;
break;
case D3D12_SRV_DIMENSION_TEXTURE2DARRAY:
srvDesc.Texture2DArray.MostDetailedMip = 0;
srvDesc.Texture2DArray.MipLevels = 1;
srvDesc.Texture2DArray.FirstArraySlice = 0;
srvDesc.Texture2DArray.ArraySize = 0;
srvDesc.Texture2DArray.PlaneSlice = 0;
srvDesc.Texture2DArray.ResourceMinLODClamp = 0.0f;
break;
case D3D12_SRV_DIMENSION_TEXTURE3D:
srvDesc.Texture3D.MostDetailedMip = 0;
srvDesc.Texture3D.MipLevels = 1;
srvDesc.Texture3D.ResourceMinLODClamp = 0.0f;
break;
case D3D12_SRV_DIMENSION_TEXTURECUBE:
srvDesc.TextureCube.MostDetailedMip = 0;
srvDesc.TextureCube.MipLevels = 1;
srvDesc.TextureCube.ResourceMinLODClamp = 0.0f;
break;
case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY:
srvDesc.TextureCubeArray.MostDetailedMip = 0;
srvDesc.TextureCubeArray.MipLevels = 1;
srvDesc.TextureCubeArray.First2DArrayFace = 0;
srvDesc.TextureCubeArray.NumCubes = 0;
srvDesc.TextureCubeArray.ResourceMinLODClamp = 0.0f;
break;
default:
continue;
}
_nullSrv[i].CreateSRV(this, nullptr, &srvDesc);
}
{
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc;
uavDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
uavDesc.Texture2D.MipSlice = 0;
uavDesc.Texture2D.PlaneSlice = 0;
_nullUav.CreateUAV(this, nullptr, &uavDesc);
}
// Create root signature
{
RootSignatureDX12 signature;
ComPtr<ID3DBlob> signatureBlob = signature.Serialize();
VALIDATE_DIRECTX_CALL(_device->CreateRootSignature(0, signatureBlob->GetBufferPointer(), signatureBlob->GetBufferSize(), IID_PPV_ARGS(&_rootSignature)));
}
if (TimestampQueryHeap.Init())
return true;
// Cached command signatures
{
DrawIndirectCommandSignature = New<CommandSignatureDX12>(this, 1);
DrawIndirectCommandSignature->At(0).Draw();
DrawIndirectCommandSignature->Finalize();
}
{
DrawIndexedIndirectCommandSignature = New<CommandSignatureDX12>(this, 1);
DrawIndexedIndirectCommandSignature->At(0).DrawIndexed();
DrawIndexedIndirectCommandSignature->Finalize();
}
{
DispatchIndirectCommandSignature = New<CommandSignatureDX12>(this, 1);
DispatchIndirectCommandSignature->At(0).Dispatch();
DispatchIndirectCommandSignature->Finalize();
}
_state = DeviceState::Ready;
return GPUDeviceDX::Init();
}
void GPUDeviceDX12::DrawBegin()
{
{
PROFILE_CPU_NAMED("Wait For GPU");
//_commandQueue->WaitForGPU();
_commandQueue->WaitForFence(_mainContext->FrameFenceValues[1]);
}
// Base
GPUDeviceDX::DrawBegin();
updateRes2Dispose();
UploadBuffer.BeginGeneration(Engine::FrameCount);
}
void GPUDeviceDX12::RenderEnd()
{
// Base
GPUDeviceDX::RenderEnd();
// Resolve the timestamp queries
TimestampQueryHeap.EndQueryBatchAndResolveQueryData(_mainContext);
}
GPUDeviceDX12::~GPUDeviceDX12()
{
// Ensure to be disposed
Dispose();
}
D3D12_CPU_DESCRIPTOR_HANDLE GPUDeviceDX12::NullSRV(D3D12_SRV_DIMENSION dimension) const
{
return _nullSrv[dimension].CPU();
}
D3D12_CPU_DESCRIPTOR_HANDLE GPUDeviceDX12::NullUAV() const
{
return _nullUav.CPU();
}
ID3D12GraphicsCommandList* GPUDeviceDX12::GetCommandList() const
{
return _mainContext->GetCommandList();
}
ID3D12CommandQueue* GPUDeviceDX12::GetCommandQueueDX12() const
{
return _commandQueue->GetCommandQueue();
}
void GPUDeviceDX12::Dispose()
{
GPUDeviceLock lock(this);
// Check if has been disposed already
if (_state == DeviceState::Disposed)
return;
// Set current state
_state = DeviceState::Disposing;
// Wait for rendering end
WaitForGPU();
// Pre dispose
preDispose();
// Release all late dispose resources (if state is Disposing all are released)
updateRes2Dispose();
// Clear pipeline objects
SAFE_DELETE_GPU_RESOURCE(DummyVB);
for (auto& srv : _nullSrv)
srv.Release();
_nullUav.Release();
TimestampQueryHeap.Destroy();
DX_SAFE_RELEASE_CHECK(_rootSignature, 0);
Heap_CBV_SRV_UAV.ReleaseGPU();
Heap_RTV.ReleaseGPU();
Heap_DSV.ReleaseGPU();
Heap_Sampler.ReleaseGPU();
RingHeap_CBV_SRV_UAV.ReleaseGPU();
RingHeap_Sampler.ReleaseGPU();
UploadBuffer.ReleaseGPU();
SAFE_DELETE(DrawIndirectCommandSignature);
SAFE_DELETE(_mainContext);
SAFE_DELETE(_commandQueue);
// Clear DirectX stuff
SAFE_DELETE(_adapter);
SAFE_RELEASE(_device);
SAFE_RELEASE(_factoryDXGI);
// Base
GPUDeviceDX::Dispose();
// Set current state
_state = DeviceState::Disposed;
}
void GPUDeviceDX12::WaitForGPU()
{
_commandQueue->WaitForGPU();
}
GPUTexture* GPUDeviceDX12::CreateTexture(const StringView& name)
{
PROFILE_MEM(GraphicsTextures);
return New<GPUTextureDX12>(this, name);
}
GPUShader* GPUDeviceDX12::CreateShader(const StringView& name)
{
PROFILE_MEM(GraphicsShaders);
return New<GPUShaderDX12>(this, name);
}
GPUPipelineState* GPUDeviceDX12::CreatePipelineState()
{
PROFILE_MEM(GraphicsCommands);
return New<GPUPipelineStateDX12>(this);
}
GPUTimerQuery* GPUDeviceDX12::CreateTimerQuery()
{
return New<GPUTimerQueryDX12>(this);
}
GPUBuffer* GPUDeviceDX12::CreateBuffer(const StringView& name)
{
PROFILE_MEM(GraphicsBuffers);
return New<GPUBufferDX12>(this, name);
}
GPUSampler* GPUDeviceDX12::CreateSampler()
{
return New<GPUSamplerDX12>(this);
}
GPUVertexLayout* GPUDeviceDX12::CreateVertexLayout(const VertexElements& elements, bool explicitOffsets)
{
return New<GPUVertexLayoutDX12>(this, elements, explicitOffsets);
}
GPUSwapChain* GPUDeviceDX12::CreateSwapChain(Window* window)
{
return New<GPUSwapChainDX12>(this, window);
}
GPUConstantBuffer* GPUDeviceDX12::CreateConstantBuffer(uint32 size, const StringView& name)
{
PROFILE_MEM(GraphicsShaders);
return New<GPUConstantBufferDX12>(this, size, name);
}
void GPUDeviceDX12::AddResourceToLateRelease(IGraphicsUnknown* resource, uint32 safeFrameCount)
{
if (resource == nullptr)
return;
ScopeLock lock(_res2DisposeLock);
// Add to the list
DisposeResourceEntry entry;
entry.Resource = resource;
entry.TargetFrame = Engine::FrameCount + safeFrameCount;
_res2Dispose.Add(entry);
}
void GPUDeviceDX12::updateRes2Dispose()
{
uint64 currentFrame = Engine::FrameCount;
if (_state == DeviceState::Disposing)
{
// During device disposing we want to remove all resources
currentFrame = MAX_uint32;
}
_res2DisposeLock.Lock();
for (int32 i = _res2Dispose.Count() - 1; i >= 0 && i < _res2Dispose.Count(); i--)
{
const DisposeResourceEntry& entry = _res2Dispose[i];
if (entry.TargetFrame <= currentFrame)
{
auto refs = entry.Resource->Release();
if (refs != 0)
{
LOG(Error, "Late release resource has not been fully released. References left: {0}", refs);
}
_res2Dispose.RemoveAt(i);
}
}
_res2DisposeLock.Unlock();
}
#if PLATFORM_XBOX_SCARLETT || PLATFORM_XBOX_ONE
void GPUDeviceDX12::OnSuspended()
{
_commandQueue->GetCommandQueue()->SuspendX(0);
}
void GPUDeviceDX12::OnResumed()
{
_commandQueue->GetCommandQueue()->ResumeX();
updateFrameEvents();
}
void GPUDeviceDX12::updateFrameEvents()
{
ComPtr<IDXGIDevice1> dxgiDevice;
VALIDATE_DIRECTX_CALL(_device->QueryInterface(IID_GRAPHICS_PPV_ARGS(&dxgiDevice)));
ComPtr<IDXGIAdapter> dxgiAdapter;
VALIDATE_DIRECTX_CALL(dxgiDevice->GetAdapter(dxgiAdapter.GetAddressOf()));
dxgiAdapter->GetDesc(&_adapter->Description);
ComPtr<IDXGIOutput> dxgiOutput;
VALIDATE_DIRECTX_CALL(dxgiAdapter->EnumOutputs(0, dxgiOutput.GetAddressOf()));
// TODO: support 120/40/30/24 fps
VALIDATE_DIRECTX_CALL(_device->SetFrameIntervalX(dxgiOutput.Get(), D3D12XBOX_FRAME_INTERVAL_60_HZ, DX12_BACK_BUFFER_COUNT - 1u, D3D12XBOX_FRAME_INTERVAL_FLAG_NONE));
VALIDATE_DIRECTX_CALL(_device->ScheduleFrameEventX(D3D12XBOX_FRAME_EVENT_ORIGIN, 0U, nullptr, D3D12XBOX_SCHEDULE_FRAME_EVENT_FLAG_NONE));
}
#endif
GPUDevice* CreateGPUDeviceDX12()
{
return GPUDeviceDX12::Create();
}
#endif