diff options
| author | jsmall-nvidia <jsmall@nvidia.com> | 2020-08-24 14:26:27 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2020-08-24 11:26:27 -0700 |
| commit | 67ca54997d445e15891965b8d77561b9d10bb18c (patch) | |
| tree | 8719fb2ff6a42f24daef5ca77d046a55b56d5b98 /tools/gfx/d3d11/render-d3d11.cpp | |
| parent | fcac02e405661de311b5ceebbd6d3e2c78bf8aea (diff) | |
NVAPI improvements (#1512)
* First pass at incorporating nvapi into test harness.
* D3d12 Atomic Float Add via NVAPI working
* Dx12 atomic float appears to work.
* Atomic float add on Dx12.
* Added atomic64 feature addition to vk.
Fix correct output for atomic-float-byte-address.slang
* Disable atomic float failing tests.
* Upgraded VK headers.
* Detect atomic float availability on VK.
* Try to get test working for in64 atomic.
* Made HLSL prelude controlled via the render-test requirements.
* Added -enable-nvapi to premake.
* Fix D3D12Renderer when NVAPI is not available.
* Small improvements to VKRenderer.
* Improve atomic documentation in target-compatibility.md.
* Fixed NVAPI working on D3D12.
* Test for specific NVAPI features.
* Remove requiredFeatures from Renderer::Desc as was ignored. Tried to document more around nvapiExtnSlot.
* Readded requiredFeatures to Renderer::Desc
* Improve comments in the tests.
Diffstat (limited to 'tools/gfx/d3d11/render-d3d11.cpp')
| -rw-r--r-- | tools/gfx/d3d11/render-d3d11.cpp | 48 |
1 files changed, 32 insertions, 16 deletions
diff --git a/tools/gfx/d3d11/render-d3d11.cpp b/tools/gfx/d3d11/render-d3d11.cpp index 8eafd24b4..30c982ab3 100644 --- a/tools/gfx/d3d11/render-d3d11.cpp +++ b/tools/gfx/d3d11/render-d3d11.cpp @@ -514,6 +514,19 @@ D3D11Renderer::ScopeNVAPI::~ScopeNVAPI() // !!!!!!!!!!!!!!!!!!!!!!!!!!!! Renderer interface !!!!!!!!!!!!!!!!!!!!!!!!!! +static bool _isSupportedNVAPIOp(IUnknown* dev, uint32_t op) +{ +#ifdef GFX_NVAPI + { + bool isSupported; + NvAPI_Status status = NvAPI_D3D11_IsNvShaderExtnOpCodeSupported(dev, NvU32(op), &isSupported); + return status == NVAPI_OK && isSupported; + } +#else + return false; +#endif +} + SlangResult D3D11Renderer::initialize(const Desc& desc, void* inWindowHandle) { auto windowHandle = (HWND)inWindowHandle; @@ -647,29 +660,32 @@ SlangResult D3D11Renderer::initialize(const Desc& desc, void* inWindowHandle) } // NVAPI + if (desc.nvapiExtnSlot >= 0) { - const char* features[] = { "nvapi", "atomic-float", "atomic-int64" }; - bool needsNvapi = false; - for (Index i = 0; i < SLANG_COUNT_OF(features); ++i) + if (SLANG_FAILED(NVAPIUtil::initialize())) { - if (desc.requiredFeatures.indexOf(features[i]) >= 0) - { - needsNvapi = true; - break; - } + return SLANG_E_NOT_AVAILABLE; } - if (needsNvapi && SLANG_SUCCEEDED(NVAPIUtil::initialize())) +#ifdef GFX_NVAPI + if (NvAPI_D3D11_SetNvShaderExtnSlot(m_device, NvU32(desc.nvapiExtnSlot)) != NVAPI_OK) { - // TODO(JS): We should test for specific features here. - for (Index i = 0; i < SLANG_COUNT_OF(features); ++i) - { - m_features.add(features[i]); - } - m_nvapi = true; + return SLANG_E_NOT_AVAILABLE; } - } + if (_isSupportedNVAPIOp(m_device, NV_EXTN_OP_UINT64_ATOMIC )) + { + m_features.add("atomic-int64"); + } + if (_isSupportedNVAPIOp(m_device, NV_EXTN_OP_FP32_ATOMIC)) + { + m_features.add("atomic-float"); + } + + m_nvapi = true; +#endif + } + // TODO: Add support for debugging to help detect leaks: // // ComPtr<ID3D11Debug> gDebug; |
