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// d3d12-device.h
#pragma once
#include "d3d12-command-buffer.h"
#include "d3d12-command-queue.h"
#include "d3d12-texture.h"
#include "d3d12-transient-heap.h"
#include <d3d12.h>
#include <d3d12sdklayers.h>
namespace gfx
{
namespace d3d12
{
using namespace Slang;
// Define function pointer types for PIX library.
typedef HRESULT(WINAPI* PFN_BeginEventOnCommandList)(
ID3D12GraphicsCommandList* commandList,
UINT64 color,
PCSTR formatString);
typedef HRESULT(WINAPI* PFN_EndEventOnCommandList)(ID3D12GraphicsCommandList* commandList);
struct D3D12DeviceInfo
{
void clear()
{
m_dxgiFactory.setNull();
m_device.setNull();
m_adapter.setNull();
m_desc = {};
m_desc1 = {};
m_isWarp = false;
m_isSoftware = false;
}
bool m_isWarp;
bool m_isSoftware;
ComPtr<IDXGIFactory> m_dxgiFactory;
ComPtr<ID3D12Device> m_device;
ComPtr<ID3D12Device5> m_device5;
ComPtr<IDXGIAdapter> m_adapter;
DXGI_ADAPTER_DESC m_desc;
DXGI_ADAPTER_DESC1 m_desc1;
};
class DeviceImpl : public RendererBase
{
public:
Desc m_desc;
D3D12DeviceExtendedDesc m_extendedDesc;
DeviceInfo m_info;
String m_adapterName;
bool m_isInitialized = false;
ComPtr<ID3D12Debug> m_dxDebug;
static const bool g_isAftermathEnabled;
D3D12DeviceInfo m_deviceInfo;
ID3D12Device* m_device = nullptr;
ID3D12Device5* m_device5 = nullptr;
VirtualObjectPool m_queueIndexAllocator;
RefPtr<CommandQueueImpl> m_resourceCommandQueue;
RefPtr<TransientResourceHeapImpl> m_resourceCommandTransientHeap;
RefPtr<D3D12GeneralExpandingDescriptorHeap> m_rtvAllocator;
RefPtr<D3D12GeneralExpandingDescriptorHeap> m_dsvAllocator;
// Space in the GPU-visible heaps is precious, so we will also keep
// around CPU-visible heaps for storing shader-objects' descriptors in a format
// that is ready for copying into the GPU-visible heaps as needed.
//
RefPtr<D3D12GeneralExpandingDescriptorHeap> m_cpuViewHeap; ///< Cbv, Srv, Uav
RefPtr<D3D12GeneralExpandingDescriptorHeap> m_cpuSamplerHeap; ///< Heap for samplers
// Dll entry points
PFN_D3D12_GET_DEBUG_INTERFACE m_D3D12GetDebugInterface = nullptr;
PFN_D3D12_CREATE_DEVICE m_D3D12CreateDevice = nullptr;
PFN_D3D12_SERIALIZE_ROOT_SIGNATURE m_D3D12SerializeRootSignature = nullptr;
PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE m_D3D12SerializeVersionedRootSignature = nullptr;
PFN_BeginEventOnCommandList m_BeginEventOnCommandList = nullptr;
PFN_EndEventOnCommandList m_EndEventOnCommandList = nullptr;
bool m_nvapi = false;
// Command signatures required for indirect draws. These indicate the format of the indirect
// as well as the command type to be used (DrawInstanced and DrawIndexedInstanced, in this
// case).
ComPtr<ID3D12CommandSignature> drawIndirectCmdSignature;
ComPtr<ID3D12CommandSignature> drawIndexedIndirectCmdSignature;
ComPtr<ID3D12CommandSignature> dispatchIndirectCmdSignature;
public:
virtual SLANG_NO_THROW SlangResult SLANG_MCALL initialize(const Desc& desc) override;
virtual SLANG_NO_THROW Result SLANG_MCALL
getFormatSupportedResourceStates(Format format, ResourceStateSet* outStates) override;
virtual SLANG_NO_THROW Result SLANG_MCALL
createCommandQueue(const ICommandQueue::Desc& desc, ICommandQueue** outQueue) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createTransientResourceHeap(
const ITransientResourceHeap::Desc& desc,
ITransientResourceHeap** outHeap) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createSwapchain(
const ISwapchain::Desc& desc,
WindowHandle window,
ISwapchain** outSwapchain) override;
virtual SLANG_NO_THROW Result SLANG_MCALL getTextureAllocationInfo(
const ITextureResource::Desc& desc,
Size* outSize,
Size* outAlignment) override;
virtual SLANG_NO_THROW Result SLANG_MCALL getTextureRowAlignment(Size* outAlignment) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createTextureResource(
const ITextureResource::Desc& desc,
const ITextureResource::SubresourceData* initData,
ITextureResource** outResource) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createTextureFromNativeHandle(
InteropHandle handle,
const ITextureResource::Desc& srcDesc,
ITextureResource** outResource) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createBufferResource(
const IBufferResource::Desc& desc,
const void* initData,
IBufferResource** outResource) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createBufferFromNativeHandle(
InteropHandle handle,
const IBufferResource::Desc& srcDesc,
IBufferResource** outResource) override;
virtual SLANG_NO_THROW Result SLANG_MCALL
createSamplerState(ISamplerState::Desc const& desc, ISamplerState** outSampler) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createTextureView(
ITextureResource* texture,
IResourceView::Desc const& desc,
IResourceView** outView) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createBufferView(
IBufferResource* buffer,
IBufferResource* counterBuffer,
IResourceView::Desc const& desc,
IResourceView** outView) override;
virtual SLANG_NO_THROW Result SLANG_MCALL
createFramebuffer(IFramebuffer::Desc const& desc, IFramebuffer** outFrameBuffer) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createFramebufferLayout(
IFramebufferLayout::Desc const& desc,
IFramebufferLayout** outLayout) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createRenderPassLayout(
const IRenderPassLayout::Desc& desc,
IRenderPassLayout** outRenderPassLayout) override;
virtual SLANG_NO_THROW Result SLANG_MCALL
createInputLayout(IInputLayout::Desc const& desc, IInputLayout** outLayout) override;
virtual Result createShaderObjectLayout(
slang::ISession* session,
slang::TypeLayoutReflection* typeLayout,
ShaderObjectLayoutBase** outLayout) override;
virtual Result createShaderObject(ShaderObjectLayoutBase* layout, IShaderObject** outObject)
override;
virtual Result createMutableShaderObject(
ShaderObjectLayoutBase* layout,
IShaderObject** outObject) override;
virtual SLANG_NO_THROW Result SLANG_MCALL
createMutableRootShaderObject(IShaderProgram* program, IShaderObject** outObject) override;
virtual SLANG_NO_THROW Result SLANG_MCALL
createShaderTable(const IShaderTable::Desc& desc, IShaderTable** outShaderTable) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createProgram(
const IShaderProgram::Desc& desc,
IShaderProgram** outProgram,
ISlangBlob** outDiagnostics) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createGraphicsPipelineState(
const GraphicsPipelineStateDesc& desc,
IPipelineState** outState) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createComputePipelineState(
const ComputePipelineStateDesc& desc,
IPipelineState** outState) override;
virtual SLANG_NO_THROW Result SLANG_MCALL
createQueryPool(const IQueryPool::Desc& desc, IQueryPool** outState) override;
virtual SLANG_NO_THROW Result SLANG_MCALL
createFence(const IFence::Desc& desc, IFence** outFence) override;
virtual SLANG_NO_THROW Result SLANG_MCALL waitForFences(
GfxCount fenceCount,
IFence** fences,
uint64_t* fenceValues,
bool waitForAll,
uint64_t timeout) override;
virtual SLANG_NO_THROW SlangResult SLANG_MCALL readTextureResource(
ITextureResource* resource,
ResourceState state,
ISlangBlob** outBlob,
Size* outRowPitch,
Size* outPixelSize) override;
virtual SLANG_NO_THROW SlangResult SLANG_MCALL readBufferResource(
IBufferResource* resource,
Offset offset,
Size size,
ISlangBlob** outBlob) override;
virtual SLANG_NO_THROW const gfx::DeviceInfo& SLANG_MCALL getDeviceInfo() const override;
virtual SLANG_NO_THROW Result SLANG_MCALL
getNativeDeviceHandles(InteropHandles* outHandles) override;
~DeviceImpl();
virtual SLANG_NO_THROW Result SLANG_MCALL getAccelerationStructurePrebuildInfo(
const IAccelerationStructure::BuildInputs& buildInputs,
IAccelerationStructure::PrebuildInfo* outPrebuildInfo) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createAccelerationStructure(
const IAccelerationStructure::CreateDesc& desc,
IAccelerationStructure** outView) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createRayTracingPipelineState(
const RayTracingPipelineStateDesc& desc,
IPipelineState** outState) override;
public:
static void* loadProc(SharedLibrary::Handle module, char const* name);
Result createCommandQueueImpl(CommandQueueImpl** outQueue);
Result createTransientResourceHeapImpl(
ITransientResourceHeap::Flags::Enum flags,
Size constantBufferSize,
uint32_t viewDescriptors,
uint32_t samplerDescriptors,
TransientResourceHeapImpl** outHeap);
Result createBuffer(
const D3D12_RESOURCE_DESC& resourceDesc,
const void* srcData,
Size srcDataSize,
D3D12_RESOURCE_STATES finalState,
D3D12Resource& resourceOut,
bool isShared,
MemoryType access = MemoryType::DeviceLocal);
Result captureTextureToSurface(
TextureResourceImpl* resource,
ResourceState state,
ISlangBlob** blob,
Size* outRowPitch,
Size* outPixelSize);
Result _createDevice(
DeviceCheckFlags deviceCheckFlags,
const AdapterLUID* adapterLUID,
D3D_FEATURE_LEVEL featureLevel,
D3D12DeviceInfo& outDeviceInfo);
struct ResourceCommandRecordInfo
{
ComPtr<ICommandBuffer> commandBuffer;
ID3D12GraphicsCommandList* d3dCommandList;
};
ResourceCommandRecordInfo encodeResourceCommands();
void submitResourceCommandsAndWait(const ResourceCommandRecordInfo& info);
private:
void processExperimentalFeaturesDesc(SharedLibrary::Handle d3dModule, void* desc);
};
} // namespace d3d12
} // namespace gfx
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