diff --git a/.github/workflows/windows_builds.yml b/.github/workflows/windows_builds.yml
index 7e8853634a7..35ed1a773d8 100644
--- a/.github/workflows/windows_builds.yml
+++ b/.github/workflows/windows_builds.yml
@@ -7,7 +7,7 @@ on:
env:
# Used for the cache key. Add version suffix to force clean build.
GODOT_BASE_BRANCH: master
- SCONSFLAGS: verbose=yes warnings=extra werror=yes module_text_server_fb_enabled=yes
+ SCONSFLAGS: verbose=yes warnings=extra werror=yes module_text_server_fb_enabled=yes d3d12=yes "dxc_path=${{github.workspace}}/dxc" "mesa_libs=${{github.workspace}}/godot-nir-static"
SCONS_CACHE_MSVC_CONFIG: true
concurrency:
@@ -49,6 +49,28 @@ jobs:
- name: Setup python and scons
uses: ./.github/actions/godot-deps
+ - name: Download pre-built DirectX Shader Compiler
+ uses: dsaltares/fetch-gh-release-asset@1.0.0
+ with:
+ repo: Microsoft/DirectXShaderCompiler
+ version: tags/v1.7.2308
+ file: dxc_2023_08_14.zip
+ target: dxc.zip
+
+ - name: Extract pre-built DirectX Shader Compiler
+ run: 7z x dxc.zip -o${{github.workspace}}/dxc
+
+ - name: Download pre-built Mesa-NIR
+ uses: dsaltares/fetch-gh-release-asset@1.0.0
+ with:
+ repo: godotengine/godot-nir-static
+ version: tags/23.1.0-devel
+ file: godot-nir-23.1.0-1-devel.zip
+ target: godot-nir-static.zip
+
+ - name: Extract pre-built Mesa-NIR
+ run: 7z x godot-nir-static.zip -o${{github.workspace}}/godot-nir-static
+
- name: Setup MSVC problem matcher
uses: ammaraskar/msvc-problem-matcher@master
diff --git a/COPYRIGHT.txt b/COPYRIGHT.txt
index ffc73a017cf..4b8a246df01 100644
--- a/COPYRIGHT.txt
+++ b/COPYRIGHT.txt
@@ -194,6 +194,16 @@ Copyright: 2018, Eric Lasota
2018, Microsoft Corp.
License: Expat
+Files: ./thirdparty/d3d12ma/
+Comment: D3D12 Memory Allocator
+Copyright: 2019-2022 Advanced Micro Devices, Inc.
+License: Expat
+
+Files: ./thirdparty/directx_headers/
+Comment: DirectX Headers
+Copyright: Microsoft Corporation
+License: Expat
+
Files: ./thirdparty/doctest/
Comment: doctest
Copyright: 2016-2023, Viktor Kirilov
diff --git a/SConstruct b/SConstruct
index 534d5bd95d2..9dc1caa0b66 100644
--- a/SConstruct
+++ b/SConstruct
@@ -191,6 +191,7 @@ opts.Add(BoolVariable("brotli", "Enable Brotli for decompresson and WOFF2 fonts
opts.Add(BoolVariable("xaudio2", "Enable the XAudio2 audio driver", False))
opts.Add(BoolVariable("vulkan", "Enable the vulkan rendering driver", True))
opts.Add(BoolVariable("opengl3", "Enable the OpenGL/GLES3 rendering driver", True))
+opts.Add(BoolVariable("d3d12", "Enable the Direct3D 12 rendering driver (Windows only)", False))
opts.Add(BoolVariable("openxr", "Enable the OpenXR driver", True))
opts.Add(BoolVariable("use_volk", "Use the volk library to load the Vulkan loader dynamically", True))
opts.Add(BoolVariable("disable_exceptions", "Force disabling exception handling code", True))
diff --git a/core/config/project_settings.cpp b/core/config/project_settings.cpp
index 93934f23205..bf1595b41b4 100644
--- a/core/config/project_settings.cpp
+++ b/core/config/project_settings.cpp
@@ -95,7 +95,7 @@ const PackedStringArray ProjectSettings::_get_supported_features() {
features.append(VERSION_FULL_CONFIG);
features.append(VERSION_FULL_BUILD);
-#ifdef VULKAN_ENABLED
+#if defined(VULKAN_ENABLED) || defined(D3D12_ENABLED)
features.append("Forward Plus");
features.append("Mobile");
#endif
@@ -1399,6 +1399,12 @@ ProjectSettings::ProjectSettings() {
GLOBAL_DEF("rendering/rendering_device/staging_buffer/texture_upload_region_size_px", 64);
GLOBAL_DEF("rendering/rendering_device/pipeline_cache/save_chunk_size_mb", 3.0);
GLOBAL_DEF("rendering/rendering_device/vulkan/max_descriptors_per_pool", 64);
+ GLOBAL_DEF_RST("rendering/rendering_device/d3d12/max_resource_descriptors_per_frame", 16384);
+ custom_prop_info["rendering/rendering_device/d3d12/max_resource_descriptors_per_frame"] = PropertyInfo(Variant::INT, "rendering/rendering_device/d3d12/max_resource_descriptors_per_frame", PROPERTY_HINT_RANGE, "512,262144");
+ GLOBAL_DEF_RST("rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame", 1024);
+ custom_prop_info["rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame"] = PropertyInfo(Variant::INT, "rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame", PROPERTY_HINT_RANGE, "256,2048");
+ GLOBAL_DEF_RST("rendering/rendering_device/d3d12/max_misc_descriptors_per_frame", 512);
+ custom_prop_info["rendering/rendering_device/d3d12/max_misc_descriptors_per_frame"] = PropertyInfo(Variant::INT, "rendering/rendering_device/d3d12/max_misc_descriptors_per_frame", PROPERTY_HINT_RANGE, "32,4096");
GLOBAL_DEF_BASIC(PropertyInfo(Variant::INT, "rendering/textures/canvas_textures/default_texture_filter", PROPERTY_HINT_ENUM, "Nearest,Linear,Linear Mipmap,Nearest Mipmap"), 1);
GLOBAL_DEF_BASIC(PropertyInfo(Variant::INT, "rendering/textures/canvas_textures/default_texture_repeat", PROPERTY_HINT_ENUM, "Disable,Enable,Mirror"), 0);
diff --git a/core/core_bind.cpp b/core/core_bind.cpp
index 981d9b00251..d91c659d1e6 100644
--- a/core/core_bind.cpp
+++ b/core/core_bind.cpp
@@ -662,6 +662,7 @@ void OS::_bind_methods() {
BIND_ENUM_CONSTANT(RENDERING_DRIVER_VULKAN);
BIND_ENUM_CONSTANT(RENDERING_DRIVER_OPENGL3);
+ BIND_ENUM_CONSTANT(RENDERING_DRIVER_D3D12);
BIND_ENUM_CONSTANT(SYSTEM_DIR_DESKTOP);
BIND_ENUM_CONSTANT(SYSTEM_DIR_DCIM);
diff --git a/core/core_bind.h b/core/core_bind.h
index 5f51b64eb74..715e26cf230 100644
--- a/core/core_bind.h
+++ b/core/core_bind.h
@@ -129,6 +129,7 @@ public:
enum RenderingDriver {
RENDERING_DRIVER_VULKAN,
RENDERING_DRIVER_OPENGL3,
+ RENDERING_DRIVER_D3D12,
};
virtual PackedStringArray get_connected_midi_inputs();
diff --git a/core/object/worker_thread_pool.cpp b/core/object/worker_thread_pool.cpp
index 784acadab45..631767219fa 100644
--- a/core/object/worker_thread_pool.cpp
+++ b/core/object/worker_thread_pool.cpp
@@ -535,6 +535,11 @@ void WorkerThreadPool::wait_for_group_task_completion(GroupID p_group) {
task_mutex.unlock();
}
+int WorkerThreadPool::get_thread_index() {
+ Thread::ID tid = Thread::get_caller_id();
+ return singleton->thread_ids.has(tid) ? singleton->thread_ids[tid] : -1;
+}
+
void WorkerThreadPool::init(int p_thread_count, bool p_use_native_threads_low_priority, float p_low_priority_task_ratio) {
ERR_FAIL_COND(threads.size() > 0);
if (p_thread_count < 0) {
diff --git a/core/object/worker_thread_pool.h b/core/object/worker_thread_pool.h
index f323a979f7f..dd56f95caea 100644
--- a/core/object/worker_thread_pool.h
+++ b/core/object/worker_thread_pool.h
@@ -197,6 +197,8 @@ public:
_FORCE_INLINE_ int get_thread_count() const { return threads.size(); }
static WorkerThreadPool *get_singleton() { return singleton; }
+ static int get_thread_index();
+
void init(int p_thread_count = -1, bool p_use_native_threads_low_priority = true, float p_low_priority_task_ratio = 0.3);
void finish();
WorkerThreadPool();
diff --git a/core/string/ustring.cpp b/core/string/ustring.cpp
index be829502efc..a24cff4f11f 100644
--- a/core/string/ustring.cpp
+++ b/core/string/ustring.cpp
@@ -4842,6 +4842,7 @@ String String::sprintf(const Array &values, bool *error) const {
bool pad_with_zeros = false;
bool left_justified = false;
bool show_sign = false;
+ bool as_unsigned = false;
if (error) {
*error = true;
@@ -4882,16 +4883,27 @@ String String::sprintf(const Array &values, bool *error) const {
case 'x':
break;
case 'X':
- base = 16;
capitalize = true;
break;
}
// Get basic number.
- String str = String::num_int64(ABS(value), base, capitalize);
+ String str;
+ if (!as_unsigned) {
+ str = String::num_int64(ABS(value), base, capitalize);
+ } else {
+ uint64_t uvalue = *((uint64_t *)&value);
+ // In unsigned hex, if the value fits in 32 bits, trim it down to that.
+ if (base == 16 && value < 0 && value >= INT32_MIN) {
+ uvalue &= 0xffffffff;
+ }
+ str = String::num_uint64(uvalue, base, capitalize);
+ }
int number_len = str.length();
+ bool negative = value < 0 && !as_unsigned;
+
// Padding.
- int pad_chars_count = (value < 0 || show_sign) ? min_chars - 1 : min_chars;
+ int pad_chars_count = (negative || show_sign) ? min_chars - 1 : min_chars;
String pad_char = pad_with_zeros ? String("0") : String(" ");
if (left_justified) {
str = str.rpad(pad_chars_count, pad_char);
@@ -4900,8 +4912,8 @@ String String::sprintf(const Array &values, bool *error) const {
}
// Sign.
- if (show_sign || value < 0) {
- String sign_char = value < 0 ? "-" : "+";
+ if (show_sign || negative) {
+ String sign_char = negative ? "-" : "+";
if (left_justified) {
str = str.insert(0, sign_char);
} else {
@@ -5094,6 +5106,10 @@ String String::sprintf(const Array &values, bool *error) const {
show_sign = true;
break;
}
+ case 'u': { // Treat as unsigned (for int/hex).
+ as_unsigned = true;
+ break;
+ }
case '0':
case '1':
case '2':
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index ad89efb2563..44197dbd0c1 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -699,6 +699,9 @@
The OpenGL 3 rendering driver. It uses OpenGL 3.3 Core Profile on desktop platforms, OpenGL ES 3.0 on mobile devices, and WebGL 2.0 on Web.
+
+ The Direct3D 12 rendering driver.
+
Desktop directory path.
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 0e82bc1497b..ab92916320d 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -2616,6 +2616,18 @@
Override for [member rendering/renderer/rendering_method] on web.
+
+ The number of entries in the miscellaneous descriptors heap the Direct3D 12 rendering driver uses each frame, used for various operations like clearing a texture.
+ Depending on the complexity of scenes, this value may be lowered or may need to be raised.
+
+
+ The number of entries in the resource descriptors heap the Direct3D 12 rendering driver uses each frame, used for most rendering operations.
+ Depending on the complexity of scenes, this value may be lowered or may need to be raised.
+
+
+ The number of entries in the sampler descriptors heap the Direct3D 12 rendering driver uses each frame, used for most rendering operations.
+ Depending on the complexity of scenes, this value may be lowered or may need to be raised.
+
Sets the driver to be used by the renderer when using a RenderingDevice-based renderer like the clustered renderer or the mobile renderer. This property can not be edited directly, instead, set the driver using the platform-specific overrides.
diff --git a/drivers/SCsub b/drivers/SCsub
index c633a0591b1..9c8b16d3e59 100644
--- a/drivers/SCsub
+++ b/drivers/SCsub
@@ -25,6 +25,8 @@ SConscript("winmidi/SCsub")
# Graphics drivers
if env["vulkan"]:
SConscript("vulkan/SCsub")
+if env["d3d12"]:
+ SConscript("d3d12/SCsub")
if env["opengl3"]:
SConscript("gl_context/SCsub")
SConscript("gles3/SCsub")
diff --git a/drivers/d3d12/SCsub b/drivers/d3d12/SCsub
new file mode 100644
index 00000000000..ce7134fb77d
--- /dev/null
+++ b/drivers/d3d12/SCsub
@@ -0,0 +1,151 @@
+#!/usr/bin/env python
+
+import os
+from pathlib import Path
+
+Import("env")
+
+env_d3d12_rd = env.Clone()
+
+thirdparty_obj = []
+
+
+# DirectX Headers (must take precedence over Windows SDK's).
+
+env.Prepend(CPPPATH=["#thirdparty/directx_headers"])
+env_d3d12_rd.Prepend(CPPPATH=["#thirdparty/directx_headers"])
+
+
+# Direct3D 12 Memory Allocator.
+
+env.Append(CPPPATH=["#thirdparty/d3d12ma"])
+env_d3d12_rd.Append(CPPPATH=["#thirdparty/d3d12ma"])
+
+
+# Agility SDK.
+
+if env["agility_sdk_path"] != "":
+ env_d3d12_rd.Append(CPPDEFINES=["AGILITY_SDK_ENABLED"])
+ if env["agility_sdk_multiarch"]:
+ env_d3d12_rd.Append(CPPDEFINES=["AGILITY_SDK_MULTIARCH_ENABLED"])
+
+
+# PIX.
+
+if env["pix_path"] != "":
+ env_d3d12_rd.Append(CPPDEFINES=["PIX_ENABLED"])
+ env_d3d12_rd.Append(CPPPATH=[env["pix_path"] + "/Include"])
+
+
+# Mesa (SPIR-V to DXIL functionality).
+
+mesa_dir = (env["mesa_libs"] + "/godot-mesa").replace("\\", "/")
+mesa_gen_dir = (env["mesa_libs"] + "/godot-mesa/generated").replace("\\", "/")
+mesa_absdir = Dir(mesa_dir).abspath
+mesa_gen_absdir = Dir(mesa_dir + "/generated").abspath
+
+custom_build_steps = [
+ [
+ "src/compiler",
+ "glsl/ir_expression_operation.py enum > %s/ir_expression_operation.h",
+ "ir_expression_operation.h",
+ ],
+ ["src/compiler/nir", "nir_builder_opcodes_h.py > %s/nir_builder_opcodes.h", "nir_builder_opcodes.h"],
+ ["src/compiler/nir", "nir_constant_expressions.py > %s/nir_constant_expressions.c", "nir_constant_expressions.c"],
+ ["src/compiler/nir", "nir_intrinsics_h.py --outdir %s", "nir_intrinsics.h"],
+ ["src/compiler/nir", "nir_intrinsics_c.py --outdir %s", "nir_intrinsics.c"],
+ ["src/compiler/nir", "nir_intrinsics_indices_h.py --outdir %s", "nir_intrinsics_indices.h"],
+ ["src/compiler/nir", "nir_opcodes_h.py > %s/nir_opcodes.h", "nir_opcodes.h"],
+ ["src/compiler/nir", "nir_opcodes_c.py > %s/nir_opcodes.c", "nir_opcodes.c"],
+ ["src/compiler/nir", "nir_opt_algebraic.py > %s/nir_opt_algebraic.c", "nir_opt_algebraic.c"],
+ ["src/compiler/spirv", "vtn_generator_ids_h.py spir-v.xml %s/vtn_generator_ids.h", "vtn_generator_ids.h"],
+ [
+ "src/microsoft/compiler",
+ "dxil_nir_algebraic.py -p ../../../src/compiler/nir > %s/dxil_nir_algebraic.c",
+ "dxil_nir_algebraic.c",
+ ],
+ ["src/util", "format_srgb.py > %s/format_srgb.c", "format_srgb.c"],
+ ["src/util/format", "u_format_table.py u_format.csv --header > %s/u_format_pack.h", "u_format_pack.h"],
+ ["src/util/format", "u_format_table.py u_format.csv > %s/u_format_table.c", "u_format_table.c"],
+]
+
+mesa_gen_include_paths = [mesa_gen_dir + "/src"]
+
+# See update_mesa.sh for explanation.
+for v in custom_build_steps:
+ subdir = v[0]
+ cmd = v[1]
+ gen_filename = v[2]
+
+ in_dir = str(Path(mesa_absdir + "/" + subdir))
+ out_full_path = mesa_dir + "/generated/" + subdir
+ out_file_full_path = out_full_path + "/" + gen_filename
+
+ if gen_filename.endswith(".h"):
+ mesa_gen_include_paths += [out_full_path.replace("\\", "/")]
+
+mesa_private_inc_paths = [v[0] for v in os.walk(mesa_absdir)]
+mesa_private_inc_paths = [v.replace(mesa_absdir, mesa_dir) for v in mesa_private_inc_paths]
+mesa_private_inc_paths = [v.replace("\\", "/") for v in mesa_private_inc_paths]
+# Avoid build results depending on if generated files already exist.
+mesa_private_inc_paths = [v for v in mesa_private_inc_paths if not v.startswith(mesa_gen_dir)]
+mesa_private_inc_paths.sort()
+# Include the list of the generated ones now, so out-of-the-box sources can include generated headers.
+mesa_private_inc_paths += mesa_gen_include_paths
+# We have to blacklist some because we are bindly adding every Mesa directory
+# to the include path and in some cases that causes the wrong header to be included.
+mesa_blacklist_inc_paths = [
+ "src/c11",
+]
+mesa_blacklist_inc_paths = [mesa_dir + "/" + v for v in mesa_blacklist_inc_paths]
+mesa_private_inc_paths = [v for v in mesa_private_inc_paths if v not in mesa_blacklist_inc_paths]
+
+# Added by ourselves.
+extra_defines = [
+ "WINDOWS_NO_FUTEX",
+]
+
+# These defines are inspired by the Meson build scripts in the original repo.
+extra_defines += [
+ "__STDC_CONSTANT_MACROS",
+ "__STDC_FORMAT_MACROS",
+ "__STDC_LIMIT_MACROS",
+ ("PACKAGE_VERSION", '\\"' + Path(mesa_absdir + "/VERSION").read_text().strip() + '\\"'),
+ ("PACKAGE_BUGREPORT", '\\"https://gitlab.freedesktop.org/mesa/mesa/-/issues\\"'),
+ "PIPE_SUBSYSTEM_WINDOWS_USER",
+ ("_Static_assert", "static_assert"),
+]
+
+if env.msvc:
+ extra_defines += [
+ "_USE_MATH_DEFINES",
+ "VC_EXTRALEAN",
+ "_CRT_SECURE_NO_WARNINGS",
+ "_CRT_SECURE_NO_DEPRECATE",
+ "_SCL_SECURE_NO_WARNINGS",
+ "_SCL_SECURE_NO_DEPRECATE",
+ "_ALLOW_KEYWORD_MACROS",
+ ("_HAS_EXCEPTIONS", 0),
+ "NOMINMAX",
+ "HAVE_STRUCT_TIMESPEC",
+ ]
+
+# This is needed since rendering_device_d3d12.cpp needs to include some Mesa internals.
+env_d3d12_rd.Prepend(CPPPATH=mesa_private_inc_paths)
+# For the same reason as above, the defines must be the same as in the 3rd-party code itself.
+env_d3d12_rd.Append(CPPDEFINES=extra_defines)
+
+
+# Add all.
+
+env.drivers_sources += thirdparty_obj
+
+
+# Godot source files.
+
+driver_obj = []
+env_d3d12_rd.add_source_files(driver_obj, "*.cpp")
+env.drivers_sources += driver_obj
+
+# Needed to force rebuilding the driver files when the thirdparty code is updated.
+env.Depends(driver_obj, thirdparty_obj)
diff --git a/drivers/d3d12/d3d12_context.cpp b/drivers/d3d12/d3d12_context.cpp
new file mode 100644
index 00000000000..69330892080
--- /dev/null
+++ b/drivers/d3d12/d3d12_context.cpp
@@ -0,0 +1,1067 @@
+/**************************************************************************/
+/* d3d12_context.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "d3d12_context.h"
+
+#include "core/config/engine.h"
+#include "core/config/project_settings.h"
+#include "core/string/ustring.h"
+#include "core/templates/local_vector.h"
+#include "core/version.h"
+#include "servers/rendering/rendering_device.h"
+
+#include "dxcapi.h"
+
+extern "C" {
+char godot_nir_arch_name[32];
+
+#ifdef AGILITY_SDK_ENABLED
+__declspec(dllexport) extern const UINT D3D12SDKVersion = 610;
+#ifdef AGILITY_SDK_MULTIARCH_ENABLED
+#if defined(__aarch64__) || defined(_M_ARM64) || defined(_M_ARM64EC)
+__declspec(dllexport) extern const char *D3D12SDKPath = "\\.\\arm64";
+#else
+__declspec(dllexport) extern const char *D3D12SDKPath = "\\.\\x86_64";
+#endif
+#else
+__declspec(dllexport) extern const char *D3D12SDKPath = "\\.";
+#endif // AGILITY_SDK_MULTIARCH
+#endif // AGILITY_SDK_ENABLED
+}
+
+#ifdef PIX_ENABLED
+#define USE_PIX
+#include "WinPixEventRuntime/pix3.h"
+#endif
+
+#define ARRAY_SIZE(a) (sizeof(a) / sizeof(a[0]))
+
+void D3D12Context::_debug_message_func(
+ D3D12_MESSAGE_CATEGORY p_category,
+ D3D12_MESSAGE_SEVERITY p_severity,
+ D3D12_MESSAGE_ID p_id,
+ LPCSTR p_description,
+ void *p_context) {
+ String type_string;
+ switch (p_category) {
+ case D3D12_MESSAGE_CATEGORY_APPLICATION_DEFINED:
+ type_string = "APPLICATION_DEFINED";
+ break;
+ case D3D12_MESSAGE_CATEGORY_MISCELLANEOUS:
+ type_string = "MISCELLANEOUS";
+ break;
+ case D3D12_MESSAGE_CATEGORY_INITIALIZATION:
+ type_string = "INITIALIZATION";
+ break;
+ case D3D12_MESSAGE_CATEGORY_CLEANUP:
+ type_string = "CLEANUP";
+ break;
+ case D3D12_MESSAGE_CATEGORY_COMPILATION:
+ type_string = "COMPILATION";
+ break;
+ case D3D12_MESSAGE_CATEGORY_STATE_CREATION:
+ type_string = "STATE_CREATION";
+ break;
+ case D3D12_MESSAGE_CATEGORY_STATE_SETTING:
+ type_string = "STATE_SETTING";
+ break;
+ case D3D12_MESSAGE_CATEGORY_STATE_GETTING:
+ type_string = "STATE_GETTING";
+ break;
+ case D3D12_MESSAGE_CATEGORY_RESOURCE_MANIPULATION:
+ type_string = "RESOURCE_MANIPULATION";
+ break;
+ case D3D12_MESSAGE_CATEGORY_EXECUTION:
+ type_string = "EXECUTION";
+ break;
+ case D3D12_MESSAGE_CATEGORY_SHADER:
+ type_string = "SHADER";
+ break;
+ }
+
+ String error_message(type_string +
+ " - Message Id Number: " + String::num_int64(p_id) +
+ "\n\t" + p_description);
+
+ // Convert D3D12 severity to our own log macros.
+ switch (p_severity) {
+ case D3D12_MESSAGE_SEVERITY_MESSAGE:
+ print_verbose(error_message);
+ break;
+ case D3D12_MESSAGE_SEVERITY_INFO:
+ print_line(error_message);
+ break;
+ case D3D12_MESSAGE_SEVERITY_WARNING:
+ WARN_PRINT(error_message);
+ break;
+ case D3D12_MESSAGE_SEVERITY_ERROR:
+ case D3D12_MESSAGE_SEVERITY_CORRUPTION:
+ ERR_PRINT(error_message);
+ CRASH_COND_MSG(Engine::get_singleton()->is_abort_on_gpu_errors_enabled(),
+ "Crashing, because abort on GPU errors is enabled.");
+ break;
+ }
+}
+
+uint32_t D3D12Context::SubgroupCapabilities::supported_stages_flags_rd() const {
+ // If there's a way to check exactly which are supported, I have yet to find it.
+ return (
+ RenderingDevice::ShaderStage::SHADER_STAGE_FRAGMENT_BIT |
+ RenderingDevice::ShaderStage::SHADER_STAGE_COMPUTE_BIT);
+}
+
+uint32_t D3D12Context::SubgroupCapabilities::supported_operations_flags_rd() const {
+ if (!wave_ops_supported) {
+ return 0;
+ } else {
+ return (
+ RenderingDevice::SubgroupOperations::SUBGROUP_BASIC_BIT |
+ RenderingDevice::SubgroupOperations::SUBGROUP_BALLOT_BIT |
+ RenderingDevice::SubgroupOperations::SUBGROUP_VOTE_BIT |
+ RenderingDevice::SubgroupOperations::SUBGROUP_SHUFFLE_BIT |
+ RenderingDevice::SubgroupOperations::SUBGROUP_SHUFFLE_RELATIVE_BIT |
+ RenderingDevice::SubgroupOperations::SUBGROUP_QUAD_BIT |
+ RenderingDevice::SubgroupOperations::SUBGROUP_ARITHMETIC_BIT |
+ RenderingDevice::SubgroupOperations::SUBGROUP_CLUSTERED_BIT);
+ }
+}
+
+Error D3D12Context::_check_capabilities() {
+ // Assume not supported until proven otherwise.
+ vrs_capabilities.draw_call_supported = false;
+ vrs_capabilities.primitive_supported = false;
+ vrs_capabilities.primitive_in_multiviewport = false;
+ vrs_capabilities.ss_image_supported = false;
+ vrs_capabilities.ss_image_tile_size = 1;
+ vrs_capabilities.additional_rates_supported = false;
+ multiview_capabilities.is_supported = false;
+ multiview_capabilities.geometry_shader_is_supported = false;
+ multiview_capabilities.tessellation_shader_is_supported = false;
+ multiview_capabilities.max_view_count = 0;
+ multiview_capabilities.max_instance_count = 0;
+ multiview_capabilities.is_supported = false;
+ subgroup_capabilities.size = 0;
+ subgroup_capabilities.wave_ops_supported = false;
+ shader_capabilities.shader_model = D3D_SHADER_MODEL_6_0;
+ shader_capabilities.native_16bit_ops = false;
+ storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = false;
+ format_capabilities.relaxed_casting_supported = false;
+
+ {
+ D3D12_FEATURE_DATA_SHADER_MODEL shader_model = {};
+ shader_model.HighestShaderModel = MIN(D3D_HIGHEST_SHADER_MODEL, D3D_SHADER_MODEL_6_6);
+ HRESULT res = md.device->CheckFeatureSupport(D3D12_FEATURE_SHADER_MODEL, &shader_model, sizeof(shader_model));
+ ERR_FAIL_COND_V_MSG(res, ERR_CANT_CREATE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", res) + ".");
+ shader_capabilities.shader_model = shader_model.HighestShaderModel;
+ }
+ print_verbose("- Shader:");
+ print_verbose(" model: " + itos(shader_capabilities.shader_model >> 4) + "." + itos(shader_capabilities.shader_model & 0xf));
+
+ D3D12_FEATURE_DATA_D3D12_OPTIONS options = {};
+ HRESULT res = md.device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options));
+ if (SUCCEEDED(res)) {
+ storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = options.TypedUAVLoadAdditionalFormats;
+ }
+
+ D3D12_FEATURE_DATA_D3D12_OPTIONS1 options1 = {};
+ res = md.device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS1, &options1, sizeof(options1));
+ if (SUCCEEDED(res)) {
+ subgroup_capabilities.size = options1.WaveLaneCountMin;
+ subgroup_capabilities.wave_ops_supported = options1.WaveOps;
+ }
+
+ D3D12_FEATURE_DATA_D3D12_OPTIONS3 options3 = {};
+ res = md.device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS3, &options3, sizeof(options3));
+ if (SUCCEEDED(res)) {
+ // https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_view_instancing_tier
+ // https://microsoft.github.io/DirectX-Specs/d3d/ViewInstancing.html#sv_viewid
+ if (options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_1) {
+ multiview_capabilities.is_supported = true;
+ multiview_capabilities.geometry_shader_is_supported = options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_3;
+ multiview_capabilities.tessellation_shader_is_supported = options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_3;
+ multiview_capabilities.max_view_count = D3D12_MAX_VIEW_INSTANCE_COUNT;
+ multiview_capabilities.max_instance_count = UINT32_MAX;
+ }
+ }
+
+ D3D12_FEATURE_DATA_D3D12_OPTIONS6 options6 = {};
+ res = md.device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS6, &options6, sizeof(options6));
+ if (SUCCEEDED(res)) {
+ if (options6.VariableShadingRateTier >= D3D12_VARIABLE_SHADING_RATE_TIER_1) {
+ vrs_capabilities.draw_call_supported = true;
+ if (options6.VariableShadingRateTier >= D3D12_VARIABLE_SHADING_RATE_TIER_2) {
+ vrs_capabilities.primitive_supported = true;
+ vrs_capabilities.primitive_in_multiviewport = options6.PerPrimitiveShadingRateSupportedWithViewportIndexing;
+ vrs_capabilities.ss_image_supported = true;
+ vrs_capabilities.ss_image_tile_size = options6.ShadingRateImageTileSize;
+ vrs_capabilities.additional_rates_supported = options6.AdditionalShadingRatesSupported;
+ }
+ }
+ }
+
+ D3D12_FEATURE_DATA_D3D12_OPTIONS12 options12 = {};
+ res = md.device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &options12, sizeof(options12));
+ if (SUCCEEDED(res)) {
+ format_capabilities.relaxed_casting_supported = options12.RelaxedFormatCastingSupported;
+ }
+
+ if (vrs_capabilities.draw_call_supported || vrs_capabilities.primitive_supported || vrs_capabilities.ss_image_supported) {
+ print_verbose("- D3D12 Variable Rate Shading supported:");
+ if (vrs_capabilities.draw_call_supported) {
+ print_verbose(" Draw call");
+ }
+ if (vrs_capabilities.primitive_supported) {
+ print_verbose(String(" Per-primitive (multi-viewport: ") + (vrs_capabilities.primitive_in_multiviewport ? "yes" : "no") + ")");
+ }
+ if (vrs_capabilities.ss_image_supported) {
+ print_verbose(String(" Screen-space image (tile size: ") + itos(vrs_capabilities.ss_image_tile_size) + ")");
+ }
+ if (vrs_capabilities.additional_rates_supported) {
+ print_verbose(String(" Additional rates: ") + (vrs_capabilities.additional_rates_supported ? "yes" : "no"));
+ }
+ } else {
+ print_verbose("- D3D12 Variable Rate Shading not supported");
+ }
+
+ if (multiview_capabilities.is_supported) {
+ print_verbose("- D3D12 multiview supported:");
+ print_verbose(" max view count: " + itos(multiview_capabilities.max_view_count));
+ //print_verbose(" max instances: " + itos(multiview_capabilities.max_instance_count)); // Hardcoded; not very useful at the moment.
+ } else {
+ print_verbose("- D3D12 multiview not supported");
+ }
+
+ if (format_capabilities.relaxed_casting_supported) {
+ print_verbose("- Relaxed casting supported");
+ } else {
+ print_verbose("- Relaxed casting not supported");
+ }
+
+ return OK;
+}
+
+Error D3D12Context::_initialize_debug_layers() {
+ ComPtr debug_controller;
+ HRESULT res = D3D12GetDebugInterface(IID_PPV_ARGS(&debug_controller));
+ ERR_FAIL_COND_V(res, ERR_QUERY_FAILED);
+ debug_controller->EnableDebugLayer();
+ return OK;
+}
+
+Error D3D12Context::_select_adapter(int &r_index) {
+ {
+ UINT flags = _use_validation_layers() ? DXGI_CREATE_FACTORY_DEBUG : 0;
+ HRESULT res = CreateDXGIFactory2(flags, IID_PPV_ARGS(&dxgi_factory));
+ ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
+ }
+
+ ComPtr factory6;
+ dxgi_factory.As(&factory6);
+
+ // TODO: Use IDXCoreAdapterList, which gives more comprehensive information.
+ LocalVector adapters;
+ while (true) {
+ IDXGIAdapter1 *curr_adapter = nullptr;
+ if (factory6) {
+ if (factory6->EnumAdapterByGpuPreference(adapters.size(), DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, IID_PPV_ARGS(&curr_adapter)) == DXGI_ERROR_NOT_FOUND) {
+ break;
+ }
+ } else {
+ if (dxgi_factory->EnumAdapters1(adapters.size(), &curr_adapter) == DXGI_ERROR_NOT_FOUND) {
+ break;
+ }
+ }
+ adapters.push_back(curr_adapter);
+ }
+
+ ERR_FAIL_COND_V_MSG(adapters.size() == 0, ERR_CANT_CREATE, "Adapters enumeration reported zero accessible devices.");
+
+ // The device should really be a preference, but for now choosing a discrete GPU over the
+ // integrated one is better than the default.
+
+ int32_t adapter_index = -1;
+ int type_selected = -1;
+ LocalVector adapter_types;
+ print_verbose("D3D12 devices:");
+ for (uint32_t i = 0; i < adapters.size(); ++i) {
+ DXGI_ADAPTER_DESC1 desc = {};
+ adapters[i]->GetDesc1(&desc);
+
+ String name = desc.Description;
+ String dev_type;
+ RenderingDevice::DeviceType type = {};
+ if (((desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE))) {
+ type = RenderingDevice::DEVICE_TYPE_CPU;
+ } else {
+ type = desc.DedicatedVideoMemory ? RenderingDevice::DEVICE_TYPE_DISCRETE_GPU : RenderingDevice::DEVICE_TYPE_INTEGRATED_GPU;
+ }
+ adapter_types.push_back(type);
+
+ switch (type) {
+ case RenderingDevice::DEVICE_TYPE_DISCRETE_GPU: {
+ dev_type = "Discrete";
+ } break;
+ case RenderingDevice::DEVICE_TYPE_INTEGRATED_GPU: {
+ dev_type = "Integrated";
+ } break;
+ case RenderingDevice::DEVICE_TYPE_VIRTUAL_GPU: {
+ dev_type = "Virtual";
+ } break;
+ case RenderingDevice::DEVICE_TYPE_CPU: {
+ dev_type = "CPU";
+ } break;
+ default: {
+ dev_type = "Other";
+ } break;
+ }
+ print_verbose(" #" + itos(i) + ": " + name + ", " + dev_type);
+
+ switch (type) {
+ case RenderingDevice::DEVICE_TYPE_DISCRETE_GPU: {
+ if (type_selected < 4) {
+ type_selected = 4;
+ adapter_index = i;
+ }
+ } break;
+ case RenderingDevice::DEVICE_TYPE_INTEGRATED_GPU: {
+ if (type_selected < 3) {
+ type_selected = 3;
+ adapter_index = i;
+ }
+ } break;
+ case RenderingDevice::DEVICE_TYPE_VIRTUAL_GPU: {
+ if (type_selected < 2) {
+ type_selected = 2;
+ adapter_index = i;
+ }
+ } break;
+ case RenderingDevice::DEVICE_TYPE_CPU: {
+ if (type_selected < 1) {
+ type_selected = 1;
+ adapter_index = i;
+ }
+ } break;
+ default: {
+ if (type_selected < 0) {
+ type_selected = 0;
+ adapter_index = i;
+ }
+ } break;
+ }
+ }
+
+ int32_t user_adapter_index = Engine::get_singleton()->get_gpu_index(); // Force user selected GPU.
+ if (user_adapter_index >= 0 && user_adapter_index < (int32_t)adapters.size()) {
+ adapter_index = user_adapter_index;
+ }
+
+ ERR_FAIL_COND_V_MSG(adapter_index == -1, ERR_CANT_CREATE, "None of D3D12 devices supports hardware rendering.");
+
+ gpu = adapters[adapter_index];
+ for (uint32_t i = 0; i < adapters.size(); ++i) {
+ adapters[i]->Release();
+ }
+
+ adapter_type = adapter_types[adapter_index];
+
+ ComPtr factory5;
+ dxgi_factory.As(&factory5);
+ if (factory5) {
+ BOOL result = FALSE; // sizeof(bool) != sizeof(BOOL), in general.
+ HRESULT res = factory5->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &result, sizeof(result));
+ if (SUCCEEDED(res)) {
+ tearing_supported = result;
+ } else {
+ ERR_PRINT("CheckFeatureSupport failed with error " + vformat("0x%08ux", res) + ".");
+ }
+ }
+
+ r_index = adapter_index;
+
+ return OK;
+}
+
+void D3D12Context::_dump_adapter_info(int p_index) {
+ {
+ const D3D_FEATURE_LEVEL FEATURE_LEVELS[] = {
+ D3D_FEATURE_LEVEL_11_0,
+ D3D_FEATURE_LEVEL_11_1,
+ D3D_FEATURE_LEVEL_12_0,
+ D3D_FEATURE_LEVEL_12_1,
+ D3D_FEATURE_LEVEL_12_2,
+ };
+
+ D3D12_FEATURE_DATA_FEATURE_LEVELS feat_levels = {};
+ feat_levels.NumFeatureLevels = ARRAY_SIZE(FEATURE_LEVELS);
+ feat_levels.pFeatureLevelsRequested = FEATURE_LEVELS;
+
+ HRESULT res = md.device->CheckFeatureSupport(D3D12_FEATURE_FEATURE_LEVELS, &feat_levels, sizeof(feat_levels));
+ ERR_FAIL_COND_MSG(res, "CheckFeatureSupport failed with error " + vformat("0x%08ux", res) + ".");
+
+ // Example: D3D_FEATURE_LEVEL_12_1 = 0xc100.
+ uint32_t feat_level_major = feat_levels.MaxSupportedFeatureLevel >> 12;
+ uint32_t feat_level_minor = (feat_levels.MaxSupportedFeatureLevel >> 16) & 0xff;
+ feature_level = feat_level_major * 10 + feat_level_minor;
+ }
+
+ String rendering_method;
+ if (OS::get_singleton()->get_current_rendering_method() == "mobile") {
+ rendering_method = "Forward Mobile";
+ } else {
+ rendering_method = "Forward+";
+ }
+
+ static const struct {
+ uint32_t id;
+ const char *name;
+ } vendor_names[] = {
+ { 0x1002, "AMD" },
+ { 0x1010, "ImgTec" },
+ { 0x106B, "Apple" },
+ { 0x10DE, "NVIDIA" },
+ { 0x13B5, "ARM" },
+ { 0x1414, "Microsoft" },
+ { 0x5143, "Qualcomm" },
+ { 0x8086, "Intel" },
+ { 0, nullptr },
+ };
+
+ DXGI_ADAPTER_DESC gpu_desc = {};
+ gpu->GetDesc(&gpu_desc);
+
+ adapter_name = gpu_desc.Description;
+ pipeline_cache_id = String::hex_encode_buffer((uint8_t *)&gpu_desc.AdapterLuid, sizeof(LUID));
+ pipeline_cache_id += "-driver-" + itos(gpu_desc.Revision);
+ {
+ adapter_vendor = "Unknown";
+ uint32_t vendor_idx = 0;
+ while (vendor_names[vendor_idx].name != nullptr) {
+ if (gpu_desc.VendorId == vendor_names[vendor_idx].id) {
+ adapter_vendor = vendor_names[vendor_idx].name;
+ break;
+ }
+ vendor_idx++;
+ }
+ }
+
+ print_line(vformat("D3D12 feature level %s - %s - Using D3D12 Adapter #%d: %s", get_device_api_version(), rendering_method, p_index, adapter_name));
+}
+
+Error D3D12Context::_create_device(DeviceBasics &r_basics) {
+ HRESULT res = D3D12CreateDevice(gpu.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(r_basics.device.GetAddressOf()));
+ ERR_FAIL_COND_V_MSG(res, ERR_CANT_CREATE, "D3D12CreateDevice failed with error " + vformat("0x%08ux", res) + ".");
+
+ // Create direct command queue.
+ D3D12_COMMAND_QUEUE_DESC queue_desc = {};
+ queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
+ queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
+ res = r_basics.device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(r_basics.queue.GetAddressOf()));
+ ERR_FAIL_COND_V(res, ERR_CANT_CREATE);
+
+ // Create sync objects.
+ res = r_basics.device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(r_basics.fence.GetAddressOf()));
+ ERR_FAIL_COND_V(res, ERR_CANT_CREATE);
+ r_basics.fence_event = CreateEvent(nullptr, FALSE, FALSE, nullptr);
+ ERR_FAIL_NULL_V(r_basics.fence_event, ERR_CANT_CREATE);
+
+ if (_use_validation_layers()) {
+ ComPtr info_queue;
+ res = r_basics.device.As(&info_queue);
+ ERR_FAIL_COND_V(res, ERR_CANT_CREATE);
+
+#if 0 // This causes crashes. Needs investigation.
+ ComPtr info_queue_1;
+ device.As(&info_queue_1);
+ if (info_queue_1) {
+ // Custom printing supported (added in Windows 10 Release Preview build 20236).
+
+ info_queue_1->SetMuteDebugOutput(TRUE);
+
+ res = info_queue_1->RegisterMessageCallback(&_debug_message_func, D3D12_MESSAGE_CALLBACK_IGNORE_FILTERS, nullptr, 0);
+ ERR_FAIL_COND_V(res, ERR_CANT_CREATE);
+ } else
+#endif
+ {
+ // Rely on D3D12's own debug printing.
+
+ if (Engine::get_singleton()->is_abort_on_gpu_errors_enabled()) {
+ res = info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
+ ERR_FAIL_COND_V(res, ERR_CANT_CREATE);
+ }
+ }
+ D3D12_MESSAGE_SEVERITY severities_to_mute[] = {
+ D3D12_MESSAGE_SEVERITY_INFO,
+ };
+
+ D3D12_MESSAGE_ID messages_to_mute[] = {
+ D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE,
+ D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_MISMATCHINGCLEARVALUE,
+ // These happen due to how D3D12MA manages buffers; seem bening.
+ D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_HAS_NO_RESOURCE,
+ D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_INTERSECTS_MULTIPLE_BUFFERS,
+ };
+
+ D3D12_INFO_QUEUE_FILTER filter = {};
+ filter.DenyList.NumSeverities = ARRAY_SIZE(severities_to_mute);
+ filter.DenyList.pSeverityList = severities_to_mute;
+ filter.DenyList.NumIDs = ARRAY_SIZE(messages_to_mute);
+ filter.DenyList.pIDList = messages_to_mute;
+
+ res = info_queue->PushStorageFilter(&filter);
+ ERR_FAIL_COND_V(res, ERR_CANT_CREATE);
+ }
+
+ return OK;
+}
+
+Error D3D12Context::_get_device_limits() {
+ D3D12_FEATURE_DATA_D3D12_OPTIONS options = {};
+ HRESULT res = md.device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options));
+ ERR_FAIL_COND_V_MSG(res, ERR_UNAVAILABLE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", res) + ".");
+
+ // https://docs.microsoft.com/en-us/windows/win32/direct3d12/hardware-support
+ gpu_limits.max_srvs_per_shader_stage = options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1 ? 128 : UINT64_MAX;
+ gpu_limits.max_cbvs_per_shader_stage = options.ResourceBindingTier <= D3D12_RESOURCE_BINDING_TIER_2 ? 14 : UINT64_MAX;
+ gpu_limits.max_samplers_across_all_stages = options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1 ? 16 : 2048;
+ if (options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1) {
+ gpu_limits.max_uavs_across_all_stages = feature_level <= 110 ? 8 : 64;
+ } else if (options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_2) {
+ gpu_limits.max_uavs_across_all_stages = 64;
+ } else {
+ gpu_limits.max_uavs_across_all_stages = UINT64_MAX;
+ }
+
+ md.queue->GetTimestampFrequency(&gpu_limits.timestamp_frequency);
+
+ return OK;
+}
+
+bool D3D12Context::_use_validation_layers() {
+ return Engine::get_singleton()->is_validation_layers_enabled();
+}
+
+Error D3D12Context::window_create(DisplayServer::WindowID p_window_id, DisplayServer::VSyncMode p_vsync_mode, HWND p_window, HINSTANCE p_instance, int p_width, int p_height) {
+ ERR_FAIL_COND_V(windows.has(p_window_id), ERR_INVALID_PARAMETER);
+
+ Window window;
+ window.hwnd = p_window;
+ window.width = p_width;
+ window.height = p_height;
+ window.vsync_mode = p_vsync_mode;
+ Error err = _update_swap_chain(&window);
+ ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
+
+ windows[p_window_id] = window;
+ return OK;
+}
+
+void D3D12Context::window_resize(DisplayServer::WindowID p_window, int p_width, int p_height) {
+ ERR_FAIL_COND(!windows.has(p_window));
+ windows[p_window].width = p_width;
+ windows[p_window].height = p_height;
+ _update_swap_chain(&windows[p_window]);
+}
+
+int D3D12Context::window_get_width(DisplayServer::WindowID p_window) {
+ ERR_FAIL_COND_V(!windows.has(p_window), -1);
+ return windows[p_window].width;
+}
+
+int D3D12Context::window_get_height(DisplayServer::WindowID p_window) {
+ ERR_FAIL_COND_V(!windows.has(p_window), -1);
+ return windows[p_window].height;
+}
+
+bool D3D12Context::window_is_valid_swapchain(DisplayServer::WindowID p_window) {
+ ERR_FAIL_COND_V(!windows.has(p_window), false);
+ Window *w = &windows[p_window];
+ return (bool)w->swapchain;
+}
+
+CD3DX12_CPU_DESCRIPTOR_HANDLE D3D12Context::window_get_framebuffer_rtv_handle(DisplayServer::WindowID p_window) {
+ ERR_FAIL_COND_V(!windows.has(p_window), CD3DX12_CPU_DESCRIPTOR_HANDLE(CD3DX12_DEFAULT()));
+ ERR_FAIL_COND_V(!buffers_prepared, CD3DX12_CPU_DESCRIPTOR_HANDLE(CD3DX12_DEFAULT()));
+ Window *w = &windows[p_window];
+ CD3DX12_CPU_DESCRIPTOR_HANDLE rtv_handle(
+ w->rtv_heap->GetCPUDescriptorHandleForHeapStart(),
+ w->current_buffer,
+ md.device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV));
+ return rtv_handle;
+}
+
+ID3D12Resource *D3D12Context::window_get_framebuffer_texture(DisplayServer::WindowID p_window) {
+ ERR_FAIL_COND_V(!windows.has(p_window), nullptr);
+ ERR_FAIL_COND_V(!buffers_prepared, nullptr);
+ Window *w = &windows[p_window];
+ if (w->swapchain) {
+ return w->render_targets[w->current_buffer].Get();
+ } else {
+ return nullptr;
+ }
+}
+
+void D3D12Context::window_destroy(DisplayServer::WindowID p_window_id) {
+ ERR_FAIL_COND(!windows.has(p_window_id));
+ _wait_for_idle_queue(md.queue.Get());
+ windows.erase(p_window_id);
+}
+
+Error D3D12Context::_update_swap_chain(Window *window) {
+ if (window->width == 0 || window->height == 0) {
+ // Likely window minimized, no swapchain created.
+ return ERR_SKIP;
+ }
+
+ DisplayServer::VSyncMode curr_vsync_mode = window->vsync_mode;
+ bool vsync_mode_available = false;
+ UINT swapchain_flags = 0;
+ do {
+ switch (window->vsync_mode) {
+ case DisplayServer::VSYNC_MAILBOX: {
+ window->sync_interval = 1;
+ window->present_flags = DXGI_PRESENT_RESTART;
+ swapchain_flags = 0;
+ vsync_mode_available = true;
+ } break;
+ case DisplayServer::VSYNC_ADAPTIVE: {
+ vsync_mode_available = false; // I don't know how to set this up.
+ } break;
+ case DisplayServer::VSYNC_ENABLED: {
+ window->sync_interval = 1;
+ window->present_flags = 0;
+ swapchain_flags = 0;
+ vsync_mode_available = true;
+ } break;
+ case DisplayServer::VSYNC_DISABLED: {
+ window->sync_interval = 0;
+ window->present_flags = tearing_supported ? DXGI_PRESENT_ALLOW_TEARING : 0;
+ swapchain_flags = tearing_supported ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
+ vsync_mode_available = true;
+ } break;
+ }
+
+ // Set the windows swap effect if it is available, otherwise FLIP_DISCARD is used.
+ if (vsync_mode_available) {
+ if (window->vsync_mode != curr_vsync_mode || !window->swapchain) {
+ window->vsync_mode = curr_vsync_mode;
+ print_verbose("Using swapchain flags: " + itos(swapchain_flags) + ", sync interval: " + itos(window->sync_interval) + ", present flags: " + itos(window->present_flags));
+ }
+ } else {
+ String present_mode_string;
+ switch (window->vsync_mode) {
+ case DisplayServer::VSYNC_MAILBOX:
+ present_mode_string = "Mailbox";
+ break;
+ case DisplayServer::VSYNC_ADAPTIVE:
+ present_mode_string = "Adaptive";
+ break;
+ case DisplayServer::VSYNC_ENABLED:
+ present_mode_string = "Enabled";
+ break;
+ case DisplayServer::VSYNC_DISABLED:
+ present_mode_string = "Disabled";
+ break;
+ }
+ WARN_PRINT(vformat("The requested V-Sync mode %s is not available. Falling back to V-Sync mode Enabled.", present_mode_string));
+ window->vsync_mode = DisplayServer::VSYNC_ENABLED; // Set to default.
+ }
+ } while (!vsync_mode_available);
+
+ if (window->swapchain) {
+ _wait_for_idle_queue(md.queue.Get());
+ for (uint32_t i = 0; i < IMAGE_COUNT; i++) {
+ window->render_targets[i].Reset();
+ }
+ window->rtv_heap.Reset();
+
+ // D3D12 docs: "IDXGISwapChain::ResizeBuffers can't be used to add or remove this flag."
+ bool allow_tearing_flag_changed = (swapchain_flags & DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING) != (window->swapchain_flags & DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING);
+ if (allow_tearing_flag_changed) {
+ window->swapchain.Reset();
+ }
+ }
+
+ if (!window->swapchain) {
+ DXGI_SWAP_CHAIN_DESC1 swapchain_desc = {};
+ swapchain_desc.BufferCount = IMAGE_COUNT;
+ swapchain_desc.Width = 0;
+ swapchain_desc.Height = 0;
+ swapchain_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ swapchain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ swapchain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
+ swapchain_desc.SampleDesc.Count = 1;
+ swapchain_desc.Flags = swapchain_flags;
+ swapchain_desc.Scaling = DXGI_SCALING_NONE;
+
+ ComPtr swapchain;
+ HRESULT res = dxgi_factory->CreateSwapChainForHwnd(md.queue.Get(), window->hwnd, &swapchain_desc, nullptr, nullptr, swapchain.GetAddressOf());
+ ERR_FAIL_COND_V(res, ERR_CANT_CREATE);
+ swapchain.As(&window->swapchain);
+ ERR_FAIL_NULL_V(window->swapchain, ERR_CANT_CREATE);
+
+ format = swapchain_desc.Format;
+
+ res = dxgi_factory->MakeWindowAssociation(window->hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES);
+ ERR_FAIL_COND_V(res, ERR_CANT_CREATE);
+
+ res = window->swapchain->GetDesc1(&swapchain_desc);
+ ERR_FAIL_COND_V(res, ERR_CANT_CREATE);
+ ERR_FAIL_COND_V(swapchain_desc.BufferCount != IMAGE_COUNT, ERR_BUG);
+ window->width = swapchain_desc.Width;
+ window->height = swapchain_desc.Height;
+
+ } else {
+ HRESULT res = window->swapchain->ResizeBuffers(IMAGE_COUNT, window->width, window->height, DXGI_FORMAT_UNKNOWN, swapchain_flags);
+ ERR_FAIL_COND_V(res, ERR_UNAVAILABLE);
+ }
+
+ window->swapchain_flags = swapchain_flags;
+ window->current_buffer = window->swapchain->GetCurrentBackBufferIndex();
+
+ // Describe and create a render target view (RTV) descriptor heap.
+ D3D12_DESCRIPTOR_HEAP_DESC rtv_heap_desc = {};
+ rtv_heap_desc.NumDescriptors = IMAGE_COUNT;
+ rtv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
+ rtv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
+ HRESULT res = md.device->CreateDescriptorHeap(&rtv_heap_desc, IID_PPV_ARGS(window->rtv_heap.GetAddressOf()));
+ ERR_FAIL_COND_V(res, ERR_CANT_CREATE);
+
+ CD3DX12_CPU_DESCRIPTOR_HANDLE rtv_handle(window->rtv_heap->GetCPUDescriptorHandleForHeapStart());
+
+ for (uint32_t i = 0; i < IMAGE_COUNT; i++) {
+ res = window->swapchain->GetBuffer(i, IID_PPV_ARGS(&window->render_targets[i]));
+ ERR_FAIL_COND_V(res, ERR_CANT_CREATE);
+
+ md.device->CreateRenderTargetView(window->render_targets[i].Get(), nullptr, rtv_handle);
+ rtv_handle.Offset(1, md.device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV));
+ }
+
+ return OK;
+}
+
+Error D3D12Context::initialize() {
+ if (_use_validation_layers()) {
+ Error err = _initialize_debug_layers();
+ ERR_FAIL_COND_V(err, ERR_CANT_CREATE);
+ }
+
+ int adapter_index = 0;
+
+ Error err = _select_adapter(adapter_index);
+ ERR_FAIL_COND_V(err, ERR_CANT_CREATE);
+
+ err = _create_device(md);
+ ERR_FAIL_COND_V(err, ERR_CANT_CREATE);
+
+ _dump_adapter_info(adapter_index);
+
+ err = _check_capabilities();
+ ERR_FAIL_COND_V(err, ERR_CANT_CREATE);
+
+ err = _get_device_limits();
+ ERR_FAIL_COND_V(err, ERR_CANT_CREATE);
+
+ {
+ HRESULT res = md.device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(frame_fence.GetAddressOf()));
+ ERR_FAIL_COND_V(res, ERR_CANT_CREATE);
+ frame_fence_event = CreateEvent(nullptr, FALSE, FALSE, nullptr);
+ ERR_FAIL_NULL_V(frame_fence_event, ERR_CANT_CREATE);
+ }
+
+ { // Initialize allocator.
+ D3D12MA::ALLOCATOR_DESC allocator_desc = {};
+ allocator_desc.pDevice = md.device.Get();
+ allocator_desc.pAdapter = gpu.Get();
+
+ HRESULT res = D3D12MA::CreateAllocator(&allocator_desc, &allocator);
+ ERR_FAIL_COND_V_MSG(res, ERR_CANT_CREATE, "D3D12MA::CreateAllocator failed with error " + vformat("0x%08ux", res) + ".");
+ }
+
+ return OK;
+}
+
+void D3D12Context::set_setup_list(ID3D12CommandList *p_command_list) {
+ command_list_queue.write[0] = p_command_list;
+}
+
+void D3D12Context::append_command_list(ID3D12CommandList *p_command_list) {
+ if (command_list_queue.size() <= command_list_count) {
+ command_list_queue.resize(command_list_count + 1);
+ }
+
+ command_list_queue.write[command_list_count] = p_command_list;
+ command_list_count++;
+}
+
+void D3D12Context::_wait_for_idle_queue(ID3D12CommandQueue *p_queue) {
+ md.fence_value++;
+ p_queue->Signal(md.fence.Get(), md.fence_value);
+ md.fence->SetEventOnCompletion(md.fence_value, md.fence_event);
+ WaitForSingleObjectEx(md.fence_event, INFINITE, FALSE);
+#ifdef PIX_ENABLED
+ PIXNotifyWakeFromFenceSignal(md.fence_event);
+#endif
+}
+
+void D3D12Context::flush(bool p_flush_setup, bool p_flush_pending) {
+ if (p_flush_setup && command_list_queue[0]) {
+ md.queue->ExecuteCommandLists(1, command_list_queue.ptr());
+ command_list_queue.write[0] = nullptr;
+ }
+
+ if (p_flush_pending && command_list_count > 1) {
+ md.queue->ExecuteCommandLists(command_list_count - 1, command_list_queue.ptr() + 1);
+ command_list_count = 1;
+ }
+
+ if (p_flush_setup || p_flush_pending) {
+ _wait_for_idle_queue(md.queue.Get());
+ }
+}
+
+void D3D12Context::prepare_buffers(ID3D12GraphicsCommandList *p_command_list) {
+ // Ensure no more than FRAME_LAG renderings are outstanding.
+ if (frame >= IMAGE_COUNT) {
+ UINT64 min_value = frame - IMAGE_COUNT;
+ if (frame_fence->GetCompletedValue() < min_value) {
+ frame_fence->SetEventOnCompletion(min_value, frame_fence_event);
+ WaitForSingleObjectEx(frame_fence_event, INFINITE, FALSE);
+#ifdef PIX_ENABLED
+ PIXNotifyWakeFromFenceSignal(frame_fence_event);
+#endif
+ }
+ }
+
+ D3D12_RESOURCE_BARRIER *barriers = (D3D12_RESOURCE_BARRIER *)alloca(windows.size() * sizeof(D3D12_RESOURCE_BARRIER));
+
+ uint32_t n = 0;
+ for (KeyValue &E : windows) {
+ Window *w = &E.value;
+ w->current_buffer = w->swapchain->GetCurrentBackBufferIndex();
+ barriers[n++] = CD3DX12_RESOURCE_BARRIER::Transition(w->render_targets[w->current_buffer].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET);
+ }
+
+ p_command_list->ResourceBarrier(n, barriers);
+
+ buffers_prepared = true;
+}
+
+void D3D12Context::postpare_buffers(ID3D12GraphicsCommandList *p_command_list) {
+ D3D12_RESOURCE_BARRIER *barriers = (D3D12_RESOURCE_BARRIER *)alloca(windows.size() * sizeof(D3D12_RESOURCE_BARRIER));
+
+ uint32_t n = 0;
+ for (KeyValue &E : windows) {
+ Window *w = &E.value;
+ barriers[n++] = CD3DX12_RESOURCE_BARRIER::Transition(w->render_targets[w->current_buffer].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT);
+ }
+
+ p_command_list->ResourceBarrier(n, barriers);
+}
+
+Error D3D12Context::swap_buffers() {
+ ID3D12CommandList *const *commands_ptr = nullptr;
+ UINT commands_to_submit = 0;
+
+ if (command_list_queue[0] == nullptr) {
+ // No setup command, but commands to submit, submit from the first and skip command.
+ if (command_list_count > 1) {
+ commands_ptr = command_list_queue.ptr() + 1;
+ commands_to_submit = command_list_count - 1;
+ }
+ } else {
+ commands_ptr = command_list_queue.ptr();
+ commands_to_submit = command_list_count;
+ }
+
+ md.queue->ExecuteCommandLists(commands_to_submit, commands_ptr);
+
+ command_list_queue.write[0] = nullptr;
+ command_list_count = 1;
+
+ for (KeyValue &E : windows) {
+ Window *w = &E.value;
+
+ if (!w->swapchain) {
+ continue;
+ }
+ HRESULT res = w->swapchain->Present(w->sync_interval, w->present_flags);
+ if (res) {
+ print_verbose("D3D12: Presenting swapchain of window " + itos(E.key) + " failed with error " + vformat("0x%08ux", res) + ".");
+ }
+ }
+
+ md.queue->Signal(frame_fence.Get(), frame);
+ frame++;
+
+ buffers_prepared = false;
+ return OK;
+}
+
+void D3D12Context::resize_notify() {
+}
+
+ComPtr D3D12Context::get_device() {
+ return md.device;
+}
+
+ComPtr D3D12Context::get_adapter() {
+ return gpu;
+}
+
+D3D12MA::Allocator *D3D12Context::get_allocator() {
+ return allocator.Get();
+}
+
+int D3D12Context::get_swapchain_image_count() const {
+ return IMAGE_COUNT;
+}
+
+DXGI_FORMAT D3D12Context::get_screen_format() const {
+ return format;
+}
+
+D3D12Context::DeviceLimits D3D12Context::get_device_limits() const {
+ return gpu_limits;
+}
+
+RID D3D12Context::local_device_create() {
+ LocalDevice ld;
+ _create_device(ld);
+ return local_device_owner.make_rid(ld);
+}
+
+ComPtr D3D12Context::local_device_get_d3d12_device(RID p_local_device) {
+ LocalDevice *ld = local_device_owner.get_or_null(p_local_device);
+ return ld->device;
+}
+
+void D3D12Context::local_device_push_command_lists(RID p_local_device, ID3D12CommandList *const *p_lists, int p_count) {
+ LocalDevice *ld = local_device_owner.get_or_null(p_local_device);
+ ERR_FAIL_COND(ld->waiting);
+
+ ld->queue->ExecuteCommandLists(p_count, p_lists);
+
+ ld->waiting = true;
+}
+
+void D3D12Context::local_device_sync(RID p_local_device) {
+ LocalDevice *ld = local_device_owner.get_or_null(p_local_device);
+ ERR_FAIL_COND(!ld->waiting);
+
+ ld->fence_value++;
+ ld->queue->Signal(ld->fence.Get(), ld->fence_value);
+ ld->fence->SetEventOnCompletion(ld->fence_value, ld->fence_event);
+ WaitForSingleObjectEx(ld->fence_event, INFINITE, FALSE);
+#ifdef PIX_ENABLED
+ PIXNotifyWakeFromFenceSignal(ld->fence_event);
+#endif
+
+ ld->waiting = false;
+}
+
+void D3D12Context::local_device_free(RID p_local_device) {
+ LocalDevice *ld = local_device_owner.get_or_null(p_local_device);
+
+ CloseHandle(ld->fence_event);
+
+ local_device_owner.free(p_local_device);
+}
+
+void D3D12Context::command_begin_label(ID3D12GraphicsCommandList *p_command_list, String p_label_name, const Color p_color) {
+#ifdef PIX_ENABLED
+ PIXBeginEvent(p_command_list, p_color.to_argb32(), p_label_name.utf8().get_data());
+#endif
+}
+
+void D3D12Context::command_insert_label(ID3D12GraphicsCommandList *p_command_list, String p_label_name, const Color p_color) {
+#ifdef PIX_ENABLED
+ PIXSetMarker(p_command_list, p_color.to_argb32(), p_label_name.utf8().get_data());
+#endif
+}
+
+void D3D12Context::command_end_label(ID3D12GraphicsCommandList *p_command_list) {
+#ifdef PIX_ENABLED
+ PIXEndEvent(p_command_list);
+#endif
+}
+
+void D3D12Context::set_object_name(ID3D12Object *p_object, String p_object_name) {
+ ERR_FAIL_NULL(p_object);
+ int name_len = p_object_name.size();
+ WCHAR *name_w = (WCHAR *)alloca(sizeof(WCHAR) * (name_len + 1));
+ MultiByteToWideChar(CP_UTF8, 0, p_object_name.utf8().get_data(), -1, name_w, name_len);
+ p_object->SetName(name_w);
+}
+
+String D3D12Context::get_device_vendor_name() const {
+ return adapter_vendor;
+}
+String D3D12Context::get_device_name() const {
+ return adapter_name;
+}
+
+RenderingDevice::DeviceType D3D12Context::get_device_type() const {
+ return adapter_type;
+}
+
+String D3D12Context::get_device_api_version() const {
+ return vformat("%d_%d", feature_level / 10, feature_level % 10);
+}
+
+String D3D12Context::get_device_pipeline_cache_uuid() const {
+ return pipeline_cache_id;
+}
+
+DisplayServer::VSyncMode D3D12Context::get_vsync_mode(DisplayServer::WindowID p_window) const {
+ ERR_FAIL_COND_V_MSG(!windows.has(p_window), DisplayServer::VSYNC_ENABLED, "Could not get V-Sync mode for window with WindowID " + itos(p_window) + " because it does not exist.");
+ return windows[p_window].vsync_mode;
+}
+
+void D3D12Context::set_vsync_mode(DisplayServer::WindowID p_window, DisplayServer::VSyncMode p_mode) {
+ ERR_FAIL_COND_MSG(!windows.has(p_window), "Could not set V-Sync mode for window with WindowID " + itos(p_window) + " because it does not exist.");
+ windows[p_window].vsync_mode = p_mode;
+ _update_swap_chain(&windows[p_window]);
+}
+
+D3D12Context::D3D12Context() {
+ command_list_queue.resize(1); // First one is always the setup command.
+ command_list_queue.write[0] = nullptr;
+
+ strcpy(godot_nir_arch_name, Engine::get_singleton()->get_architecture_name().ascii().get_data());
+}
+
+D3D12Context::~D3D12Context() {
+ if (md.fence_event) {
+ CloseHandle(md.fence_event);
+ }
+ if (frame_fence_event) {
+ CloseHandle(frame_fence_event);
+ }
+}
diff --git a/drivers/d3d12/d3d12_context.h b/drivers/d3d12/d3d12_context.h
new file mode 100644
index 00000000000..31e75affd03
--- /dev/null
+++ b/drivers/d3d12/d3d12_context.h
@@ -0,0 +1,248 @@
+/**************************************************************************/
+/* d3d12_context.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef D3D12_CONTEXT_H
+#define D3D12_CONTEXT_H
+
+#include "core/error/error_list.h"
+#include "core/os/mutex.h"
+#include "core/string/ustring.h"
+#include "core/templates/rb_map.h"
+#include "core/templates/rid_owner.h"
+#include "servers/display_server.h"
+#include "servers/rendering/rendering_device.h"
+
+#include "d3dx12.h"
+#include
+#define D3D12MA_D3D12_HEADERS_ALREADY_INCLUDED
+#include "D3D12MemAlloc.h"
+
+#include
+using Microsoft::WRL::ComPtr;
+
+class D3D12Context {
+public:
+ struct DeviceLimits {
+ uint64_t max_srvs_per_shader_stage;
+ uint64_t max_cbvs_per_shader_stage;
+ uint64_t max_samplers_across_all_stages;
+ uint64_t max_uavs_across_all_stages;
+ uint64_t timestamp_frequency;
+ };
+
+ struct SubgroupCapabilities {
+ uint32_t size;
+ bool wave_ops_supported;
+ uint32_t supported_stages_flags_rd() const;
+ uint32_t supported_operations_flags_rd() const;
+ };
+
+ // Following VulkanContext definition.
+ struct MultiviewCapabilities {
+ bool is_supported;
+ bool geometry_shader_is_supported;
+ bool tessellation_shader_is_supported;
+ uint32_t max_view_count;
+ uint32_t max_instance_count;
+ };
+
+ struct VRSCapabilities {
+ bool draw_call_supported; // We can specify our fragment rate on a draw call level.
+ bool primitive_supported; // We can specify our fragment rate on each drawcall.
+ bool primitive_in_multiviewport;
+ bool ss_image_supported; // We can provide a density map attachment on our framebuffer.
+ uint32_t ss_image_tile_size;
+ bool additional_rates_supported;
+ };
+
+ struct ShaderCapabilities {
+ D3D_SHADER_MODEL shader_model;
+ bool native_16bit_ops;
+ };
+
+ struct StorageBufferCapabilities {
+ bool storage_buffer_16_bit_access_is_supported;
+ };
+
+ struct FormatCapabilities {
+ bool relaxed_casting_supported;
+ };
+
+private:
+ enum {
+ FRAME_LAG = 2,
+ IMAGE_COUNT = FRAME_LAG + 1,
+ };
+
+ ComPtr dxgi_factory;
+ ComPtr gpu;
+ DeviceLimits gpu_limits = {};
+ struct DeviceBasics {
+ ComPtr device;
+ ComPtr queue;
+ ComPtr fence;
+ HANDLE fence_event = nullptr;
+ UINT64 fence_value = 0;
+ } md; // 'Main device', as opposed to local device.
+
+ uint32_t feature_level = 0; // Major * 10 + minor.
+ bool tearing_supported = false;
+ SubgroupCapabilities subgroup_capabilities;
+ MultiviewCapabilities multiview_capabilities;
+ VRSCapabilities vrs_capabilities;
+ ShaderCapabilities shader_capabilities;
+ StorageBufferCapabilities storage_buffer_capabilities;
+ FormatCapabilities format_capabilities;
+
+ String adapter_vendor;
+ String adapter_name;
+ RenderingDevice::DeviceType adapter_type = {};
+ String pipeline_cache_id;
+
+ ComPtr allocator;
+
+ bool buffers_prepared = false;
+
+ DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
+ uint32_t frame = 0;
+ ComPtr frame_fence;
+ HANDLE frame_fence_event = nullptr;
+
+ struct Window {
+ HWND hwnd = nullptr;
+ ComPtr swapchain;
+ UINT swapchain_flags = 0;
+ UINT sync_interval = 1;
+ UINT present_flags = 0;
+ ComPtr render_targets[IMAGE_COUNT];
+ uint32_t current_buffer = 0;
+ int width = 0;
+ int height = 0;
+ DisplayServer::VSyncMode vsync_mode = DisplayServer::VSYNC_ENABLED;
+ ComPtr rtv_heap;
+ };
+
+ struct LocalDevice : public DeviceBasics {
+ bool waiting = false;
+ HANDLE fence_event = nullptr;
+ UINT64 fence_value = 0;
+ };
+
+ RID_Owner local_device_owner;
+
+ HashMap windows;
+
+ // Commands.
+
+ Vector command_list_queue;
+ int command_list_count = 1;
+
+ static void _debug_message_func(
+ D3D12_MESSAGE_CATEGORY p_category,
+ D3D12_MESSAGE_SEVERITY p_severity,
+ D3D12_MESSAGE_ID p_id,
+ LPCSTR p_description,
+ void *p_context);
+
+ Error _initialize_debug_layers();
+
+ Error _select_adapter(int &r_index);
+ void _dump_adapter_info(int p_index);
+ Error _create_device(DeviceBasics &r_basics);
+ Error _get_device_limits();
+ Error _check_capabilities();
+
+ Error _update_swap_chain(Window *window);
+
+ void _wait_for_idle_queue(ID3D12CommandQueue *p_queue);
+
+protected:
+ virtual bool _use_validation_layers();
+
+public:
+ uint32_t get_feat_level_major() const { return feature_level / 10; };
+ uint32_t get_feat_level_minor() const { return feature_level % 10; };
+ const SubgroupCapabilities &get_subgroup_capabilities() const { return subgroup_capabilities; };
+ const MultiviewCapabilities &get_multiview_capabilities() const { return multiview_capabilities; };
+ const VRSCapabilities &get_vrs_capabilities() const { return vrs_capabilities; };
+ const ShaderCapabilities &get_shader_capabilities() const { return shader_capabilities; };
+ const StorageBufferCapabilities &get_storage_buffer_capabilities() const { return storage_buffer_capabilities; };
+ const FormatCapabilities &get_format_capabilities() const { return format_capabilities; };
+
+ ComPtr get_device();
+ ComPtr get_adapter();
+ D3D12MA::Allocator *get_allocator();
+ int get_swapchain_image_count() const;
+ Error window_create(DisplayServer::WindowID p_window_id, DisplayServer::VSyncMode p_vsync_mode, HWND p_window, HINSTANCE p_instance, int p_width, int p_height);
+ void window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height);
+ int window_get_width(DisplayServer::WindowID p_window = 0);
+ int window_get_height(DisplayServer::WindowID p_window = 0);
+ bool window_is_valid_swapchain(DisplayServer::WindowID p_window = 0);
+ void window_destroy(DisplayServer::WindowID p_window_id);
+ CD3DX12_CPU_DESCRIPTOR_HANDLE window_get_framebuffer_rtv_handle(DisplayServer::WindowID p_window = 0);
+ ID3D12Resource *window_get_framebuffer_texture(DisplayServer::WindowID p_window = 0);
+
+ RID local_device_create();
+ ComPtr local_device_get_d3d12_device(RID p_local_device);
+ void local_device_push_command_lists(RID p_local_device, ID3D12CommandList *const *p_lists, int p_count);
+ void local_device_sync(RID p_local_device);
+ void local_device_free(RID p_local_device);
+
+ DXGI_FORMAT get_screen_format() const;
+ DeviceLimits get_device_limits() const;
+
+ void set_setup_list(ID3D12CommandList *p_command_list);
+ void append_command_list(ID3D12CommandList *p_command_list);
+ void resize_notify();
+ void flush(bool p_flush_setup = false, bool p_flush_pending = false);
+ void prepare_buffers(ID3D12GraphicsCommandList *p_command_list);
+ void postpare_buffers(ID3D12GraphicsCommandList *p_command_list);
+ Error swap_buffers();
+ Error initialize();
+
+ void command_begin_label(ID3D12GraphicsCommandList *p_command_list, String p_label_name, const Color p_color);
+ void command_insert_label(ID3D12GraphicsCommandList *p_command_list, String p_label_name, const Color p_color);
+ void command_end_label(ID3D12GraphicsCommandList *p_command_list);
+ void set_object_name(ID3D12Object *p_object, String p_object_name);
+
+ String get_device_vendor_name() const;
+ String get_device_name() const;
+ RenderingDevice::DeviceType get_device_type() const;
+ String get_device_api_version() const;
+ String get_device_pipeline_cache_uuid() const;
+
+ void set_vsync_mode(DisplayServer::WindowID p_window, DisplayServer::VSyncMode p_mode);
+ DisplayServer::VSyncMode get_vsync_mode(DisplayServer::WindowID p_window = 0) const;
+
+ D3D12Context();
+ virtual ~D3D12Context();
+};
+
+#endif // D3D12_CONTEXT_H
diff --git a/drivers/d3d12/d3d12_godot_nir_bridge.h b/drivers/d3d12/d3d12_godot_nir_bridge.h
new file mode 100644
index 00000000000..f66c4edf898
--- /dev/null
+++ b/drivers/d3d12/d3d12_godot_nir_bridge.h
@@ -0,0 +1,60 @@
+/**************************************************************************/
+/* d3d12_godot_nir_bridge.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef D3D12_GODOT_NIR_BRIDGE_H
+#define D3D12_GODOT_NIR_BRIDGE_H
+
+#include
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// This one leaves room for potentially extremely copious bindings in a set.
+static const uint32_t GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER = 100000000;
+// This one leaves room for potentially big sized arrays.
+static const uint32_t GODOT_NIR_BINDING_MULTIPLIER = 100000;
+
+static const uint64_t GODOT_NIR_SC_SENTINEL_MAGIC = 0x45678900; // This must be as big as to be VBR-ed as a 32 bits number.
+static const uint64_t GODOT_NIR_SC_SENTINEL_MAGIC_MASK = 0xffffffffffffff00;
+static const uint64_t GODOT_NIR_SC_SENTINEL_ID_MASK = 0x00000000000000ff;
+
+typedef struct GodotNirCallbacks {
+ void *data;
+ void (*report_resource)(uint32_t p_register, uint32_t p_space, uint32_t p_dxil_type, void *p_data);
+ void (*report_sc_bit_offset_fn)(uint32_t p_sc_id, uint64_t p_bit_offset, void *p_data);
+ void (*report_bitcode_bit_offset_fn)(uint64_t p_bit_offset, void *p_data);
+} GodotNirCallbacks;
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // D3D12_GODOT_NIR_BRIDGE_H
diff --git a/drivers/d3d12/d3d12ma.cpp b/drivers/d3d12/d3d12ma.cpp
new file mode 100644
index 00000000000..0ac2f710745
--- /dev/null
+++ b/drivers/d3d12/d3d12ma.cpp
@@ -0,0 +1,34 @@
+/**************************************************************************/
+/* d3d12ma.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "d3d12_context.h"
+
+#pragma warning(disable : 4189 4324 4505)
+#include "thirdparty/d3d12ma/D3D12MemAlloc.cpp"
diff --git a/drivers/d3d12/rendering_device_d3d12.cpp b/drivers/d3d12/rendering_device_d3d12.cpp
new file mode 100644
index 00000000000..839bcf6bc70
--- /dev/null
+++ b/drivers/d3d12/rendering_device_d3d12.cpp
@@ -0,0 +1,9480 @@
+/**************************************************************************/
+/* rendering_device_d3d12.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "rendering_device_d3d12.h"
+
+#include "core/config/project_settings.h"
+#include "core/io/compression.h"
+#include "core/io/file_access.h"
+#include "core/io/marshalls.h"
+#include "core/object/worker_thread_pool.h"
+#include "core/os/os.h"
+#include "core/templates/hashfuncs.h"
+#include "d3d12_godot_nir_bridge.h"
+#include "modules/regex/regex.h"
+#include "thirdparty/zlib/zlib.h"
+
+#ifdef DEV_ENABLED
+#include "core/crypto/hashing_context.h"
+#endif
+
+// No point in fighting warnings in Mesa.
+#pragma warning(push)
+#pragma warning(disable : 4200) // "nonstandard extension used: zero-sized array in struct/union".
+#pragma warning(disable : 4806) // "'&': unsafe operation: no value of type 'bool' promoted to type 'uint32_t' can equal the given constant".
+#include "dxil_validator.h"
+#include "nir_spirv.h"
+#include "nir_to_dxil.h"
+#include "spirv_to_dxil.h"
+extern "C" {
+#include "dxil_spirv_nir.h"
+}
+#pragma warning(pop)
+
+#define ALIGN(m_number, m_alignment) ((((m_number) + ((m_alignment)-1)) / (m_alignment)) * (m_alignment))
+
+#ifdef USE_SMALL_ALLOCS_POOL
+static const uint32_t SMALL_ALLOCATION_MAX_SIZE = 4096;
+#endif
+
+static const D3D12_RANGE VOID_RANGE = {};
+
+static const uint32_t MAX_VULKAN_SETS = 16;
+static const uint32_t ROOT_CONSTANT_SPACE = MAX_VULKAN_SETS + 1;
+static const uint32_t ROOT_CONSTANT_REGISTER = 0;
+static const uint32_t RUNTIME_DATA_SPACE = MAX_VULKAN_SETS + 2;
+static const uint32_t RUNTIME_DATA_REGISTER = 0;
+
+static const uint32_t MAX_IMAGE_FORMAT_PLANES = 2;
+
+#ifdef DEV_ENABLED
+//#define DEBUG_COUNT_BARRIERS
+#endif
+
+RenderingDeviceD3D12::Buffer *RenderingDeviceD3D12::_get_buffer_from_owner(RID p_buffer) {
+ Buffer *buffer = nullptr;
+ if (vertex_buffer_owner.owns(p_buffer)) {
+ buffer = vertex_buffer_owner.get_or_null(p_buffer);
+ } else if (index_buffer_owner.owns(p_buffer)) {
+ buffer = index_buffer_owner.get_or_null(p_buffer);
+ } else if (uniform_buffer_owner.owns(p_buffer)) {
+ buffer = uniform_buffer_owner.get_or_null(p_buffer);
+ } else if (texture_buffer_owner.owns(p_buffer)) {
+ buffer = &texture_buffer_owner.get_or_null(p_buffer)->buffer;
+ } else if (storage_buffer_owner.owns(p_buffer)) {
+ buffer = storage_buffer_owner.get_or_null(p_buffer);
+ }
+ return buffer;
+}
+
+void RenderingDeviceD3D12::_add_dependency(RID p_id, RID p_depends_on) {
+ if (!dependency_map.has(p_depends_on)) {
+ dependency_map[p_depends_on] = HashSet();
+ }
+
+ dependency_map[p_depends_on].insert(p_id);
+
+ if (!reverse_dependency_map.has(p_id)) {
+ reverse_dependency_map[p_id] = HashSet();
+ }
+
+ reverse_dependency_map[p_id].insert(p_depends_on);
+}
+
+void RenderingDeviceD3D12::_free_dependencies(RID p_id) {
+ // Direct dependencies must be freed.
+
+ HashMap>::Iterator E = dependency_map.find(p_id);
+ if (E) {
+ while (E->value.size()) {
+ free(*E->value.begin());
+ }
+ dependency_map.remove(E);
+ }
+
+ // Reverse dependencies must be unreferenced.
+ E = reverse_dependency_map.find(p_id);
+
+ if (E) {
+ for (const RID &F : E->value) {
+ HashMap>::Iterator G = dependency_map.find(F);
+ ERR_CONTINUE(!G);
+ ERR_CONTINUE(!G->value.has(p_id));
+ G->value.erase(p_id);
+ }
+
+ reverse_dependency_map.remove(E);
+ }
+}
+
+// NOTE: RD's packed format names are reversed in relation to DXGI's; e.g.:.
+// - DATA_FORMAT_A8B8G8R8_UNORM_PACK32 -> DXGI_FORMAT_R8G8B8A8_UNORM (packed; note ABGR vs. RGBA).
+// - DATA_FORMAT_B8G8R8A8_UNORM -> DXGI_FORMAT_B8G8R8A8_UNORM (not packed; note BGRA order matches).
+// TODO: Add YUV formats properly, which would require better support for planes in the RD API.
+const RenderingDeviceD3D12::D3D12Format RenderingDeviceD3D12::d3d12_formats[RenderingDevice::DATA_FORMAT_MAX] = {
+ /* DATA_FORMAT_R4G4_UNORM_PACK8 */ {},
+ /* DATA_FORMAT_R4G4B4A4_UNORM_PACK16 */ { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(1, 2, 3, 0) },
+ /* DATA_FORMAT_B4G4R4A4_UNORM_PACK16 */ { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(3, 2, 1, 0) },
+ /* DATA_FORMAT_R5G6B5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM },
+ /* DATA_FORMAT_B5G6R5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
+ /* DATA_FORMAT_R5G5B5A1_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(1, 2, 3, 0) },
+ /* DATA_FORMAT_B5G5R5A1_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(3, 2, 1, 0) },
+ /* DATA_FORMAT_A1R5G5B5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM },
+ /* DATA_FORMAT_R8_UNORM */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UNORM },
+ /* DATA_FORMAT_R8_SNORM */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SNORM },
+ /* DATA_FORMAT_R8_USCALED */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UINT },
+ /* DATA_FORMAT_R8_SSCALED */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SINT },
+ /* DATA_FORMAT_R8_UINT */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UINT },
+ /* DATA_FORMAT_R8_SINT */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SINT },
+ /* DATA_FORMAT_R8_SRGB */ {},
+ /* DATA_FORMAT_R8G8_UNORM */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UNORM },
+ /* DATA_FORMAT_R8G8_SNORM */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SNORM },
+ /* DATA_FORMAT_R8G8_USCALED */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UINT },
+ /* DATA_FORMAT_R8G8_SSCALED */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SINT },
+ /* DATA_FORMAT_R8G8_UINT */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UINT },
+ /* DATA_FORMAT_R8G8_SINT */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SINT },
+ /* DATA_FORMAT_R8G8_SRGB */ {},
+ /* DATA_FORMAT_R8G8B8_UNORM */ {},
+ /* DATA_FORMAT_R8G8B8_SNORM */ {},
+ /* DATA_FORMAT_R8G8B8_USCALED */ {},
+ /* DATA_FORMAT_R8G8B8_SSCALED */ {},
+ /* DATA_FORMAT_R8G8B8_UINT */ {},
+ /* DATA_FORMAT_R8G8B8_SINT */ {},
+ /* DATA_FORMAT_R8G8B8_SRGB */ {},
+ /* DATA_FORMAT_B8G8R8_UNORM */ {},
+ /* DATA_FORMAT_B8G8R8_SNORM */ {},
+ /* DATA_FORMAT_B8G8R8_USCALED */ {},
+ /* DATA_FORMAT_B8G8R8_SSCALED */ {},
+ /* DATA_FORMAT_B8G8R8_UINT */ {},
+ /* DATA_FORMAT_B8G8R8_SINT */ {},
+ /* DATA_FORMAT_B8G8R8_SRGB */ {},
+ /* DATA_FORMAT_R8G8B8A8_UNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM },
+ /* DATA_FORMAT_R8G8B8A8_SNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM },
+ /* DATA_FORMAT_R8G8B8A8_USCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
+ /* DATA_FORMAT_R8G8B8A8_SSCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
+ /* DATA_FORMAT_R8G8B8A8_UINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
+ /* DATA_FORMAT_R8G8B8A8_SINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
+ /* DATA_FORMAT_R8G8B8A8_SRGB */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB },
+ /* DATA_FORMAT_B8G8R8A8_UNORM */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_B8G8R8A8_UNORM },
+ /* DATA_FORMAT_B8G8R8A8_SNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM },
+ /* DATA_FORMAT_B8G8R8A8_USCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
+ /* DATA_FORMAT_B8G8R8A8_SSCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
+ /* DATA_FORMAT_B8G8R8A8_UINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
+ /* DATA_FORMAT_B8G8R8A8_SINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
+ /* DATA_FORMAT_B8G8R8A8_SRGB */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB },
+ /* DATA_FORMAT_A8B8G8R8_UNORM_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM },
+ /* DATA_FORMAT_A8B8G8R8_SNORM_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM },
+ /* DATA_FORMAT_A8B8G8R8_USCALED_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
+ /* DATA_FORMAT_A8B8G8R8_SSCALED_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
+ /* DATA_FORMAT_A8B8G8R8_UINT_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
+ /* DATA_FORMAT_A8B8G8R8_SINT_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
+ /* DATA_FORMAT_A8B8G8R8_SRGB_PACK32 */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB },
+ /* DATA_FORMAT_A2R10G10B10_UNORM_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
+ /* DATA_FORMAT_A2R10G10B10_SNORM_PACK32 */ {},
+ /* DATA_FORMAT_A2R10G10B10_USCALED_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
+ /* DATA_FORMAT_A2R10G10B10_SSCALED_PACK32 */ {},
+ /* DATA_FORMAT_A2R10G10B10_UINT_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
+ /* DATA_FORMAT_A2R10G10B10_SINT_PACK32 */ {},
+ /* DATA_FORMAT_A2B10G10R10_UNORM_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UNORM },
+ /* DATA_FORMAT_A2B10G10R10_SNORM_PACK32 */ {},
+ /* DATA_FORMAT_A2B10G10R10_USCALED_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT },
+ /* DATA_FORMAT_A2B10G10R10_SSCALED_PACK32 */ {},
+ /* DATA_FORMAT_A2B10G10R10_UINT_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT },
+ /* DATA_FORMAT_A2B10G10R10_SINT_PACK32 */ {},
+ /* DATA_FORMAT_R16_UNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM },
+ /* DATA_FORMAT_R16_SNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SNORM },
+ /* DATA_FORMAT_R16_USCALED */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UINT },
+ /* DATA_FORMAT_R16_SSCALED */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SINT },
+ /* DATA_FORMAT_R16_UINT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UINT },
+ /* DATA_FORMAT_R16_SINT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SINT },
+ /* DATA_FORMAT_R16_SFLOAT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_FLOAT },
+ /* DATA_FORMAT_R16G16_UNORM */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UNORM },
+ /* DATA_FORMAT_R16G16_SNORM */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SNORM },
+ /* DATA_FORMAT_R16G16_USCALED */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UINT },
+ /* DATA_FORMAT_R16G16_SSCALED */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SINT },
+ /* DATA_FORMAT_R16G16_UINT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UINT },
+ /* DATA_FORMAT_R16G16_SINT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SINT },
+ /* DATA_FORMAT_R16G16_SFLOAT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_FLOAT },
+ /* DATA_FORMAT_R16G16B16_UNORM */ {},
+ /* DATA_FORMAT_R16G16B16_SNORM */ {},
+ /* DATA_FORMAT_R16G16B16_USCALED */ {},
+ /* DATA_FORMAT_R16G16B16_SSCALED */ {},
+ /* DATA_FORMAT_R16G16B16_UINT */ {},
+ /* DATA_FORMAT_R16G16B16_SINT */ {},
+ /* DATA_FORMAT_R16G16B16_SFLOAT */ {},
+ /* DATA_FORMAT_R16G16B16A16_UNORM */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UNORM },
+ /* DATA_FORMAT_R16G16B16A16_SNORM */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SNORM },
+ /* DATA_FORMAT_R16G16B16A16_USCALED */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UINT },
+ /* DATA_FORMAT_R16G16B16A16_SSCALED */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SINT },
+ /* DATA_FORMAT_R16G16B16A16_UINT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UINT },
+ /* DATA_FORMAT_R16G16B16A16_SINT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SINT },
+ /* DATA_FORMAT_R16G16B16A16_SFLOAT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_FLOAT },
+ /* DATA_FORMAT_R32_UINT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_UINT },
+ /* DATA_FORMAT_R32_SINT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_SINT },
+ /* DATA_FORMAT_R32_SFLOAT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT },
+ /* DATA_FORMAT_R32G32_UINT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_UINT },
+ /* DATA_FORMAT_R32G32_SINT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_SINT },
+ /* DATA_FORMAT_R32G32_SFLOAT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_FLOAT },
+ /* DATA_FORMAT_R32G32B32_UINT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_UINT },
+ /* DATA_FORMAT_R32G32B32_SINT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_SINT },
+ /* DATA_FORMAT_R32G32B32_SFLOAT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_FLOAT },
+ /* DATA_FORMAT_R32G32B32A32_UINT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_UINT },
+ /* DATA_FORMAT_R32G32B32A32_SINT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_SINT },
+ /* DATA_FORMAT_R32G32B32A32_SFLOAT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_FLOAT },
+ /* DATA_FORMAT_R64_UINT */ {},
+ /* DATA_FORMAT_R64_SINT */ {},
+ /* DATA_FORMAT_R64_SFLOAT */ {},
+ /* DATA_FORMAT_R64G64_UINT */ {},
+ /* DATA_FORMAT_R64G64_SINT */ {},
+ /* DATA_FORMAT_R64G64_SFLOAT */ {},
+ /* DATA_FORMAT_R64G64B64_UINT */ {},
+ /* DATA_FORMAT_R64G64B64_SINT */ {},
+ /* DATA_FORMAT_R64G64B64_SFLOAT */ {},
+ /* DATA_FORMAT_R64G64B64A64_UINT */ {},
+ /* DATA_FORMAT_R64G64B64A64_SINT */ {},
+ /* DATA_FORMAT_R64G64B64A64_SFLOAT */ {},
+ /* DATA_FORMAT_B10G11R11_UFLOAT_PACK32 */ { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT },
+ /* DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32 */ { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP },
+ /* DATA_FORMAT_D16_UNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, 0, DXGI_FORMAT_D16_UNORM },
+ /* DATA_FORMAT_X8_D24_UNORM_PACK32 */ { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_UNKNOWN, 0, DXGI_FORMAT_D24_UNORM_S8_UINT },
+ /* DATA_FORMAT_D32_SFLOAT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, DXGI_FORMAT_D32_FLOAT },
+ /* DATA_FORMAT_S8_UINT */ {},
+ /* DATA_FORMAT_D16_UNORM_S8_UINT */ {},
+ /* DATA_FORMAT_D24_UNORM_S8_UINT */ { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_UNKNOWN, 0, DXGI_FORMAT_D24_UNORM_S8_UINT },
+ /* DATA_FORMAT_D32_SFLOAT_S8_UINT */ { DXGI_FORMAT_R32G8X24_TYPELESS, DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, DXGI_FORMAT_D32_FLOAT_S8X24_UINT },
+ /* DATA_FORMAT_BC1_RGB_UNORM_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(0, 1, 2, D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1) },
+ /* DATA_FORMAT_BC1_RGB_SRGB_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM_SRGB, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(0, 1, 2, D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1) },
+ /* DATA_FORMAT_BC1_RGBA_UNORM_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM },
+ /* DATA_FORMAT_BC1_RGBA_SRGB_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM_SRGB },
+ /* DATA_FORMAT_BC2_UNORM_BLOCK */ { DXGI_FORMAT_BC2_TYPELESS, DXGI_FORMAT_BC2_UNORM },
+ /* DATA_FORMAT_BC2_SRGB_BLOCK */ { DXGI_FORMAT_BC2_TYPELESS, DXGI_FORMAT_BC2_UNORM_SRGB },
+ /* DATA_FORMAT_BC3_UNORM_BLOCK */ { DXGI_FORMAT_BC3_TYPELESS, DXGI_FORMAT_BC3_UNORM },
+ /* DATA_FORMAT_BC3_SRGB_BLOCK */ { DXGI_FORMAT_BC3_TYPELESS, DXGI_FORMAT_BC3_UNORM_SRGB },
+ /* DATA_FORMAT_BC4_UNORM_BLOCK */ { DXGI_FORMAT_BC4_TYPELESS, DXGI_FORMAT_BC4_UNORM },
+ /* DATA_FORMAT_BC4_SNORM_BLOCK */ { DXGI_FORMAT_BC4_TYPELESS, DXGI_FORMAT_BC4_SNORM },
+ /* DATA_FORMAT_BC5_UNORM_BLOCK */ { DXGI_FORMAT_BC5_TYPELESS, DXGI_FORMAT_BC5_UNORM },
+ /* DATA_FORMAT_BC5_SNORM_BLOCK */ { DXGI_FORMAT_BC5_TYPELESS, DXGI_FORMAT_BC5_SNORM },
+ /* DATA_FORMAT_BC6H_UFLOAT_BLOCK */ { DXGI_FORMAT_BC6H_TYPELESS, DXGI_FORMAT_BC6H_UF16 },
+ /* DATA_FORMAT_BC6H_SFLOAT_BLOCK */ { DXGI_FORMAT_BC6H_TYPELESS, DXGI_FORMAT_BC6H_SF16 },
+ /* DATA_FORMAT_BC7_UNORM_BLOCK */ { DXGI_FORMAT_BC7_TYPELESS, DXGI_FORMAT_BC7_UNORM },
+ /* DATA_FORMAT_BC7_SRGB_BLOCK */ { DXGI_FORMAT_BC7_TYPELESS, DXGI_FORMAT_BC7_UNORM_SRGB },
+ /* DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK */ {},
+ /* DATA_FORMAT_ETC2_R8G8B8_SRGB_BLOCK */ {},
+ /* DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK */ {},
+ /* DATA_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK */ {},
+ /* DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK */ {},
+ /* DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK */ {},
+ /* DATA_FORMAT_EAC_R11_UNORM_BLOCK */ {},
+ /* DATA_FORMAT_EAC_R11_SNORM_BLOCK */ {},
+ /* DATA_FORMAT_EAC_R11G11_UNORM_BLOCK */ {},
+ /* DATA_FORMAT_EAC_R11G11_SNORM_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_4x4_UNORM_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_4x4_SRGB_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_5x4_UNORM_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_5x4_SRGB_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_5x5_UNORM_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_5x5_SRGB_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_6x5_UNORM_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_6x5_SRGB_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_6x6_UNORM_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_6x6_SRGB_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_8x5_UNORM_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_8x5_SRGB_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_8x6_UNORM_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_8x6_SRGB_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_8x8_UNORM_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_8x8_SRGB_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_10x5_UNORM_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_10x5_SRGB_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_10x6_UNORM_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_10x6_SRGB_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_10x8_UNORM_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_10x8_SRGB_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_10x10_UNORM_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_10x10_SRGB_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_12x10_UNORM_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_12x10_SRGB_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_12x12_UNORM_BLOCK */ {},
+ /* DATA_FORMAT_ASTC_12x12_SRGB_BLOCK */ {},
+ /* DATA_FORMAT_G8B8G8R8_422_UNORM */ {},
+ /* DATA_FORMAT_B8G8R8G8_422_UNORM */ {},
+ /* DATA_FORMAT_G8_B8_R8_3PLANE_420_UNORM */ {},
+ /* DATA_FORMAT_G8_B8R8_2PLANE_420_UNORM */ {},
+ /* DATA_FORMAT_G8_B8_R8_3PLANE_422_UNORM */ {},
+ /* DATA_FORMAT_G8_B8R8_2PLANE_422_UNORM */ {},
+ /* DATA_FORMAT_G8_B8_R8_3PLANE_444_UNORM */ {},
+ /* DATA_FORMAT_R10X6_UNORM_PACK16 */ {},
+ /* DATA_FORMAT_R10X6G10X6_UNORM_2PACK16 */ {},
+ /* DATA_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16 */ {},
+ /* DATA_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16 */ {},
+ /* DATA_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16 */ {},
+ /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16 */ {},
+ /* DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16 */ {},
+ /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16 */ {},
+ /* DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16 */ {},
+ /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_444_UNORM_3PACK16 */ {},
+ /* DATA_FORMAT_R12X4_UNORM_PACK16 */ {},
+ /* DATA_FORMAT_R12X4G12X4_UNORM_2PACK16 */ {},
+ /* DATA_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16 */ {},
+ /* DATA_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16 */ {},
+ /* DATA_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16 */ {},
+ /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16 */ {},
+ /* DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16 */ {},
+ /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16 */ {},
+ /* DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16 */ {},
+ /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16 */ {},
+ /* DATA_FORMAT_G16B16G16R16_422_UNORM */ {},
+ /* DATA_FORMAT_B16G16R16G16_422_UNORM */ {},
+ /* DATA_FORMAT_G16_B16_R16_3PLANE_420_UNORM */ {},
+ /* DATA_FORMAT_G16_B16R16_2PLANE_420_UNORM */ {},
+ /* DATA_FORMAT_G16_B16_R16_3PLANE_422_UNORM */ {},
+ /* DATA_FORMAT_G16_B16R16_2PLANE_422_UNORM */ {},
+ /* DATA_FORMAT_G16_B16_R16_3PLANE_444_UNORM */ {},
+};
+
+const char *RenderingDeviceD3D12::named_formats[RenderingDevice::DATA_FORMAT_MAX] = {
+ "R4G4_Unorm_Pack8",
+ "R4G4B4A4_Unorm_Pack16",
+ "B4G4R4A4_Unorm_Pack16",
+ "R5G6B5_Unorm_Pack16",
+ "B5G6R5_Unorm_Pack16",
+ "R5G5B5A1_Unorm_Pack16",
+ "B5G5R5A1_Unorm_Pack16",
+ "A1R5G5B5_Unorm_Pack16",
+ "R8_Unorm",
+ "R8_Snorm",
+ "R8_Uscaled",
+ "R8_Sscaled",
+ "R8_Uint",
+ "R8_Sint",
+ "R8_Srgb",
+ "R8G8_Unorm",
+ "R8G8_Snorm",
+ "R8G8_Uscaled",
+ "R8G8_Sscaled",
+ "R8G8_Uint",
+ "R8G8_Sint",
+ "R8G8_Srgb",
+ "R8G8B8_Unorm",
+ "R8G8B8_Snorm",
+ "R8G8B8_Uscaled",
+ "R8G8B8_Sscaled",
+ "R8G8B8_Uint",
+ "R8G8B8_Sint",
+ "R8G8B8_Srgb",
+ "B8G8R8_Unorm",
+ "B8G8R8_Snorm",
+ "B8G8R8_Uscaled",
+ "B8G8R8_Sscaled",
+ "B8G8R8_Uint",
+ "B8G8R8_Sint",
+ "B8G8R8_Srgb",
+ "R8G8B8A8_Unorm",
+ "R8G8B8A8_Snorm",
+ "R8G8B8A8_Uscaled",
+ "R8G8B8A8_Sscaled",
+ "R8G8B8A8_Uint",
+ "R8G8B8A8_Sint",
+ "R8G8B8A8_Srgb",
+ "B8G8R8A8_Unorm",
+ "B8G8R8A8_Snorm",
+ "B8G8R8A8_Uscaled",
+ "B8G8R8A8_Sscaled",
+ "B8G8R8A8_Uint",
+ "B8G8R8A8_Sint",
+ "B8G8R8A8_Srgb",
+ "A8B8G8R8_Unorm_Pack32",
+ "A8B8G8R8_Snorm_Pack32",
+ "A8B8G8R8_Uscaled_Pack32",
+ "A8B8G8R8_Sscaled_Pack32",
+ "A8B8G8R8_Uint_Pack32",
+ "A8B8G8R8_Sint_Pack32",
+ "A8B8G8R8_Srgb_Pack32",
+ "A2R10G10B10_Unorm_Pack32",
+ "A2R10G10B10_Snorm_Pack32",
+ "A2R10G10B10_Uscaled_Pack32",
+ "A2R10G10B10_Sscaled_Pack32",
+ "A2R10G10B10_Uint_Pack32",
+ "A2R10G10B10_Sint_Pack32",
+ "A2B10G10R10_Unorm_Pack32",
+ "A2B10G10R10_Snorm_Pack32",
+ "A2B10G10R10_Uscaled_Pack32",
+ "A2B10G10R10_Sscaled_Pack32",
+ "A2B10G10R10_Uint_Pack32",
+ "A2B10G10R10_Sint_Pack32",
+ "R16_Unorm",
+ "R16_Snorm",
+ "R16_Uscaled",
+ "R16_Sscaled",
+ "R16_Uint",
+ "R16_Sint",
+ "R16_Sfloat",
+ "R16G16_Unorm",
+ "R16G16_Snorm",
+ "R16G16_Uscaled",
+ "R16G16_Sscaled",
+ "R16G16_Uint",
+ "R16G16_Sint",
+ "R16G16_Sfloat",
+ "R16G16B16_Unorm",
+ "R16G16B16_Snorm",
+ "R16G16B16_Uscaled",
+ "R16G16B16_Sscaled",
+ "R16G16B16_Uint",
+ "R16G16B16_Sint",
+ "R16G16B16_Sfloat",
+ "R16G16B16A16_Unorm",
+ "R16G16B16A16_Snorm",
+ "R16G16B16A16_Uscaled",
+ "R16G16B16A16_Sscaled",
+ "R16G16B16A16_Uint",
+ "R16G16B16A16_Sint",
+ "R16G16B16A16_Sfloat",
+ "R32_Uint",
+ "R32_Sint",
+ "R32_Sfloat",
+ "R32G32_Uint",
+ "R32G32_Sint",
+ "R32G32_Sfloat",
+ "R32G32B32_Uint",
+ "R32G32B32_Sint",
+ "R32G32B32_Sfloat",
+ "R32G32B32A32_Uint",
+ "R32G32B32A32_Sint",
+ "R32G32B32A32_Sfloat",
+ "R64_Uint",
+ "R64_Sint",
+ "R64_Sfloat",
+ "R64G64_Uint",
+ "R64G64_Sint",
+ "R64G64_Sfloat",
+ "R64G64B64_Uint",
+ "R64G64B64_Sint",
+ "R64G64B64_Sfloat",
+ "R64G64B64A64_Uint",
+ "R64G64B64A64_Sint",
+ "R64G64B64A64_Sfloat",
+ "B10G11R11_Ufloat_Pack32",
+ "E5B9G9R9_Ufloat_Pack32",
+ "D16_Unorm",
+ "X8_D24_Unorm_Pack32",
+ "D32_Sfloat",
+ "S8_Uint",
+ "D16_Unorm_S8_Uint",
+ "D24_Unorm_S8_Uint",
+ "D32_Sfloat_S8_Uint",
+ "Bc1_Rgb_Unorm_Block",
+ "Bc1_Rgb_Srgb_Block",
+ "Bc1_Rgba_Unorm_Block",
+ "Bc1_Rgba_Srgb_Block",
+ "Bc2_Unorm_Block",
+ "Bc2_Srgb_Block",
+ "Bc3_Unorm_Block",
+ "Bc3_Srgb_Block",
+ "Bc4_Unorm_Block",
+ "Bc4_Snorm_Block",
+ "Bc5_Unorm_Block",
+ "Bc5_Snorm_Block",
+ "Bc6H_Ufloat_Block",
+ "Bc6H_Sfloat_Block",
+ "Bc7_Unorm_Block",
+ "Bc7_Srgb_Block",
+ "Etc2_R8G8B8_Unorm_Block",
+ "Etc2_R8G8B8_Srgb_Block",
+ "Etc2_R8G8B8A1_Unorm_Block",
+ "Etc2_R8G8B8A1_Srgb_Block",
+ "Etc2_R8G8B8A8_Unorm_Block",
+ "Etc2_R8G8B8A8_Srgb_Block",
+ "Eac_R11_Unorm_Block",
+ "Eac_R11_Snorm_Block",
+ "Eac_R11G11_Unorm_Block",
+ "Eac_R11G11_Snorm_Block",
+ "Astc_4X4_Unorm_Block",
+ "Astc_4X4_Srgb_Block",
+ "Astc_5X4_Unorm_Block",
+ "Astc_5X4_Srgb_Block",
+ "Astc_5X5_Unorm_Block",
+ "Astc_5X5_Srgb_Block",
+ "Astc_6X5_Unorm_Block",
+ "Astc_6X5_Srgb_Block",
+ "Astc_6X6_Unorm_Block",
+ "Astc_6X6_Srgb_Block",
+ "Astc_8X5_Unorm_Block",
+ "Astc_8X5_Srgb_Block",
+ "Astc_8X6_Unorm_Block",
+ "Astc_8X6_Srgb_Block",
+ "Astc_8X8_Unorm_Block",
+ "Astc_8X8_Srgb_Block",
+ "Astc_10X5_Unorm_Block",
+ "Astc_10X5_Srgb_Block",
+ "Astc_10X6_Unorm_Block",
+ "Astc_10X6_Srgb_Block",
+ "Astc_10X8_Unorm_Block",
+ "Astc_10X8_Srgb_Block",
+ "Astc_10X10_Unorm_Block",
+ "Astc_10X10_Srgb_Block",
+ "Astc_12X10_Unorm_Block",
+ "Astc_12X10_Srgb_Block",
+ "Astc_12X12_Unorm_Block",
+ "Astc_12X12_Srgb_Block",
+ "G8B8G8R8_422_Unorm",
+ "B8G8R8G8_422_Unorm",
+ "G8_B8_R8_3Plane_420_Unorm",
+ "G8_B8R8_2Plane_420_Unorm",
+ "G8_B8_R8_3Plane_422_Unorm",
+ "G8_B8R8_2Plane_422_Unorm",
+ "G8_B8_R8_3Plane_444_Unorm",
+ "R10X6_Unorm_Pack16",
+ "R10X6G10X6_Unorm_2Pack16",
+ "R10X6G10X6B10X6A10X6_Unorm_4Pack16",
+ "G10X6B10X6G10X6R10X6_422_Unorm_4Pack16",
+ "B10X6G10X6R10X6G10X6_422_Unorm_4Pack16",
+ "G10X6_B10X6_R10X6_3Plane_420_Unorm_3Pack16",
+ "G10X6_B10X6R10X6_2Plane_420_Unorm_3Pack16",
+ "G10X6_B10X6_R10X6_3Plane_422_Unorm_3Pack16",
+ "G10X6_B10X6R10X6_2Plane_422_Unorm_3Pack16",
+ "G10X6_B10X6_R10X6_3Plane_444_Unorm_3Pack16",
+ "R12X4_Unorm_Pack16",
+ "R12X4G12X4_Unorm_2Pack16",
+ "R12X4G12X4B12X4A12X4_Unorm_4Pack16",
+ "G12X4B12X4G12X4R12X4_422_Unorm_4Pack16",
+ "B12X4G12X4R12X4G12X4_422_Unorm_4Pack16",
+ "G12X4_B12X4_R12X4_3Plane_420_Unorm_3Pack16",
+ "G12X4_B12X4R12X4_2Plane_420_Unorm_3Pack16",
+ "G12X4_B12X4_R12X4_3Plane_422_Unorm_3Pack16",
+ "G12X4_B12X4R12X4_2Plane_422_Unorm_3Pack16",
+ "G12X4_B12X4_R12X4_3Plane_444_Unorm_3Pack16",
+ "G16B16G16R16_422_Unorm",
+ "B16G16R16G16_422_Unorm",
+ "G16_B16_R16_3Plane_420_Unorm",
+ "G16_B16R16_2Plane_420_Unorm",
+ "G16_B16_R16_3Plane_422_Unorm",
+ "G16_B16R16_2Plane_422_Unorm",
+ "G16_B16_R16_3Plane_444_Unorm",
+};
+
+int RenderingDeviceD3D12::get_format_vertex_size(DataFormat p_format) {
+ switch (p_format) {
+ case DATA_FORMAT_R8_UNORM:
+ case DATA_FORMAT_R8_SNORM:
+ case DATA_FORMAT_R8_UINT:
+ case DATA_FORMAT_R8_SINT:
+ case DATA_FORMAT_R8G8_UNORM:
+ case DATA_FORMAT_R8G8_SNORM:
+ case DATA_FORMAT_R8G8_UINT:
+ case DATA_FORMAT_R8G8_SINT:
+ case DATA_FORMAT_R8G8B8_UNORM:
+ case DATA_FORMAT_R8G8B8_SNORM:
+ case DATA_FORMAT_R8G8B8_UINT:
+ case DATA_FORMAT_R8G8B8_SINT:
+ case DATA_FORMAT_B8G8R8_UNORM:
+ case DATA_FORMAT_B8G8R8_SNORM:
+ case DATA_FORMAT_B8G8R8_UINT:
+ case DATA_FORMAT_B8G8R8_SINT:
+ case DATA_FORMAT_R8G8B8A8_UNORM:
+ case DATA_FORMAT_R8G8B8A8_SNORM:
+ case DATA_FORMAT_R8G8B8A8_UINT:
+ case DATA_FORMAT_R8G8B8A8_SINT:
+ case DATA_FORMAT_B8G8R8A8_UNORM:
+ case DATA_FORMAT_B8G8R8A8_SNORM:
+ case DATA_FORMAT_B8G8R8A8_UINT:
+ case DATA_FORMAT_B8G8R8A8_SINT:
+ case DATA_FORMAT_A2B10G10R10_UNORM_PACK32:
+ return 4;
+ case DATA_FORMAT_R16_UNORM:
+ case DATA_FORMAT_R16_SNORM:
+ case DATA_FORMAT_R16_UINT:
+ case DATA_FORMAT_R16_SINT:
+ case DATA_FORMAT_R16_SFLOAT:
+ return 4;
+ case DATA_FORMAT_R16G16_UNORM:
+ case DATA_FORMAT_R16G16_SNORM:
+ case DATA_FORMAT_R16G16_UINT:
+ case DATA_FORMAT_R16G16_SINT:
+ case DATA_FORMAT_R16G16_SFLOAT:
+ return 4;
+ case DATA_FORMAT_R16G16B16_UNORM:
+ case DATA_FORMAT_R16G16B16_SNORM:
+ case DATA_FORMAT_R16G16B16_UINT:
+ case DATA_FORMAT_R16G16B16_SINT:
+ case DATA_FORMAT_R16G16B16_SFLOAT:
+ return 8;
+ case DATA_FORMAT_R16G16B16A16_UNORM:
+ case DATA_FORMAT_R16G16B16A16_SNORM:
+ case DATA_FORMAT_R16G16B16A16_UINT:
+ case DATA_FORMAT_R16G16B16A16_SINT:
+ case DATA_FORMAT_R16G16B16A16_SFLOAT:
+ return 8;
+ case DATA_FORMAT_R32_UINT:
+ case DATA_FORMAT_R32_SINT:
+ case DATA_FORMAT_R32_SFLOAT:
+ return 4;
+ case DATA_FORMAT_R32G32_UINT:
+ case DATA_FORMAT_R32G32_SINT:
+ case DATA_FORMAT_R32G32_SFLOAT:
+ return 8;
+ case DATA_FORMAT_R32G32B32_UINT:
+ case DATA_FORMAT_R32G32B32_SINT:
+ case DATA_FORMAT_R32G32B32_SFLOAT:
+ return 12;
+ case DATA_FORMAT_R32G32B32A32_UINT:
+ case DATA_FORMAT_R32G32B32A32_SINT:
+ case DATA_FORMAT_R32G32B32A32_SFLOAT:
+ return 16;
+ case DATA_FORMAT_R64_UINT:
+ case DATA_FORMAT_R64_SINT:
+ case DATA_FORMAT_R64_SFLOAT:
+ return 8;
+ case DATA_FORMAT_R64G64_UINT:
+ case DATA_FORMAT_R64G64_SINT:
+ case DATA_FORMAT_R64G64_SFLOAT:
+ return 16;
+ case DATA_FORMAT_R64G64B64_UINT:
+ case DATA_FORMAT_R64G64B64_SINT:
+ case DATA_FORMAT_R64G64B64_SFLOAT:
+ return 24;
+ case DATA_FORMAT_R64G64B64A64_UINT:
+ case DATA_FORMAT_R64G64B64A64_SINT:
+ case DATA_FORMAT_R64G64B64A64_SFLOAT:
+ return 32;
+ default:
+ return 0;
+ }
+}
+
+uint32_t RenderingDeviceD3D12::get_image_format_pixel_size(DataFormat p_format) {
+ switch (p_format) {
+ case DATA_FORMAT_R4G4_UNORM_PACK8:
+ return 1;
+ case DATA_FORMAT_R4G4B4A4_UNORM_PACK16:
+ case DATA_FORMAT_B4G4R4A4_UNORM_PACK16:
+ case DATA_FORMAT_R5G6B5_UNORM_PACK16:
+ case DATA_FORMAT_B5G6R5_UNORM_PACK16:
+ case DATA_FORMAT_R5G5B5A1_UNORM_PACK16:
+ case DATA_FORMAT_B5G5R5A1_UNORM_PACK16:
+ case DATA_FORMAT_A1R5G5B5_UNORM_PACK16:
+ return 2;
+ case DATA_FORMAT_R8_UNORM:
+ case DATA_FORMAT_R8_SNORM:
+ case DATA_FORMAT_R8_USCALED:
+ case DATA_FORMAT_R8_SSCALED:
+ case DATA_FORMAT_R8_UINT:
+ case DATA_FORMAT_R8_SINT:
+ case DATA_FORMAT_R8_SRGB:
+ return 1;
+ case DATA_FORMAT_R8G8_UNORM:
+ case DATA_FORMAT_R8G8_SNORM:
+ case DATA_FORMAT_R8G8_USCALED:
+ case DATA_FORMAT_R8G8_SSCALED:
+ case DATA_FORMAT_R8G8_UINT:
+ case DATA_FORMAT_R8G8_SINT:
+ case DATA_FORMAT_R8G8_SRGB:
+ return 2;
+ case DATA_FORMAT_R8G8B8_UNORM:
+ case DATA_FORMAT_R8G8B8_SNORM:
+ case DATA_FORMAT_R8G8B8_USCALED:
+ case DATA_FORMAT_R8G8B8_SSCALED:
+ case DATA_FORMAT_R8G8B8_UINT:
+ case DATA_FORMAT_R8G8B8_SINT:
+ case DATA_FORMAT_R8G8B8_SRGB:
+ case DATA_FORMAT_B8G8R8_UNORM:
+ case DATA_FORMAT_B8G8R8_SNORM:
+ case DATA_FORMAT_B8G8R8_USCALED:
+ case DATA_FORMAT_B8G8R8_SSCALED:
+ case DATA_FORMAT_B8G8R8_UINT:
+ case DATA_FORMAT_B8G8R8_SINT:
+ case DATA_FORMAT_B8G8R8_SRGB:
+ return 3;
+ case DATA_FORMAT_R8G8B8A8_UNORM:
+ case DATA_FORMAT_R8G8B8A8_SNORM:
+ case DATA_FORMAT_R8G8B8A8_USCALED:
+ case DATA_FORMAT_R8G8B8A8_SSCALED:
+ case DATA_FORMAT_R8G8B8A8_UINT:
+ case DATA_FORMAT_R8G8B8A8_SINT:
+ case DATA_FORMAT_R8G8B8A8_SRGB:
+ case DATA_FORMAT_B8G8R8A8_UNORM:
+ case DATA_FORMAT_B8G8R8A8_SNORM:
+ case DATA_FORMAT_B8G8R8A8_USCALED:
+ case DATA_FORMAT_B8G8R8A8_SSCALED:
+ case DATA_FORMAT_B8G8R8A8_UINT:
+ case DATA_FORMAT_B8G8R8A8_SINT:
+ case DATA_FORMAT_B8G8R8A8_SRGB:
+ return 4;
+ case DATA_FORMAT_A8B8G8R8_UNORM_PACK32:
+ case DATA_FORMAT_A8B8G8R8_SNORM_PACK32:
+ case DATA_FORMAT_A8B8G8R8_USCALED_PACK32:
+ case DATA_FORMAT_A8B8G8R8_SSCALED_PACK32:
+ case DATA_FORMAT_A8B8G8R8_UINT_PACK32:
+ case DATA_FORMAT_A8B8G8R8_SINT_PACK32:
+ case DATA_FORMAT_A8B8G8R8_SRGB_PACK32:
+ case DATA_FORMAT_A2R10G10B10_UNORM_PACK32:
+ case DATA_FORMAT_A2R10G10B10_SNORM_PACK32:
+ case DATA_FORMAT_A2R10G10B10_USCALED_PACK32:
+ case DATA_FORMAT_A2R10G10B10_SSCALED_PACK32:
+ case DATA_FORMAT_A2R10G10B10_UINT_PACK32:
+ case DATA_FORMAT_A2R10G10B10_SINT_PACK32:
+ case DATA_FORMAT_A2B10G10R10_UNORM_PACK32:
+ case DATA_FORMAT_A2B10G10R10_SNORM_PACK32:
+ case DATA_FORMAT_A2B10G10R10_USCALED_PACK32:
+ case DATA_FORMAT_A2B10G10R10_SSCALED_PACK32:
+ case DATA_FORMAT_A2B10G10R10_UINT_PACK32:
+ case DATA_FORMAT_A2B10G10R10_SINT_PACK32:
+ return 4;
+ case DATA_FORMAT_R16_UNORM:
+ case DATA_FORMAT_R16_SNORM:
+ case DATA_FORMAT_R16_USCALED:
+ case DATA_FORMAT_R16_SSCALED:
+ case DATA_FORMAT_R16_UINT:
+ case DATA_FORMAT_R16_SINT:
+ case DATA_FORMAT_R16_SFLOAT:
+ return 2;
+ case DATA_FORMAT_R16G16_UNORM:
+ case DATA_FORMAT_R16G16_SNORM:
+ case DATA_FORMAT_R16G16_USCALED:
+ case DATA_FORMAT_R16G16_SSCALED:
+ case DATA_FORMAT_R16G16_UINT:
+ case DATA_FORMAT_R16G16_SINT:
+ case DATA_FORMAT_R16G16_SFLOAT:
+ return 4;
+ case DATA_FORMAT_R16G16B16_UNORM:
+ case DATA_FORMAT_R16G16B16_SNORM:
+ case DATA_FORMAT_R16G16B16_USCALED:
+ case DATA_FORMAT_R16G16B16_SSCALED:
+ case DATA_FORMAT_R16G16B16_UINT:
+ case DATA_FORMAT_R16G16B16_SINT:
+ case DATA_FORMAT_R16G16B16_SFLOAT:
+ return 6;
+ case DATA_FORMAT_R16G16B16A16_UNORM:
+ case DATA_FORMAT_R16G16B16A16_SNORM:
+ case DATA_FORMAT_R16G16B16A16_USCALED:
+ case DATA_FORMAT_R16G16B16A16_SSCALED:
+ case DATA_FORMAT_R16G16B16A16_UINT:
+ case DATA_FORMAT_R16G16B16A16_SINT:
+ case DATA_FORMAT_R16G16B16A16_SFLOAT:
+ return 8;
+ case DATA_FORMAT_R32_UINT:
+ case DATA_FORMAT_R32_SINT:
+ case DATA_FORMAT_R32_SFLOAT:
+ return 4;
+ case DATA_FORMAT_R32G32_UINT:
+ case DATA_FORMAT_R32G32_SINT:
+ case DATA_FORMAT_R32G32_SFLOAT:
+ return 8;
+ case DATA_FORMAT_R32G32B32_UINT:
+ case DATA_FORMAT_R32G32B32_SINT:
+ case DATA_FORMAT_R32G32B32_SFLOAT:
+ return 12;
+ case DATA_FORMAT_R32G32B32A32_UINT:
+ case DATA_FORMAT_R32G32B32A32_SINT:
+ case DATA_FORMAT_R32G32B32A32_SFLOAT:
+ return 16;
+ case DATA_FORMAT_R64_UINT:
+ case DATA_FORMAT_R64_SINT:
+ case DATA_FORMAT_R64_SFLOAT:
+ return 8;
+ case DATA_FORMAT_R64G64_UINT:
+ case DATA_FORMAT_R64G64_SINT:
+ case DATA_FORMAT_R64G64_SFLOAT:
+ return 16;
+ case DATA_FORMAT_R64G64B64_UINT:
+ case DATA_FORMAT_R64G64B64_SINT:
+ case DATA_FORMAT_R64G64B64_SFLOAT:
+ return 24;
+ case DATA_FORMAT_R64G64B64A64_UINT:
+ case DATA_FORMAT_R64G64B64A64_SINT:
+ case DATA_FORMAT_R64G64B64A64_SFLOAT:
+ return 32;
+ case DATA_FORMAT_B10G11R11_UFLOAT_PACK32:
+ case DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32:
+ return 4;
+ case DATA_FORMAT_D16_UNORM:
+ return 2;
+ case DATA_FORMAT_X8_D24_UNORM_PACK32:
+ return 4;
+ case DATA_FORMAT_D32_SFLOAT:
+ return 4;
+ case DATA_FORMAT_S8_UINT:
+ return 1;
+ case DATA_FORMAT_D16_UNORM_S8_UINT:
+ return 4;
+ case DATA_FORMAT_D24_UNORM_S8_UINT:
+ return 4;
+ case DATA_FORMAT_D32_SFLOAT_S8_UINT:
+ return 5; // ?
+ case DATA_FORMAT_BC1_RGB_UNORM_BLOCK:
+ case DATA_FORMAT_BC1_RGB_SRGB_BLOCK:
+ case DATA_FORMAT_BC1_RGBA_UNORM_BLOCK:
+ case DATA_FORMAT_BC1_RGBA_SRGB_BLOCK:
+ case DATA_FORMAT_BC2_UNORM_BLOCK:
+ case DATA_FORMAT_BC2_SRGB_BLOCK:
+ case DATA_FORMAT_BC3_UNORM_BLOCK:
+ case DATA_FORMAT_BC3_SRGB_BLOCK:
+ case DATA_FORMAT_BC4_UNORM_BLOCK:
+ case DATA_FORMAT_BC4_SNORM_BLOCK:
+ case DATA_FORMAT_BC5_UNORM_BLOCK:
+ case DATA_FORMAT_BC5_SNORM_BLOCK:
+ case DATA_FORMAT_BC6H_UFLOAT_BLOCK:
+ case DATA_FORMAT_BC6H_SFLOAT_BLOCK:
+ case DATA_FORMAT_BC7_UNORM_BLOCK:
+ case DATA_FORMAT_BC7_SRGB_BLOCK:
+ return 1;
+ case DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK:
+ case DATA_FORMAT_ETC2_R8G8B8_SRGB_BLOCK:
+ case DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK:
+ case DATA_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK:
+ case DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK:
+ case DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK:
+ return 1;
+ case DATA_FORMAT_EAC_R11_UNORM_BLOCK:
+ case DATA_FORMAT_EAC_R11_SNORM_BLOCK:
+ case DATA_FORMAT_EAC_R11G11_UNORM_BLOCK:
+ case DATA_FORMAT_EAC_R11G11_SNORM_BLOCK:
+ return 1;
+ case DATA_FORMAT_ASTC_4x4_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_4x4_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_5x4_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_5x4_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_5x5_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_5x5_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_6x5_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_6x5_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_6x6_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_6x6_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_8x5_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_8x5_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_8x6_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_8x6_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_8x8_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_8x8_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_10x5_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_10x5_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_10x6_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_10x6_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_10x8_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_10x8_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_10x10_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_10x10_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_12x10_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_12x10_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_12x12_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_12x12_SRGB_BLOCK:
+ return 1;
+ case DATA_FORMAT_G8B8G8R8_422_UNORM:
+ case DATA_FORMAT_B8G8R8G8_422_UNORM:
+ return 4;
+ case DATA_FORMAT_G8_B8_R8_3PLANE_420_UNORM:
+ case DATA_FORMAT_G8_B8R8_2PLANE_420_UNORM:
+ case DATA_FORMAT_G8_B8_R8_3PLANE_422_UNORM:
+ case DATA_FORMAT_G8_B8R8_2PLANE_422_UNORM:
+ case DATA_FORMAT_G8_B8_R8_3PLANE_444_UNORM:
+ return 4;
+ case DATA_FORMAT_R10X6_UNORM_PACK16:
+ case DATA_FORMAT_R10X6G10X6_UNORM_2PACK16:
+ case DATA_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16:
+ case DATA_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16:
+ case DATA_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16:
+ case DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16:
+ case DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16:
+ case DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16:
+ case DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16:
+ case DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_444_UNORM_3PACK16:
+ case DATA_FORMAT_R12X4_UNORM_PACK16:
+ case DATA_FORMAT_R12X4G12X4_UNORM_2PACK16:
+ case DATA_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16:
+ case DATA_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16:
+ case DATA_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16:
+ case DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16:
+ case DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16:
+ case DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16:
+ case DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16:
+ case DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16:
+ return 2;
+ case DATA_FORMAT_G16B16G16R16_422_UNORM:
+ case DATA_FORMAT_B16G16R16G16_422_UNORM:
+ case DATA_FORMAT_G16_B16_R16_3PLANE_420_UNORM:
+ case DATA_FORMAT_G16_B16R16_2PLANE_420_UNORM:
+ case DATA_FORMAT_G16_B16_R16_3PLANE_422_UNORM:
+ case DATA_FORMAT_G16_B16R16_2PLANE_422_UNORM:
+ case DATA_FORMAT_G16_B16_R16_3PLANE_444_UNORM:
+ return 8;
+ default: {
+ ERR_PRINT("Format not handled, bug");
+ }
+ }
+
+ return 1;
+}
+
+// https://www.khronos.org/registry/DataFormat/specs/1.1/dataformat.1.1.pdf
+
+void RenderingDeviceD3D12::get_compressed_image_format_block_dimensions(DataFormat p_format, uint32_t &r_w, uint32_t &r_h) {
+ switch (p_format) {
+ case DATA_FORMAT_BC1_RGB_UNORM_BLOCK:
+ case DATA_FORMAT_BC1_RGB_SRGB_BLOCK:
+ case DATA_FORMAT_BC1_RGBA_UNORM_BLOCK:
+ case DATA_FORMAT_BC1_RGBA_SRGB_BLOCK:
+ case DATA_FORMAT_BC2_UNORM_BLOCK:
+ case DATA_FORMAT_BC2_SRGB_BLOCK:
+ case DATA_FORMAT_BC3_UNORM_BLOCK:
+ case DATA_FORMAT_BC3_SRGB_BLOCK:
+ case DATA_FORMAT_BC4_UNORM_BLOCK:
+ case DATA_FORMAT_BC4_SNORM_BLOCK:
+ case DATA_FORMAT_BC5_UNORM_BLOCK:
+ case DATA_FORMAT_BC5_SNORM_BLOCK:
+ case DATA_FORMAT_BC6H_UFLOAT_BLOCK:
+ case DATA_FORMAT_BC6H_SFLOAT_BLOCK:
+ case DATA_FORMAT_BC7_UNORM_BLOCK:
+ case DATA_FORMAT_BC7_SRGB_BLOCK:
+ case DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK:
+ case DATA_FORMAT_ETC2_R8G8B8_SRGB_BLOCK:
+ case DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK:
+ case DATA_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK:
+ case DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK:
+ case DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK:
+ case DATA_FORMAT_EAC_R11_UNORM_BLOCK:
+ case DATA_FORMAT_EAC_R11_SNORM_BLOCK:
+ case DATA_FORMAT_EAC_R11G11_UNORM_BLOCK:
+ case DATA_FORMAT_EAC_R11G11_SNORM_BLOCK:
+ case DATA_FORMAT_ASTC_4x4_UNORM_BLOCK: // Again, not sure about astc.
+ case DATA_FORMAT_ASTC_4x4_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_5x4_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_5x4_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_5x5_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_5x5_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_6x5_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_6x5_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_6x6_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_6x6_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_8x5_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_8x5_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_8x6_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_8x6_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_8x8_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_8x8_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_10x5_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_10x5_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_10x6_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_10x6_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_10x8_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_10x8_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_10x10_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_10x10_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_12x10_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_12x10_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_12x12_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_12x12_SRGB_BLOCK:
+ r_w = 4;
+ r_h = 4;
+ return;
+ default: {
+ r_w = 1;
+ r_h = 1;
+ }
+ }
+}
+
+uint32_t RenderingDeviceD3D12::get_compressed_image_format_block_byte_size(DataFormat p_format) {
+ switch (p_format) {
+ case DATA_FORMAT_BC1_RGB_UNORM_BLOCK:
+ case DATA_FORMAT_BC1_RGB_SRGB_BLOCK:
+ case DATA_FORMAT_BC1_RGBA_UNORM_BLOCK:
+ case DATA_FORMAT_BC1_RGBA_SRGB_BLOCK:
+ return 8;
+ case DATA_FORMAT_BC2_UNORM_BLOCK:
+ case DATA_FORMAT_BC2_SRGB_BLOCK:
+ return 16;
+ case DATA_FORMAT_BC3_UNORM_BLOCK:
+ case DATA_FORMAT_BC3_SRGB_BLOCK:
+ return 16;
+ case DATA_FORMAT_BC4_UNORM_BLOCK:
+ case DATA_FORMAT_BC4_SNORM_BLOCK:
+ return 8;
+ case DATA_FORMAT_BC5_UNORM_BLOCK:
+ case DATA_FORMAT_BC5_SNORM_BLOCK:
+ return 16;
+ case DATA_FORMAT_BC6H_UFLOAT_BLOCK:
+ case DATA_FORMAT_BC6H_SFLOAT_BLOCK:
+ return 16;
+ case DATA_FORMAT_BC7_UNORM_BLOCK:
+ case DATA_FORMAT_BC7_SRGB_BLOCK:
+ return 16;
+ case DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK:
+ case DATA_FORMAT_ETC2_R8G8B8_SRGB_BLOCK:
+ return 8;
+ case DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK:
+ case DATA_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK:
+ return 8;
+ case DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK:
+ case DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK:
+ return 16;
+ case DATA_FORMAT_EAC_R11_UNORM_BLOCK:
+ case DATA_FORMAT_EAC_R11_SNORM_BLOCK:
+ return 8;
+ case DATA_FORMAT_EAC_R11G11_UNORM_BLOCK:
+ case DATA_FORMAT_EAC_R11G11_SNORM_BLOCK:
+ return 16;
+ case DATA_FORMAT_ASTC_4x4_UNORM_BLOCK: // Again, not sure about astc.
+ case DATA_FORMAT_ASTC_4x4_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_5x4_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_5x4_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_5x5_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_5x5_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_6x5_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_6x5_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_6x6_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_6x6_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_8x5_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_8x5_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_8x6_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_8x6_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_8x8_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_8x8_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_10x5_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_10x5_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_10x6_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_10x6_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_10x8_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_10x8_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_10x10_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_10x10_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_12x10_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_12x10_SRGB_BLOCK:
+ case DATA_FORMAT_ASTC_12x12_UNORM_BLOCK:
+ case DATA_FORMAT_ASTC_12x12_SRGB_BLOCK:
+ return 8; // Wrong.
+ default: {
+ }
+ }
+ return 1;
+}
+
+uint32_t RenderingDeviceD3D12::get_compressed_image_format_pixel_rshift(DataFormat p_format) {
+ switch (p_format) {
+ case DATA_FORMAT_BC1_RGB_UNORM_BLOCK: // These formats are half byte size, so rshift is 1.
+ case DATA_FORMAT_BC1_RGB_SRGB_BLOCK:
+ case DATA_FORMAT_BC1_RGBA_UNORM_BLOCK:
+ case DATA_FORMAT_BC1_RGBA_SRGB_BLOCK:
+ case DATA_FORMAT_BC4_UNORM_BLOCK:
+ case DATA_FORMAT_BC4_SNORM_BLOCK:
+ case DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK:
+ case DATA_FORMAT_ETC2_R8G8B8_SRGB_BLOCK:
+ case DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK:
+ case DATA_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK:
+ case DATA_FORMAT_EAC_R11_UNORM_BLOCK:
+ case DATA_FORMAT_EAC_R11_SNORM_BLOCK:
+ return 1;
+ default: {
+ }
+ }
+
+ return 0;
+}
+
+uint32_t RenderingDeviceD3D12::get_image_format_plane_count(DataFormat p_format) {
+ uint32_t planes = 1;
+ switch (p_format) {
+ case DATA_FORMAT_D16_UNORM_S8_UINT:
+ case DATA_FORMAT_D24_UNORM_S8_UINT:
+ case DATA_FORMAT_D32_SFLOAT_S8_UINT: {
+ planes = 2;
+ }
+ default: {
+ }
+ }
+ DEV_ASSERT(planes <= MAX_IMAGE_FORMAT_PLANES);
+ return planes;
+}
+
+uint32_t RenderingDeviceD3D12::get_image_format_required_size(DataFormat p_format, uint32_t p_width, uint32_t p_height, uint32_t p_depth, uint32_t p_mipmaps, uint32_t *r_blockw, uint32_t *r_blockh, uint32_t *r_depth) {
+ ERR_FAIL_COND_V(p_mipmaps == 0, 0);
+ uint32_t w = p_width;
+ uint32_t h = p_height;
+ uint32_t d = p_depth;
+
+ uint32_t size = 0;
+
+ uint32_t pixel_size = get_image_format_pixel_size(p_format);
+ uint32_t pixel_rshift = get_compressed_image_format_pixel_rshift(p_format);
+ uint32_t blockw, blockh;
+ get_compressed_image_format_block_dimensions(p_format, blockw, blockh);
+
+ for (uint32_t i = 0; i < p_mipmaps; i++) {
+ uint32_t bw = w % blockw != 0 ? w + (blockw - w % blockw) : w;
+ uint32_t bh = h % blockh != 0 ? h + (blockh - h % blockh) : h;
+
+ uint32_t s = bw * bh;
+
+ s *= pixel_size;
+ s >>= pixel_rshift;
+ size += s * d;
+ if (r_blockw) {
+ *r_blockw = bw;
+ }
+ if (r_blockh) {
+ *r_blockh = bh;
+ }
+ if (r_depth) {
+ *r_depth = d;
+ }
+ w = MAX(blockw, w >> 1);
+ h = MAX(blockh, h >> 1);
+ d = MAX(1u, d >> 1);
+ }
+
+ return size;
+}
+
+uint32_t RenderingDeviceD3D12::get_image_required_mipmaps(uint32_t p_width, uint32_t p_height, uint32_t p_depth) {
+ // Formats and block size don't really matter here since they can all go down to 1px (even if block is larger).
+ uint32_t w = p_width;
+ uint32_t h = p_height;
+ uint32_t d = p_depth;
+
+ uint32_t mipmaps = 1;
+
+ while (true) {
+ if (w == 1 && h == 1 && d == 1) {
+ break;
+ }
+
+ w = MAX(1u, w >> 1);
+ h = MAX(1u, h >> 1);
+ d = MAX(1u, d >> 1);
+
+ mipmaps++;
+ }
+
+ return mipmaps;
+}
+
+///////////////////////
+
+const D3D12_COMPARISON_FUNC RenderingDeviceD3D12::compare_operators[RenderingDevice::COMPARE_OP_MAX] = {
+ D3D12_COMPARISON_FUNC_NEVER,
+ D3D12_COMPARISON_FUNC_LESS,
+ D3D12_COMPARISON_FUNC_EQUAL,
+ D3D12_COMPARISON_FUNC_LESS_EQUAL,
+ D3D12_COMPARISON_FUNC_GREATER,
+ D3D12_COMPARISON_FUNC_NOT_EQUAL,
+ D3D12_COMPARISON_FUNC_GREATER_EQUAL,
+ D3D12_COMPARISON_FUNC_ALWAYS,
+};
+
+const D3D12_STENCIL_OP RenderingDeviceD3D12::stencil_operations[RenderingDevice::STENCIL_OP_MAX] = {
+ D3D12_STENCIL_OP_KEEP,
+ D3D12_STENCIL_OP_ZERO,
+ D3D12_STENCIL_OP_REPLACE,
+ D3D12_STENCIL_OP_INCR_SAT,
+ D3D12_STENCIL_OP_DECR_SAT,
+ D3D12_STENCIL_OP_INVERT,
+ D3D12_STENCIL_OP_INCR,
+ D3D12_STENCIL_OP_DECR,
+};
+
+const UINT RenderingDeviceD3D12::rasterization_sample_count[RenderingDevice::TEXTURE_SAMPLES_MAX] = {
+ 1,
+ 2,
+ 4,
+ 8,
+ 16,
+ 32,
+ 64,
+};
+
+const D3D12_LOGIC_OP RenderingDeviceD3D12::logic_operations[RenderingDevice::LOGIC_OP_MAX] = {
+ D3D12_LOGIC_OP_CLEAR,
+ D3D12_LOGIC_OP_AND,
+ D3D12_LOGIC_OP_AND_REVERSE,
+ D3D12_LOGIC_OP_COPY,
+ D3D12_LOGIC_OP_AND_INVERTED,
+ D3D12_LOGIC_OP_NOOP,
+ D3D12_LOGIC_OP_XOR,
+ D3D12_LOGIC_OP_OR,
+ D3D12_LOGIC_OP_NOR,
+ D3D12_LOGIC_OP_EQUIV,
+ D3D12_LOGIC_OP_INVERT,
+ D3D12_LOGIC_OP_OR_REVERSE,
+ D3D12_LOGIC_OP_COPY_INVERTED,
+ D3D12_LOGIC_OP_OR_INVERTED,
+ D3D12_LOGIC_OP_NAND,
+ D3D12_LOGIC_OP_SET,
+};
+
+const D3D12_BLEND RenderingDeviceD3D12::blend_factors[RenderingDevice::BLEND_FACTOR_MAX] = {
+ D3D12_BLEND_ZERO,
+ D3D12_BLEND_ONE,
+ D3D12_BLEND_SRC_COLOR,
+ D3D12_BLEND_INV_SRC_COLOR,
+ D3D12_BLEND_DEST_COLOR,
+ D3D12_BLEND_INV_DEST_COLOR,
+ D3D12_BLEND_SRC_ALPHA,
+ D3D12_BLEND_INV_SRC_ALPHA,
+ D3D12_BLEND_DEST_ALPHA,
+ D3D12_BLEND_INV_DEST_ALPHA,
+ D3D12_BLEND_BLEND_FACTOR,
+ D3D12_BLEND_INV_BLEND_FACTOR,
+ D3D12_BLEND_BLEND_FACTOR,
+ D3D12_BLEND_INV_BLEND_FACTOR,
+ D3D12_BLEND_SRC_ALPHA_SAT,
+ D3D12_BLEND_SRC1_COLOR,
+ D3D12_BLEND_INV_SRC1_COLOR,
+ D3D12_BLEND_SRC1_ALPHA,
+ D3D12_BLEND_INV_SRC1_ALPHA,
+};
+
+const D3D12_BLEND_OP RenderingDeviceD3D12::blend_operations[RenderingDevice::BLEND_OP_MAX] = {
+ D3D12_BLEND_OP_ADD,
+ D3D12_BLEND_OP_SUBTRACT,
+ D3D12_BLEND_OP_REV_SUBTRACT,
+ D3D12_BLEND_OP_MIN,
+ D3D12_BLEND_OP_MAX,
+};
+
+const D3D12_TEXTURE_ADDRESS_MODE RenderingDeviceD3D12::address_modes[RenderingDevice::SAMPLER_REPEAT_MODE_MAX] = {
+ D3D12_TEXTURE_ADDRESS_MODE_WRAP,
+ D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
+ D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
+ D3D12_TEXTURE_ADDRESS_MODE_BORDER,
+ D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE,
+};
+
+const FLOAT RenderingDeviceD3D12::sampler_border_colors[RenderingDevice::SAMPLER_BORDER_COLOR_MAX][4] = {
+ { 0, 0, 0, 0 },
+ { 0, 0, 0, 0 },
+ { 0, 0, 0, 1 },
+ { 0, 0, 0, 1 },
+ { 1, 1, 1, 1 },
+ { 1, 1, 1, 1 },
+};
+
+const D3D12_RESOURCE_DIMENSION RenderingDeviceD3D12::d3d12_texture_dimension[RenderingDevice::TEXTURE_TYPE_MAX] = {
+ D3D12_RESOURCE_DIMENSION_TEXTURE1D,
+ D3D12_RESOURCE_DIMENSION_TEXTURE2D,
+ D3D12_RESOURCE_DIMENSION_TEXTURE3D,
+ D3D12_RESOURCE_DIMENSION_TEXTURE2D,
+ D3D12_RESOURCE_DIMENSION_TEXTURE1D,
+ D3D12_RESOURCE_DIMENSION_TEXTURE2D,
+ D3D12_RESOURCE_DIMENSION_TEXTURE2D,
+};
+
+/******************/
+/**** RESOURCE ****/
+/******************/
+
+static const D3D12_RESOURCE_STATES RESOURCE_READ_STATES =
+ D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER |
+ D3D12_RESOURCE_STATE_INDEX_BUFFER |
+ D3D12_RESOURCE_STATE_DEPTH_READ |
+ D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE |
+ D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE |
+ D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT |
+ D3D12_RESOURCE_STATE_COPY_SOURCE |
+ D3D12_RESOURCE_STATE_RESOLVE_SOURCE |
+ D3D12_RESOURCE_STATE_SHADING_RATE_SOURCE;
+
+static const D3D12_RESOURCE_STATES RESOURCE_WRITE_STATES =
+ D3D12_RESOURCE_STATE_RENDER_TARGET |
+ D3D12_RESOURCE_STATE_DEPTH_WRITE |
+ D3D12_RESOURCE_STATE_COPY_DEST |
+ D3D12_RESOURCE_STATE_RESOLVE_DEST;
+
+static const D3D12_RESOURCE_STATES RESOURCE_RW_STATES =
+ D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
+
+void RenderingDeviceD3D12::ResourceState::extend(D3D12_RESOURCE_STATES p_states_to_add) {
+ states |= p_states_to_add;
+
+#ifdef DEV_ENABLED
+ if ((states & RESOURCE_RW_STATES)) {
+ if ((states & RESOURCE_READ_STATES)) {
+ // Thanks to [[SRV_UAV_AMBIGUITY]], this is not necessarily an error.
+ }
+ if ((states & RESOURCE_WRITE_STATES)) {
+ ERR_PRINT("Error in new state mask: has R/W state plus some W/O state(s).");
+ }
+ } else {
+ if ((states & RESOURCE_WRITE_STATES)) {
+ if ((states & RESOURCE_READ_STATES)) {
+ ERR_PRINT("Error in new state mask: mixes R/O and W/O states.");
+ } else {
+ uint32_t num_w_states = 0;
+ for (uint32_t i = 0; i < sizeof(D3D12_RESOURCE_STATES) * 8; i++) {
+ num_w_states += ((states & RESOURCE_WRITE_STATES) & (1 << i)) ? 1 : 0;
+ }
+ ERR_PRINT("Error in new state mask: has multiple W/O states.");
+ }
+ }
+ }
+#endif
+}
+
+void RenderingDeviceD3D12::_resource_transition_batch(Resource *p_resource, uint32_t p_subresource, uint32_t p_num_planes, D3D12_RESOURCE_STATES p_new_state, ID3D12Resource *p_resource_override) {
+ DEV_ASSERT(p_subresource != UINT32_MAX); // We don't support an "all-resources" command here.
+ DEV_ASSERT(p_new_state != D3D12_RESOURCE_STATE_COMMON); // No need to support this for now.
+
+#ifdef DEBUG_COUNT_BARRIERS
+ uint64_t start = OS::get_singleton()->get_ticks_usec();
+#endif
+
+ Resource::States *res_states = p_resource->get_states_ptr();
+ D3D12_RESOURCE_STATES *curr_state = &res_states->subresource_states[p_subresource];
+
+ ID3D12Resource *res_to_transition = p_resource_override ? p_resource_override : p_resource->resource;
+
+ bool redundant_transition = ((*curr_state) & p_new_state) == p_new_state;
+ if (redundant_transition) {
+ bool just_written = *curr_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
+ bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != res_barriers_batch;
+ if (needs_uav_barrier) {
+ if (res_barriers.size() < res_barriers_count + 1) {
+ res_barriers.resize(res_barriers_count + 1);
+ }
+ res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(res_to_transition);
+ res_barriers_count++;
+ res_states->last_batch_with_uav_barrier = res_barriers_batch;
+ }
+ } else {
+ uint64_t subres_mask_piece = ((uint64_t)1 << (p_subresource & 0b111111));
+ uint8_t subres_qword = p_subresource >> 6;
+
+ if (res_barriers_requests.has(res_states)) {
+ BarrierRequest &br = res_barriers_requests.get(res_states);
+ DEV_ASSERT(br.dx_resource == res_to_transition);
+ DEV_ASSERT(br.subres_mask_qwords == ALIGN(res_states->subresource_states.size(), 64) / 64);
+ DEV_ASSERT(br.planes == p_num_planes);
+
+ // First, find if the subresource already has a barrier scheduled.
+ uint8_t curr_group_idx = 0;
+ bool same_transition_scheduled = false;
+ for (curr_group_idx = 0; curr_group_idx < br.groups_count; curr_group_idx++) {
+ if (unlikely(br.groups[curr_group_idx].state.get_state_mask() == BarrierRequest::DELETED_GROUP)) {
+ continue;
+ }
+ if ((br.groups[curr_group_idx].subres_mask[subres_qword] & subres_mask_piece)) {
+ uint32_t state_mask = br.groups[curr_group_idx].state.get_state_mask();
+ same_transition_scheduled = (state_mask & (uint32_t)p_new_state) == (uint32_t)p_new_state;
+ break;
+ }
+ }
+ if (!same_transition_scheduled) {
+ bool subres_already_there = curr_group_idx != br.groups_count;
+ ResourceState final_state;
+ if (subres_already_there) {
+ final_state = br.groups[curr_group_idx].state;
+ final_state.extend(p_new_state);
+ bool subres_alone = true;
+ for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
+ if (i == subres_qword) {
+ if (br.groups[curr_group_idx].subres_mask[i] != subres_mask_piece) {
+ subres_alone = false;
+ break;
+ }
+ } else {
+ if (br.groups[curr_group_idx].subres_mask[i] != 0) {
+ subres_alone = false;
+ break;
+ }
+ }
+ }
+ bool relocated = false;
+ if (subres_alone) {
+ // Subresource is there by itself.
+ for (uint8_t i = 0; i < br.groups_count; i++) {
+ if (unlikely(i == curr_group_idx)) {
+ continue;
+ }
+ if (unlikely(br.groups[i].state.get_state_mask() == BarrierRequest::DELETED_GROUP)) {
+ continue;
+ }
+ // There's another group with the final state; relocate to it.
+ if (br.groups[i].state.get_state_mask() == final_state.get_state_mask()) {
+ br.groups[curr_group_idx].subres_mask[subres_qword] &= ~subres_mask_piece;
+ relocated = true;
+ break;
+ }
+ }
+ if (relocated) {
+ // Let's delete the group where it used to be by itself.
+ if (curr_group_idx == br.groups_count - 1) {
+ br.groups_count--;
+ } else {
+ br.groups[curr_group_idx].state = ResourceState(BarrierRequest::DELETED_GROUP);
+ }
+ } else {
+ // Its current group, where it's alone, can extend its state.
+ br.groups[curr_group_idx].state = final_state;
+ }
+ } else {
+ // Already there, but not by itself and the state mask is different, so it now belongs to a different group.
+ br.groups[curr_group_idx].subres_mask[subres_qword] &= ~subres_mask_piece;
+ subres_already_there = false;
+ }
+ } else {
+ final_state = p_new_state;
+ }
+ if (!subres_already_there) {
+ // See if it fits exactly the state of some of the groups to fit it there.
+ for (uint8_t i = 0; i < br.groups_count; i++) {
+ if (unlikely(i == curr_group_idx)) {
+ continue;
+ }
+ if (unlikely(br.groups[i].state.get_state_mask() == BarrierRequest::DELETED_GROUP)) {
+ continue;
+ }
+ if (br.groups[i].state.get_state_mask() == final_state.get_state_mask()) {
+ br.groups[i].subres_mask[subres_qword] |= subres_mask_piece;
+ subres_already_there = true;
+ break;
+ }
+ }
+ if (!subres_already_there) {
+ // Add a new group to accommodate this subresource.
+ uint8_t group_to_fill = 0;
+ if (br.groups_count < BarrierRequest::MAX_GROUPS) {
+ // There are still free groups.
+ group_to_fill = br.groups_count;
+ br.groups_count++;
+ } else {
+ // Let's try to take over a deleted one.
+ for (; group_to_fill < br.groups_count; group_to_fill++) {
+ if (unlikely(br.groups[group_to_fill].state.get_state_mask() == BarrierRequest::DELETED_GROUP)) {
+ break;
+ }
+ }
+ CRASH_COND(group_to_fill == br.groups_count);
+ }
+
+ br.groups[group_to_fill].state = final_state;
+ for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
+ if (unlikely(i == subres_qword)) {
+ br.groups[group_to_fill].subres_mask[i] = subres_mask_piece;
+ } else {
+ br.groups[group_to_fill].subres_mask[i] = 0;
+ }
+ }
+ }
+ }
+ }
+ } else {
+ BarrierRequest &br = res_barriers_requests[res_states];
+ br.dx_resource = res_to_transition;
+ br.subres_mask_qwords = ALIGN(p_resource->get_states_ptr()->subresource_states.size(), 64) / 64;
+ CRASH_COND(p_resource->get_states_ptr()->subresource_states.size() > BarrierRequest::MAX_SUBRESOURCES);
+ br.planes = p_num_planes;
+ br.groups[0].state = p_new_state;
+ for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
+ if (unlikely(i == subres_qword)) {
+ br.groups[0].subres_mask[i] = subres_mask_piece;
+ } else {
+ br.groups[0].subres_mask[i] = 0;
+ }
+ }
+ br.groups_count = 1;
+ }
+ }
+
+ if (p_new_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS) {
+ res_states->last_batch_transitioned_to_uav = res_barriers_batch;
+ }
+
+#ifdef DEBUG_COUNT_BARRIERS
+ frame_barriers_cpu_time += OS::get_singleton()->get_ticks_usec() - start;
+#endif
+}
+
+void RenderingDeviceD3D12::_resource_transitions_flush(ID3D12GraphicsCommandList *p_command_list) {
+#ifdef DEBUG_COUNT_BARRIERS
+ uint64_t start = OS::get_singleton()->get_ticks_usec();
+#endif
+
+ for (const KeyValue &E : res_barriers_requests) {
+ Resource::States *res_states = E.key;
+ const BarrierRequest &br = E.value;
+
+ uint32_t num_subresources = res_states->subresource_states.size();
+
+ // When there's not a lot of subresources, the empirical finding is that it's better
+ // to avoid attempting the single-barrier optimization.
+ static const uint32_t SINGLE_BARRIER_ATTEMPT_MAX_NUM_SUBRESOURCES = 48;
+
+ bool may_do_single_barrier = br.groups_count == 1 && num_subresources * br.planes >= SINGLE_BARRIER_ATTEMPT_MAX_NUM_SUBRESOURCES;
+ if (may_do_single_barrier) {
+ // A single group means we may be able to do a single all-subresources barrier.
+
+ {
+ // First requisite is that all subresources are involved.
+
+ uint8_t subres_mask_full_qwords = num_subresources / 64;
+ for (uint32_t i = 0; i < subres_mask_full_qwords; i++) {
+ if (br.groups[0].subres_mask[i] != UINT64_MAX) {
+ may_do_single_barrier = false;
+ break;
+ }
+ }
+ if (may_do_single_barrier) {
+ if (num_subresources % 64) {
+ DEV_ASSERT(br.subres_mask_qwords == subres_mask_full_qwords + 1);
+ uint64_t mask_tail_qword = 0;
+ for (uint8_t i = 0; i < num_subresources % 64; i++) {
+ mask_tail_qword |= ((uint64_t)1 << i);
+ }
+ if ((br.groups[0].subres_mask[subres_mask_full_qwords] & mask_tail_qword) != mask_tail_qword) {
+ may_do_single_barrier = false;
+ }
+ }
+ }
+ }
+
+ if (may_do_single_barrier) {
+ // Second requisite is that the source state is the same for all.
+
+ for (uint32_t i = 1; i < num_subresources; i++) {
+ if (res_states->subresource_states[i] != res_states->subresource_states[0]) {
+ may_do_single_barrier = false;
+ break;
+ }
+ }
+
+ if (may_do_single_barrier) {
+ // Hurray!, we can do a single barrier (plus maybe a UAV one, too).
+
+ bool just_written = res_states->subresource_states[0] == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
+ bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != res_barriers_batch;
+
+ uint32_t needed_barriers = (needs_uav_barrier ? 1 : 0) + 1;
+ if (res_barriers.size() < res_barriers_count + needed_barriers) {
+ res_barriers.resize(res_barriers_count + needed_barriers);
+ }
+
+ if (needs_uav_barrier) {
+ res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(br.dx_resource);
+ res_barriers_count++;
+ res_states->last_batch_with_uav_barrier = res_barriers_batch;
+ }
+
+ if (res_states->subresource_states[0] != br.groups[0].state.get_state_mask()) {
+ res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::Transition(br.dx_resource, res_states->subresource_states[0], br.groups[0].state.get_state_mask(), D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
+ res_barriers_count++;
+ }
+
+ for (uint32_t i = 0; i < num_subresources; i++) {
+ res_states->subresource_states[i] = br.groups[0].state.get_state_mask();
+ }
+ }
+ }
+ }
+
+ if (!may_do_single_barrier) {
+ for (uint8_t i = 0; i < br.groups_count; i++) {
+ const BarrierRequest::Group &g = E.value.groups[i];
+
+ if (unlikely(g.state.get_state_mask() == BarrierRequest::DELETED_GROUP)) {
+ continue;
+ }
+
+ uint32_t subresource = 0;
+ do {
+ uint64_t subres_mask_piece = ((uint64_t)1 << (subresource % 64));
+ uint8_t subres_qword = subresource / 64;
+
+ if (likely(g.subres_mask[subres_qword] == 0)) {
+ subresource += 64;
+ continue;
+ }
+
+ if (likely(!(g.subres_mask[subres_qword] & subres_mask_piece))) {
+ subresource++;
+ continue;
+ }
+
+ D3D12_RESOURCE_STATES *curr_state = &res_states->subresource_states[subresource];
+
+ bool just_written = *curr_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
+ bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != res_barriers_batch;
+
+ uint32_t needed_barriers = (needs_uav_barrier ? 1 : 0) + br.planes;
+ if (res_barriers.size() < res_barriers_count + needed_barriers) {
+ res_barriers.resize(res_barriers_count + needed_barriers);
+ }
+
+ if (needs_uav_barrier) {
+ res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(br.dx_resource);
+ res_barriers_count++;
+ res_states->last_batch_with_uav_barrier = res_barriers_batch;
+ }
+
+ if (*curr_state != g.state.get_state_mask()) {
+ for (uint8_t k = 0; k < br.planes; k++) {
+ res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::Transition(br.dx_resource, *curr_state, g.state.get_state_mask(), subresource + k * num_subresources);
+ res_barriers_count++;
+ }
+ }
+
+ *curr_state = g.state.get_state_mask();
+
+ subresource++;
+ } while (subresource < num_subresources);
+ }
+ }
+ }
+
+ if (res_barriers_count) {
+ p_command_list->ResourceBarrier(res_barriers_count, res_barriers.ptr());
+ res_barriers_requests.clear();
+ }
+
+#ifdef DEBUG_COUNT_BARRIERS
+ frame_barriers_count += res_barriers_count;
+ frame_barriers_batches_count++;
+ frame_barriers_cpu_time += OS::get_singleton()->get_ticks_usec() - start;
+#endif
+
+ res_barriers_count = 0;
+ res_barriers_batch++;
+}
+
+/***************************/
+/**** BUFFER MANAGEMENT ****/
+/***************************/
+
+Error RenderingDeviceD3D12::_buffer_allocate(Buffer *p_buffer, uint32_t p_size, D3D12_RESOURCE_STATES p_usage, D3D12_HEAP_TYPE p_heap_type) {
+ ERR_FAIL_COND_V(p_heap_type != D3D12_HEAP_TYPE_DEFAULT && p_heap_type != D3D12_HEAP_TYPE_READBACK, ERR_INVALID_PARAMETER);
+
+ // D3D12 debug layers complain at CBV creation time if the size is not multiple of the value per the spec
+ // but also if you give a rounded size at that point because it will extend beyond the
+ // memory of the resource. Therefore, it seems the only way is to create it with a
+ // rounded size.
+ CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(ALIGN(p_size, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT));
+ if ((p_usage & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)) {
+ resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
+ }
+
+ D3D12MA::ALLOCATION_DESC allocation_desc = {};
+ allocation_desc.HeapType = p_heap_type;
+#ifdef USE_SMALL_ALLOCS_POOL
+ if (p_size <= SMALL_ALLOCATION_MAX_SIZE) {
+ allocation_desc.CustomPool = _find_or_create_small_allocs_pool(p_heap_type, D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS);
+ }
+#endif
+
+ HRESULT res = context->get_allocator()->CreateResource(
+ &allocation_desc,
+ &resource_desc,
+ D3D12_RESOURCE_STATE_COPY_DEST,
+ nullptr,
+ &p_buffer->allocation,
+ IID_PPV_ARGS(&p_buffer->resource));
+ ERR_FAIL_COND_V_MSG(res, ERR_CANT_CREATE, "Can't create buffer of size: " + itos(p_size) + ", error " + vformat("0x%08ux", res) + ".");
+
+ p_buffer->size = p_size;
+ p_buffer->usage = p_usage;
+ p_buffer->own_states.subresource_states.push_back(D3D12_RESOURCE_STATE_COPY_DEST);
+
+ buffer_memory += p_size;
+
+ return OK;
+}
+
+Error RenderingDeviceD3D12::_buffer_free(Buffer *p_buffer) {
+ ERR_FAIL_COND_V(p_buffer->size == 0, ERR_INVALID_PARAMETER);
+
+ buffer_memory -= p_buffer->size;
+
+ p_buffer->resource->Release();
+ p_buffer->resource = nullptr;
+ p_buffer->allocation->Release();
+ p_buffer->allocation = nullptr;
+ p_buffer->size = 0;
+
+ return OK;
+}
+
+Error RenderingDeviceD3D12::_insert_staging_block() {
+ StagingBufferBlock block;
+
+ D3D12_RESOURCE_DESC resource_desc = {};
+ resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+ resource_desc.Alignment = 0;
+ resource_desc.Width = staging_buffer_block_size;
+ resource_desc.Height = 1;
+ resource_desc.DepthOrArraySize = 1;
+ resource_desc.MipLevels = 1;
+ resource_desc.Format = DXGI_FORMAT_UNKNOWN;
+ resource_desc.SampleDesc.Count = 1;
+ resource_desc.SampleDesc.Quality = 0;
+ resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+ resource_desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+
+ D3D12MA::ALLOCATION_DESC allocation_desc = {};
+ allocation_desc.HeapType = D3D12_HEAP_TYPE_UPLOAD;
+
+ HRESULT res = context->get_allocator()->CreateResource(
+ &allocation_desc,
+ &resource_desc,
+ D3D12_RESOURCE_STATE_GENERIC_READ,
+ NULL,
+ &block.allocation,
+ IID_PPV_ARGS(&block.resource));
+ ERR_FAIL_COND_V_MSG(res, ERR_CANT_CREATE, "CreateResource failed with error " + vformat("0x%08ux", res) + ".");
+
+ staging_buffer_blocks.insert(staging_buffer_current, block);
+ return OK;
+}
+
+Error RenderingDeviceD3D12::_staging_buffer_allocate(uint32_t p_amount, uint32_t p_required_align, uint32_t &r_alloc_offset, uint32_t &r_alloc_size, bool p_can_segment) {
+ // Determine a block to use.
+
+ r_alloc_size = p_amount;
+
+ while (true) {
+ r_alloc_offset = 0;
+
+ // See if we can use current block.
+ if (staging_buffer_blocks[staging_buffer_current].frame_used == frames_drawn) {
+ // We used this block this frame, let's see if there is still room.
+
+ uint32_t write_from = staging_buffer_blocks[staging_buffer_current].fill_amount;
+
+ {
+ uint32_t align_remainder = write_from % p_required_align;
+ if (align_remainder != 0) {
+ write_from += p_required_align - align_remainder;
+ }
+ }
+
+ int32_t available_bytes = int32_t(staging_buffer_block_size) - int32_t(write_from);
+
+ if ((int32_t)p_amount < available_bytes) {
+ // All is good, we should be ok, all will fit.
+ r_alloc_offset = write_from;
+ } else if (p_can_segment && available_bytes >= (int32_t)p_required_align) {
+ // Ok all won't fit but at least we can fit a chunkie.
+ // All is good, update what needs to be written to.
+ r_alloc_offset = write_from;
+ r_alloc_size = available_bytes - (available_bytes % p_required_align);
+
+ } else {
+ // Can't fit it into this buffer.
+ // Will need to try next buffer.
+
+ staging_buffer_current = (staging_buffer_current + 1) % staging_buffer_blocks.size();
+
+ // Before doing anything, though, let's check that we didn't manage to fill all functions.
+ // Possible in a single frame.
+ if (staging_buffer_blocks[staging_buffer_current].frame_used == frames_drawn) {
+ // Guess we did.. ok, let's see if we can insert a new block.
+ if ((uint64_t)staging_buffer_blocks.size() * staging_buffer_block_size < staging_buffer_max_size) {
+ // We can, so we are safe.
+ Error err = _insert_staging_block();
+ if (err) {
+ return err;
+ }
+ // Claim for this frame.
+ staging_buffer_blocks.write[staging_buffer_current].frame_used = frames_drawn;
+ } else {
+ // Ok, worst case scenario, all the staging buffers belong to this frame
+ // and this frame is not even done
+ // If this is the main thread, it means the user is likely loading a lot of resources at once,.
+ // Otherwise, the thread should just be blocked until the next frame (currently unimplemented).
+
+ if (false) { // Separate thread from render.
+
+ //block_until_next_frame()
+ continue;
+ } else {
+ // Flush EVERYTHING including setup commands. IF not immediate, also need to flush the draw commands.
+ _flush(true);
+
+ // Clear the whole staging buffer.
+ for (int i = 0; i < staging_buffer_blocks.size(); i++) {
+ staging_buffer_blocks.write[i].frame_used = 0;
+ staging_buffer_blocks.write[i].fill_amount = 0;
+ }
+ // Claim current.
+ staging_buffer_blocks.write[staging_buffer_current].frame_used = frames_drawn;
+ }
+ }
+
+ } else {
+ // Not from current frame, so continue and try again.
+ continue;
+ }
+ }
+
+ } else if (staging_buffer_blocks[staging_buffer_current].frame_used <= frames_drawn - frame_count) {
+ // This is an old block, which was already processed, let's reuse.
+ staging_buffer_blocks.write[staging_buffer_current].frame_used = frames_drawn;
+ staging_buffer_blocks.write[staging_buffer_current].fill_amount = 0;
+ } else {
+ // This block may still be in use, let's not touch it unless we have to, so.. can we create a new one?
+ if ((uint64_t)staging_buffer_blocks.size() * staging_buffer_block_size < staging_buffer_max_size) {
+ // We are still allowed to create a new block, so let's do that and insert it for current pos.
+ Error err = _insert_staging_block();
+ if (err) {
+ return err;
+ }
+ // Claim for this frame.
+ staging_buffer_blocks.write[staging_buffer_current].frame_used = frames_drawn;
+ } else {
+ // Oops, we are out of room and we can't create more.
+ // Let's flush older frames.
+ // The logic here is that if a game is loading a lot of data from the main thread, it will need to be stalled anyway.
+ // If loading from a separate thread, we can block that thread until next frame when more room is made (not currently implemented, though).
+
+ if (false) {
+ // Separate thread from render.
+ //block_until_next_frame()
+ continue; // And try again.
+ } else {
+ _flush(false);
+
+ for (int i = 0; i < staging_buffer_blocks.size(); i++) {
+ // Clear all functions but the ones from this frame.
+ int block_idx = (i + staging_buffer_current) % staging_buffer_blocks.size();
+ if (staging_buffer_blocks[block_idx].frame_used == frames_drawn) {
+ break; // Ok, we reached something from this frame, abort.
+ }
+
+ staging_buffer_blocks.write[block_idx].frame_used = 0;
+ staging_buffer_blocks.write[block_idx].fill_amount = 0;
+ }
+
+ // Claim for current frame.
+ staging_buffer_blocks.write[staging_buffer_current].frame_used = frames_drawn;
+ }
+ }
+ }
+
+ // All was good, break.
+ break;
+ }
+
+ staging_buffer_used = true;
+
+ return OK;
+}
+
+Error RenderingDeviceD3D12::_buffer_update(Buffer *p_buffer, size_t p_offset, const uint8_t *p_data, size_t p_data_size, bool p_use_draw_command_list, uint32_t p_required_align) {
+ // Submitting may get chunked for various reasons, so convert this to a task.
+ size_t to_submit = p_data_size;
+ size_t submit_from = 0;
+
+ while (to_submit > 0) {
+ uint32_t block_write_offset;
+ uint32_t block_write_amount;
+
+ Error err = _staging_buffer_allocate(MIN(to_submit, staging_buffer_block_size), p_required_align, block_write_offset, block_write_amount);
+ if (err) {
+ return err;
+ }
+
+ // Map staging buffer.
+
+ void *data_ptr = nullptr;
+ {
+ HRESULT res = staging_buffer_blocks[staging_buffer_current].resource->Map(0, &VOID_RANGE, &data_ptr);
+ ERR_FAIL_COND_V_MSG(res, ERR_CANT_CREATE, "Map failed with error " + vformat("0x%08ux", res) + ".");
+ }
+
+ // Copy to staging buffer.
+ memcpy(((uint8_t *)data_ptr) + block_write_offset, p_data + submit_from, block_write_amount);
+
+ // Unmap.
+ staging_buffer_blocks[staging_buffer_current].resource->Unmap(0, &VOID_RANGE);
+
+ // Insert a command to copy this.
+ ID3D12GraphicsCommandList *command_list = (p_use_draw_command_list ? frames[frame].draw_command_list : frames[frame].setup_command_list).Get();
+ command_list->CopyBufferRegion(p_buffer->resource, submit_from + p_offset, staging_buffer_blocks[staging_buffer_current].resource, block_write_offset, block_write_amount);
+
+ staging_buffer_blocks.write[staging_buffer_current].fill_amount = block_write_offset + block_write_amount;
+
+ to_submit -= block_write_amount;
+ submit_from += block_write_amount;
+ }
+
+ return OK;
+}
+
+/*****************/
+/**** TEXTURE ****/
+/*****************/
+
+RID RenderingDeviceD3D12::texture_create(const TextureFormat &p_format, const TextureView &p_view, const Vector> &p_data) {
+ _THREAD_SAFE_METHOD_
+
+ D3D12_RESOURCE_DESC1 resource_desc = {}; // Using D3D12_RESOURCE_DESC1. Thanks to the layout, it's sliceable down to D3D12_RESOURCE_DESC if needed.
+ resource_desc.Alignment = 0; // D3D12MA will override this to use a smaller alignment than the default if possible.
+
+ Vector allowed_formats;
+ if (p_format.shareable_formats.size()) {
+ ERR_FAIL_COND_V_MSG(p_format.shareable_formats.find(p_format.format) == -1, RID(),
+ "If supplied a list of shareable formats, the current format must be present in the list");
+ ERR_FAIL_COND_V_MSG(p_view.format_override != DATA_FORMAT_MAX && p_format.shareable_formats.find(p_view.format_override) == -1, RID(),
+ "If supplied a list of shareable formats, the current view format override must be present in the list");
+ allowed_formats = p_format.shareable_formats;
+ } else {
+ allowed_formats.push_back(p_format.format);
+ if (p_view.format_override != DATA_FORMAT_MAX) {
+ allowed_formats.push_back(p_view.format_override);
+ }
+ }
+
+ ERR_FAIL_INDEX_V(p_format.texture_type, TEXTURE_TYPE_MAX, RID());
+
+ resource_desc.Dimension = d3d12_texture_dimension[p_format.texture_type];
+
+ ERR_FAIL_COND_V_MSG(p_format.width < 1, RID(), "Width must be equal or greater than 1 for all textures");
+
+ resource_desc.Format = d3d12_formats[p_format.format].family;
+
+ resource_desc.Width = p_format.width;
+ if (resource_desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D || resource_desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE2D) {
+ ERR_FAIL_COND_V_MSG(p_format.height < 1, RID(), "Height must be equal or greater than 1 for 2D and 3D textures");
+ resource_desc.Height = p_format.height;
+ } else {
+ resource_desc.Height = 1;
+ }
+
+ if (resource_desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D) {
+ ERR_FAIL_COND_V_MSG(p_format.depth < 1, RID(), "Depth must be equal or greater than 1 for 3D textures");
+ resource_desc.DepthOrArraySize = p_format.depth;
+ } else {
+ resource_desc.DepthOrArraySize = 1;
+ }
+
+ ERR_FAIL_COND_V(p_format.mipmaps < 1, RID());
+
+ resource_desc.MipLevels = p_format.mipmaps;
+
+ if (p_format.texture_type == TEXTURE_TYPE_1D_ARRAY || p_format.texture_type == TEXTURE_TYPE_2D_ARRAY || p_format.texture_type == TEXTURE_TYPE_CUBE_ARRAY || p_format.texture_type == TEXTURE_TYPE_CUBE) {
+ ERR_FAIL_COND_V_MSG(p_format.array_layers < 1, RID(),
+ "Amount of layers must be equal or greater than 1 for arrays and cubemaps.");
+ ERR_FAIL_COND_V_MSG((p_format.texture_type == TEXTURE_TYPE_CUBE_ARRAY || p_format.texture_type == TEXTURE_TYPE_CUBE) && (p_format.array_layers % 6) != 0, RID(),
+ "Cubemap and cubemap array textures must provide a layer number that is multiple of 6");
+ resource_desc.DepthOrArraySize *= p_format.array_layers;
+ }
+
+ ERR_FAIL_INDEX_V(p_format.samples, TEXTURE_SAMPLES_MAX, RID());
+
+ // Usage.
+
+ if ((p_format.usage_bits & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT)) {
+ resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
+ } else {
+ if ((p_format.usage_bits & TEXTURE_USAGE_CAN_COPY_TO_BIT)) {
+ resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; // For clearing via UAV.
+ }
+ }
+
+ if (p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) {
+ resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
+ }
+
+ if (p_format.usage_bits & TEXTURE_USAGE_STORAGE_BIT) {
+ resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
+ }
+
+ resource_desc.SampleDesc = {};
+ DXGI_FORMAT format_to_test = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) ? d3d12_formats[p_format.format].dsv_format : d3d12_formats[p_format.format].general_format;
+ if (!(resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) {
+ resource_desc.SampleDesc.Count = MIN(
+ _find_max_common_supported_sample_count(&format_to_test, 1),
+ rasterization_sample_count[p_format.samples]);
+ } else {
+ // No MSAA in D3D12 if storage. May have become possible recently where supported, though.
+ resource_desc.SampleDesc.Count = 1;
+ }
+ resource_desc.SampleDesc.Quality = resource_desc.SampleDesc.Count == 1 ? 0 : DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN;
+
+ uint32_t required_mipmaps = get_image_required_mipmaps(p_format.width, p_format.height, p_format.depth);
+
+ ERR_FAIL_COND_V_MSG(required_mipmaps < p_format.mipmaps, RID(),
+ "Too many mipmaps requested for texture format and dimensions (" + itos(p_format.mipmaps) + "), maximum allowed: (" + itos(required_mipmaps) + ").");
+
+ if (p_data.size()) {
+ ERR_FAIL_COND_V_MSG(!(p_format.usage_bits & TEXTURE_USAGE_CAN_UPDATE_BIT), RID(),
+ "Texture needs the TEXTURE_USAGE_CAN_UPDATE_BIT usage flag in order to be updated at initialization or later");
+
+ int expected_images = p_format.array_layers;
+ ERR_FAIL_COND_V_MSG(p_data.size() != expected_images, RID(),
+ "Default supplied data for image format is of invalid length (" + itos(p_data.size()) + "), should be (" + itos(expected_images) + ").");
+
+ for (uint32_t i = 0; i < p_format.array_layers; i++) {
+ uint32_t required_size = get_image_format_required_size(p_format.format, p_format.width, p_format.height, p_format.depth, p_format.mipmaps);
+ ERR_FAIL_COND_V_MSG((uint32_t)p_data[i].size() != required_size, RID(),
+ "Data for slice index " + itos(i) + " (mapped to layer " + itos(i) + ") differs in size (supplied: " + itos(p_data[i].size()) + ") than what is required by the format (" + itos(required_size) + ").");
+ }
+ }
+
+ // Validate that this image is supported for the intended use.
+
+ // If views of different families are wanted, special setup is needed for proper sharing among them.
+ // Two options here:
+ // 1. If ID3DDevice10 is present and driver reports relaxed casting is, leverage its new extended resource creation API (via D3D12MA).
+ // 2. Otherwise, fall back to an approach based on abusing aliasing, hoping for the best.
+ bool cross_family_sharing = false;
+ ComPtr device10;
+ device.As(&device10);
+ bool relaxed_casting_available = device10.Get() && context->get_format_capabilities().relaxed_casting_supported;
+ LocalVector castable_formats;
+
+ HashMap aliases_forbidden_flags;
+ D3D12_RESOURCE_FLAGS accum_forbidden_flags = {};
+ for (DataFormat curr_format : allowed_formats) {
+ // For now, we'll validate usages only the main format, to match what Vulkan RD does.
+ // TODO: The aliasing trick assumes the main format is the only writable one. We should either validate for that or handle a different order gracefully.
+ bool checking_main_format = curr_format == p_format.format;
+
+ String format_text = "'" + String(named_formats[p_format.format]) + "'";
+
+ ERR_FAIL_COND_V_MSG(d3d12_formats[curr_format].family == DXGI_FORMAT_UNKNOWN, RID(), "Format " + format_text + " is not supported.");
+
+ if (d3d12_formats[curr_format].family != d3d12_formats[allowed_formats[0]].family) {
+ cross_family_sharing = true;
+ }
+ if (relaxed_casting_available) {
+ castable_formats.push_back(d3d12_formats[curr_format].general_format);
+ }
+
+ D3D12_FEATURE_DATA_FORMAT_SUPPORT srv_rtv_support = {};
+ srv_rtv_support.Format = d3d12_formats[curr_format].general_format;
+ HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &srv_rtv_support, sizeof(srv_rtv_support));
+ ERR_FAIL_COND_V_MSG(res, RID(), "CheckFeatureSupport failed with error " + vformat("0x%08ux", res) + ".");
+
+ D3D12_FEATURE_DATA_FORMAT_SUPPORT uav_support = srv_rtv_support; // Fine for now.
+
+ D3D12_FEATURE_DATA_FORMAT_SUPPORT dsv_support = {};
+ dsv_support.Format = d3d12_formats[curr_format].dsv_format;
+ res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &dsv_support, sizeof(dsv_support));
+ ERR_FAIL_COND_V_MSG(res, RID(), "CheckFeatureSupport failed with error " + vformat("0x%08ux", res) + ".");
+
+ if (checking_main_format) {
+ if ((p_format.usage_bits & (TEXTURE_USAGE_SAMPLING_BIT | TEXTURE_USAGE_COLOR_ATTACHMENT_BIT))) {
+ if (p_format.mipmaps && !(srv_rtv_support.Support1 & D3D12_FORMAT_SUPPORT1_MIP)) {
+ ERR_FAIL_V_MSG(RID(), "Format " + format_text + " does not support mip.maps.");
+ }
+ }
+
+ // Per https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_format_support1,
+ // as long as the resource can be used as a texture, Sample() will work with point filter at least.
+ // However, we've empirically found that checking for at least D3D12_FORMAT_SUPPORT1_SHADER_LOAD is needed.
+ // That's almost good for integer formats. The problem is that theoretically there may be
+ // float formats that support LOAD but not SAMPLE fully, so this check will not detect
+ // such a flaw in the format. Linearly interpolated sampling would just not work on them.
+ // [[IMPLICIT_SAMPLE]]
+ if ((p_format.usage_bits & TEXTURE_USAGE_SAMPLING_BIT) && !(srv_rtv_support.Support1 & (D3D12_FORMAT_SUPPORT1_SHADER_LOAD | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE))) {
+ ERR_FAIL_V_MSG(RID(), "Format " + format_text + " does not support usage as a sampled texture.");
+ }
+
+ if ((p_format.usage_bits & TEXTURE_USAGE_SAMPLING_BIT) && d3d12_formats[curr_format].general_format == DXGI_FORMAT_UNKNOWN) {
+ ERR_FAIL_V_MSG(RID(), "Format " + format_text + " does not support usage as a sampled texture.");
+ }
+
+ if ((p_format.usage_bits & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT) && !(srv_rtv_support.Support1 & D3D12_FORMAT_SUPPORT1_RENDER_TARGET)) {
+ ERR_FAIL_V_MSG(RID(), "Format " + format_text + " does not support usage as color attachment.");
+ }
+ }
+
+ if ((p_format.usage_bits & TEXTURE_USAGE_CAN_COPY_TO_BIT)) {
+ // We need to check if the texture can be cleared; if it's not flagged for color attachment , we have to see if it's possible via a UAV.
+ if (!(p_format.usage_bits & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT)) {
+ if (!(uav_support.Support1 & D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW)) {
+ if (checking_main_format) {
+ ERR_FAIL_V_MSG(RID(), "Format " + format_text + " does not support usage as a copy-to texture, because clearing it is not supported.");
+ } else {
+ aliases_forbidden_flags[curr_format] |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
+ accum_forbidden_flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
+ }
+ }
+ }
+ }
+
+ if ((p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) && !(dsv_support.Support1 & D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL)) {
+ if (checking_main_format) {
+ printf("dxgiformat: %x\n", resource_desc.Format);
+ ERR_FAIL_V_MSG(RID(), "Format " + format_text + " does not support usage as depth-stencil attachment.");
+ } else {
+ aliases_forbidden_flags[curr_format] |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
+ accum_forbidden_flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
+ }
+ }
+
+ if ((p_format.usage_bits & TEXTURE_USAGE_STORAGE_BIT)) {
+ if (!(uav_support.Support1 & D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW)) { // Maybe check LOAD/STORE, too?
+ if (checking_main_format) {
+ ERR_FAIL_V_MSG(RID(), "Format " + format_text + " does not support usage as storage image.");
+ } else {
+ aliases_forbidden_flags[curr_format] |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
+ accum_forbidden_flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
+ }
+ }
+ }
+
+ if (checking_main_format) {
+ if ((p_format.usage_bits & TEXTURE_USAGE_STORAGE_ATOMIC_BIT) && !(uav_support.Support2 & D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_ADD)) { // Check a basic atomic at least.
+ ERR_FAIL_V_MSG(RID(), "Format " + format_text + " does not support usage as atomic storage image.");
+ }
+
+ if ((p_format.usage_bits & TEXTURE_USAGE_VRS_ATTACHMENT_BIT) && d3d12_formats[curr_format].general_format != DXGI_FORMAT_R8_UINT) {
+ ERR_FAIL_V_MSG(RID(), "Format " + format_text + " does not support usage as VRS attachment.");
+ }
+ }
+ }
+
+ if (cross_family_sharing && !relaxed_casting_available) {
+ // At least guarantee the same layout among aliases.
+ resource_desc.Layout = D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE;
+
+ // Per https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_texture_layout.
+ if (p_format.texture_type == TEXTURE_TYPE_1D) {
+ ERR_FAIL_V_MSG(RID(), "This texture's views require aliasing, but that's not supported for a 1D texture.");
+ }
+ if (p_format.samples != TEXTURE_SAMPLES_1) {
+ ERR_FAIL_V_MSG(RID(), "This texture's views require aliasing, but that's not supported for a multi-sample texture.");
+ }
+ if ((p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
+ ERR_FAIL_V_MSG(RID(), "This texture's views require aliasing, but that's not supported for a depth-stencil texture.");
+ }
+ if (d3d12_formats[p_format.format].family == DXGI_FORMAT_R32G32B32_TYPELESS) {
+ ERR_FAIL_V_MSG(RID(), "This texture's views require aliasing, but that's not supported for an R32G32B32 texture.");
+ }
+ } else {
+ resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
+ }
+
+ if ((p_format.usage_bits & TEXTURE_USAGE_VRS_ATTACHMENT_BIT)) {
+ // For VRS images we can't use the typeless format.
+ resource_desc.Format = DXGI_FORMAT_R8_UINT;
+ }
+
+ // Some view validation.
+
+ if (p_view.format_override != DATA_FORMAT_MAX) {
+ ERR_FAIL_INDEX_V(p_view.format_override, DATA_FORMAT_MAX, RID());
+ }
+ ERR_FAIL_INDEX_V(p_view.swizzle_r, TEXTURE_SWIZZLE_MAX, RID());
+ ERR_FAIL_INDEX_V(p_view.swizzle_g, TEXTURE_SWIZZLE_MAX, RID());
+ ERR_FAIL_INDEX_V(p_view.swizzle_b, TEXTURE_SWIZZLE_MAX, RID());
+ ERR_FAIL_INDEX_V(p_view.swizzle_a, TEXTURE_SWIZZLE_MAX, RID());
+
+ // Allocate memory.
+
+ D3D12MA::ALLOCATION_DESC allocation_desc = {};
+ if (cross_family_sharing && !relaxed_casting_available) {
+ allocation_desc.Flags = D3D12MA::ALLOCATION_FLAG_CAN_ALIAS;
+ }
+ allocation_desc.HeapType = (p_format.usage_bits & TEXTURE_USAGE_CPU_READ_BIT) ? D3D12_HEAP_TYPE_READBACK : D3D12_HEAP_TYPE_DEFAULT;
+ if ((resource_desc.Flags & (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL))) {
+ if (!(accum_forbidden_flags & (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL))) {
+ allocation_desc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES;
+ }
+ } else {
+ allocation_desc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES;
+ }
+ if ((resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) {
+ if (!(accum_forbidden_flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) {
+ allocation_desc.ExtraHeapFlags |= D3D12_HEAP_FLAG_ALLOW_SHADER_ATOMICS;
+ }
+ }
+
+#ifdef USE_SMALL_ALLOCS_POOL
+ uint32_t width, height;
+ uint32_t image_size = get_image_format_required_size(p_format.format, p_format.width, p_format.height, p_format.depth, p_format.mipmaps, &width, &height);
+ if (image_size <= SMALL_ALLOCATION_MAX_SIZE) {
+ allocation_desc.CustomPool = _find_or_create_small_allocs_pool(allocation_desc.HeapType, allocation_desc.ExtraHeapFlags);
+ }
+#endif
+
+ Texture texture;
+
+ D3D12_RESOURCE_STATES initial_state = p_data.size() || (p_format.usage_bits & TEXTURE_USAGE_CPU_READ_BIT) ? D3D12_RESOURCE_STATE_COPY_DEST : D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
+ FLOAT black[4] = {};
+ D3D12_CLEAR_VALUE clear_value = CD3DX12_CLEAR_VALUE(d3d12_formats[p_format.format].general_format, black);
+ D3D12_CLEAR_VALUE *clear_value_ptr = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) ? &clear_value : nullptr;
+ HRESULT res = {};
+ if (cross_family_sharing && relaxed_casting_available) {
+ res = context->get_allocator()->CreateResource3(
+ &allocation_desc,
+ &resource_desc,
+ D3D12_BARRIER_LAYOUT_COMMON, // Needed for barrier interop.
+ clear_value_ptr,
+ castable_formats.size(),
+ castable_formats.ptr(),
+ &texture.allocation,
+ IID_PPV_ARGS(&texture.owner_resource));
+ initial_state = D3D12_RESOURCE_STATE_COMMON; // Needed for barrier interop.
+ } else {
+ res = context->get_allocator()->CreateResource(
+ &allocation_desc,
+ (D3D12_RESOURCE_DESC *)&resource_desc,
+ initial_state,
+ clear_value_ptr,
+ &texture.allocation,
+ IID_PPV_ARGS(&texture.owner_resource));
+ }
+ ERR_FAIL_COND_V_MSG(res, RID(), "CreateResource failed with error " + vformat("0x%08ux", res) + ".");
+ texture.resource = texture.owner_resource;
+ image_memory += texture.allocation->GetSize();
+ texture.type = p_format.texture_type;
+ texture.format = p_format.format;
+ texture.planes = get_image_format_plane_count(p_format.format);
+ texture.width = p_format.width;
+ texture.height = p_format.height;
+ texture.depth = p_format.depth;
+ texture.layers = p_format.array_layers;
+ texture.mipmaps = p_format.mipmaps;
+ texture.owner_layers = texture.layers;
+ texture.owner_mipmaps = texture.mipmaps;
+ texture.base_mipmap = 0;
+ texture.base_layer = 0;
+ texture.is_resolve_buffer = p_format.is_resolve_buffer;
+ texture.usage_flags = p_format.usage_bits;
+ texture.samples = p_format.samples;
+ texture.allowed_shared_formats = p_format.shareable_formats;
+ texture.own_states.subresource_states.resize(texture.mipmaps * texture.layers);
+ for (uint32_t i = 0; i < texture.own_states.subresource_states.size(); i++) {
+ texture.own_states.subresource_states[i] = initial_state;
+ }
+ texture.bound = false;
+
+ // Describe view.
+
+ static const D3D12_SRV_DIMENSION view_dimensions[TEXTURE_TYPE_MAX] = {
+ D3D12_SRV_DIMENSION_TEXTURE1D,
+ D3D12_SRV_DIMENSION_TEXTURE2D,
+ D3D12_SRV_DIMENSION_TEXTURE3D,
+ D3D12_SRV_DIMENSION_TEXTURECUBE,
+ D3D12_SRV_DIMENSION_TEXTURE1DARRAY,
+ D3D12_SRV_DIMENSION_TEXTURE2DARRAY,
+ D3D12_SRV_DIMENSION_TEXTURECUBEARRAY,
+ };
+ static const D3D12_SRV_DIMENSION view_dimensions_ms[TEXTURE_TYPE_MAX] = {
+ D3D12_SRV_DIMENSION_UNKNOWN,
+ D3D12_SRV_DIMENSION_TEXTURE2DMS,
+ D3D12_SRV_DIMENSION_UNKNOWN,
+ D3D12_SRV_DIMENSION_UNKNOWN,
+ D3D12_SRV_DIMENSION_UNKNOWN,
+ D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY,
+ D3D12_SRV_DIMENSION_UNKNOWN,
+ };
+ static const D3D12_UAV_DIMENSION uav_dimensions[TEXTURE_TYPE_MAX] = {
+ D3D12_UAV_DIMENSION_TEXTURE1D,
+ D3D12_UAV_DIMENSION_TEXTURE2D,
+ D3D12_UAV_DIMENSION_TEXTURE3D,
+ D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
+ D3D12_UAV_DIMENSION_TEXTURE1DARRAY,
+ D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
+ D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
+ };
+
+ texture.srv_desc.ViewDimension = p_format.samples == TEXTURE_SAMPLES_1 ? view_dimensions[p_format.texture_type] : view_dimensions_ms[p_format.texture_type];
+
+ texture.owner_uav_desc.Format = d3d12_formats[p_format.format].general_format;
+ texture.owner_uav_desc.ViewDimension = p_format.samples == TEXTURE_SAMPLES_1 ? uav_dimensions[p_format.texture_type] : D3D12_UAV_DIMENSION_UNKNOWN;
+
+ UINT base_swizzle = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+ if (p_view.format_override == DATA_FORMAT_MAX) {
+ texture.srv_desc.Format = d3d12_formats[p_format.format].general_format;
+ base_swizzle = d3d12_formats[p_format.format].swizzle;
+ } else {
+ texture.srv_desc.Format = d3d12_formats[p_view.format_override].general_format;
+ base_swizzle = d3d12_formats[p_view.format_override].swizzle;
+ }
+
+ // Apply requested swizzle (component mapping) on top of the one from the format database.
+
+ D3D12_SHADER_COMPONENT_MAPPING component_swizzles[TEXTURE_SWIZZLE_MAX] = {
+ D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0, // Unused.
+ D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
+ D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
+ // These will be D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_*.
+ D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(0, base_swizzle),
+ D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(1, base_swizzle),
+ D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(2, base_swizzle),
+ D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(3, base_swizzle),
+ };
+
+ texture.srv_desc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
+ p_view.swizzle_r == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_R] : component_swizzles[p_view.swizzle_r],
+ p_view.swizzle_g == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_G] : component_swizzles[p_view.swizzle_g],
+ p_view.swizzle_b == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_B] : component_swizzles[p_view.swizzle_b],
+ p_view.swizzle_a == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_A] : component_swizzles[p_view.swizzle_a]);
+
+ switch (texture.srv_desc.ViewDimension) {
+ case D3D12_SRV_DIMENSION_TEXTURE1D: {
+ texture.srv_desc.Texture1D.MipLevels = p_format.mipmaps;
+ } break;
+ case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
+ texture.srv_desc.Texture1DArray.MipLevels = p_format.mipmaps;
+ texture.srv_desc.Texture1DArray.ArraySize = p_format.array_layers;
+ } break;
+ case D3D12_SRV_DIMENSION_TEXTURE2D: {
+ texture.srv_desc.Texture2D.MipLevels = p_format.mipmaps;
+ } break;
+ case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
+ } break;
+ case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
+ texture.srv_desc.Texture2DArray.MipLevels = p_format.mipmaps;
+ texture.srv_desc.Texture2DArray.ArraySize = p_format.array_layers;
+ } break;
+ case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
+ texture.srv_desc.Texture2DMSArray.ArraySize = p_format.array_layers;
+ } break;
+ case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY: {
+ texture.srv_desc.TextureCubeArray.MipLevels = p_format.mipmaps;
+ texture.srv_desc.TextureCubeArray.NumCubes = p_format.array_layers / 6;
+ } break;
+ case D3D12_SRV_DIMENSION_TEXTURE3D: {
+ texture.srv_desc.Texture3D.MipLevels = p_format.mipmaps;
+ } break;
+ case D3D12_SRV_DIMENSION_TEXTURECUBE: {
+ texture.srv_desc.TextureCube.MipLevels = p_format.mipmaps;
+ } break;
+ }
+
+ switch (texture.owner_uav_desc.ViewDimension) {
+ case D3D12_UAV_DIMENSION_TEXTURE1DARRAY: {
+ texture.owner_uav_desc.Texture1DArray.ArraySize = p_format.array_layers;
+ } break;
+ case D3D12_UAV_DIMENSION_TEXTURE2DARRAY: {
+ // Either for an actual 2D texture array, cubemap or cubemap array.
+ texture.owner_uav_desc.Texture2DArray.ArraySize = p_format.array_layers;
+ } break;
+ case D3D12_UAV_DIMENSION_TEXTURE3D: {
+ texture.owner_uav_desc.Texture3D.WSize = p_format.depth;
+ } break;
+ default: {
+ }
+ }
+
+ texture.uav_desc = texture.owner_uav_desc;
+ if (p_view.format_override != DATA_FORMAT_MAX) {
+ texture.uav_desc.Format = d3d12_formats[p_view.format_override].general_format;
+ }
+
+ if (cross_family_sharing && !relaxed_casting_available) {
+ D3D12_RESOURCE_DESC resource_desc_backup = *(D3D12_RESOURCE_DESC *)&resource_desc;
+ D3D12MA::ALLOCATION_DESC allocation_desc_backup = allocation_desc;
+
+ texture.aliases.resize(texture.allowed_shared_formats.size());
+ for (int i = 0; i < texture.allowed_shared_formats.size(); i++) {
+ DataFormat curr_format = texture.allowed_shared_formats[i];
+
+ DXGI_FORMAT format_family = d3d12_formats[curr_format].family;
+ if (format_family == d3d12_formats[p_format.format].family) {
+ texture.aliases[i] = nullptr;
+ continue;
+ }
+
+ D3D12_RESOURCE_DESC alias_resource_desc = *(D3D12_RESOURCE_DESC *)&resource_desc;
+ alias_resource_desc.Format = format_family;
+ if (aliases_forbidden_flags.has(curr_format)) {
+ alias_resource_desc.Flags &= ~aliases_forbidden_flags[curr_format];
+ }
+ clear_value.Format = format_family;
+ res = context->get_allocator()->CreateAliasingResource(
+ texture.allocation,
+ 0,
+ &alias_resource_desc,
+ initial_state,
+ (alias_resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) ? clear_value_ptr : nullptr,
+ IID_PPV_ARGS(&texture.aliases[i]));
+ ERR_FAIL_COND_V_MSG(res, RID(), "CreateAliasingResource failed with error " + vformat("0x%08ux", res) + ".");
+
+ if (curr_format == p_view.format_override) {
+ texture.resource = texture.aliases[i];
+ }
+ }
+ }
+
+ RID id = texture_owner.make_rid(texture);
+#ifdef DEV_ENABLED
+ set_resource_name(id, "RID:" + itos(id.get_id()));
+#endif
+
+ if (p_data.size()) {
+ Texture *texture_ptr = texture_owner.get_or_null(id);
+ ERR_FAIL_NULL_V(texture_ptr, RID());
+
+ ID3D12GraphicsCommandList *command_list = frames[frame].setup_command_list.Get();
+
+ for (uint32_t i = 0; i < p_format.array_layers; i++) {
+ _texture_update(texture_ptr, i, p_data[i], RD::BARRIER_MASK_ALL_BARRIERS, command_list);
+ }
+ }
+ return id;
+}
+
+RID RenderingDeviceD3D12::texture_create_shared(const TextureView &p_view, RID p_with_texture) {
+ _THREAD_SAFE_METHOD_
+
+ Texture *src_texture = texture_owner.get_or_null(p_with_texture);
+ ERR_FAIL_NULL_V(src_texture, RID());
+
+ if (src_texture->owner.is_valid()) { // Ahh this is a share.
+ p_with_texture = src_texture->owner;
+ src_texture = texture_owner.get_or_null(src_texture->owner);
+ ERR_FAIL_NULL_V(src_texture, RID()); // This is a bug.
+ }
+
+ // Describe view.
+
+ Texture texture = *src_texture;
+ texture.own_states.subresource_states.clear();
+ texture.states = &src_texture->own_states;
+
+ UINT base_swizzle = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+ if (p_view.format_override == DATA_FORMAT_MAX || p_view.format_override == texture.format) {
+ texture.srv_desc.Format = d3d12_formats[texture.format].general_format;
+ base_swizzle = d3d12_formats[texture.format].swizzle;
+ texture.uav_desc.Format = d3d12_formats[texture.format].general_format;
+ } else {
+ ERR_FAIL_INDEX_V(p_view.format_override, DATA_FORMAT_MAX, RID());
+
+ ERR_FAIL_COND_V_MSG(texture.allowed_shared_formats.find(p_view.format_override) == -1, RID(),
+ "Format override is not in the list of allowed shareable formats for original texture.");
+ texture.srv_desc.Format = d3d12_formats[p_view.format_override].general_format;
+ base_swizzle = d3d12_formats[p_view.format_override].swizzle;
+ texture.uav_desc.Format = d3d12_formats[p_view.format_override].general_format;
+
+ if (texture.aliases.size()) {
+ for (int i = 0; i < texture.allowed_shared_formats.size(); i++) {
+ if (texture.allowed_shared_formats[i] == p_view.format_override) {
+ texture.resource = texture.aliases[i];
+ break;
+ }
+ }
+ }
+ }
+
+ // Apply requested swizzle (component mapping) on top of the one from the format database.
+
+ D3D12_SHADER_COMPONENT_MAPPING component_swizzles[TEXTURE_SWIZZLE_MAX] = {
+ D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0, // Unused.
+ D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
+ D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
+ // These will be D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_*.
+ D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(0, base_swizzle),
+ D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(1, base_swizzle),
+ D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(2, base_swizzle),
+ D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(3, base_swizzle),
+ };
+
+ texture.srv_desc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
+ p_view.swizzle_r == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_R] : component_swizzles[p_view.swizzle_r],
+ p_view.swizzle_g == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_G] : component_swizzles[p_view.swizzle_g],
+ p_view.swizzle_b == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_B] : component_swizzles[p_view.swizzle_b],
+ p_view.swizzle_a == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_A] : component_swizzles[p_view.swizzle_a]);
+
+ texture.owner = p_with_texture;
+ RID id = texture_owner.make_rid(texture);
+#ifdef DEV_ENABLED
+ set_resource_name(id, "RID:" + itos(id.get_id()));
+#endif
+ _add_dependency(id, p_with_texture);
+
+ return id;
+}
+
+RID RenderingDeviceD3D12::texture_create_from_extension(TextureType p_type, DataFormat p_format, TextureSamples p_samples, BitField p_flags, uint64_t p_image, uint64_t p_width, uint64_t p_height, uint64_t p_depth, uint64_t p_layers) {
+ ERR_FAIL_V_MSG(RID(), "Unimplemented!");
+}
+
+RID RenderingDeviceD3D12::texture_create_shared_from_slice(const TextureView &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, uint32_t p_mipmaps, TextureSliceType p_slice_type, uint32_t p_layers) {
+ _THREAD_SAFE_METHOD_
+
+ Texture *src_texture = texture_owner.get_or_null(p_with_texture);
+ ERR_FAIL_NULL_V(src_texture, RID());
+
+ if (src_texture->owner.is_valid()) { // Ahh this is a share.
+ p_with_texture = src_texture->owner;
+ src_texture = texture_owner.get_or_null(src_texture->owner);
+ ERR_FAIL_NULL_V(src_texture, RID()); // This is a bug.
+ }
+
+ ERR_FAIL_COND_V_MSG(p_slice_type == TEXTURE_SLICE_CUBEMAP && (src_texture->type != TEXTURE_TYPE_CUBE && src_texture->type != TEXTURE_TYPE_CUBE_ARRAY), RID(),
+ "Can only create a cubemap slice from a cubemap or cubemap array mipmap");
+
+ ERR_FAIL_COND_V_MSG(p_slice_type == TEXTURE_SLICE_3D && src_texture->type != TEXTURE_TYPE_3D, RID(),
+ "Can only create a 3D slice from a 3D texture");
+
+ ERR_FAIL_COND_V_MSG(p_slice_type == TEXTURE_SLICE_2D_ARRAY && (src_texture->type != TEXTURE_TYPE_2D_ARRAY), RID(),
+ "Can only create an array slice from a 2D array mipmap");
+
+ // Describe view.
+
+ ERR_FAIL_UNSIGNED_INDEX_V(p_mipmap, src_texture->mipmaps, RID());
+ ERR_FAIL_COND_V(p_mipmap + p_mipmaps > src_texture->mipmaps, RID());
+ ERR_FAIL_UNSIGNED_INDEX_V(p_layer, src_texture->layers, RID());
+
+ int slice_layers = 1;
+ if (p_layers != 0) {
+ ERR_FAIL_COND_V_MSG(p_layers > 1 && p_slice_type != TEXTURE_SLICE_2D_ARRAY, RID(), "layer slicing only supported for 2D arrays");
+ ERR_FAIL_COND_V_MSG(p_layer + p_layers > src_texture->layers, RID(), "layer slice is out of bounds");
+ slice_layers = p_layers;
+ } else if (p_slice_type == TEXTURE_SLICE_2D_ARRAY) {
+ ERR_FAIL_COND_V_MSG(p_layer != 0, RID(), "layer must be 0 when obtaining a 2D array mipmap slice");
+ slice_layers = src_texture->layers;
+ } else if (p_slice_type == TEXTURE_SLICE_CUBEMAP) {
+ slice_layers = 6;
+ }
+
+ Texture texture = *src_texture;
+ get_image_format_required_size(texture.format, texture.width, texture.height, texture.depth, p_mipmap + 1, &texture.width, &texture.height);
+ texture.mipmaps = p_mipmaps;
+ texture.layers = slice_layers;
+ texture.base_mipmap = p_mipmap;
+ texture.base_layer = p_layer;
+ texture.own_states.subresource_states.clear();
+ texture.states = &src_texture->own_states;
+
+ UINT base_swizzle = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+ if (p_view.format_override == DATA_FORMAT_MAX || p_view.format_override == texture.format) {
+ texture.srv_desc.Format = d3d12_formats[texture.format].general_format;
+ base_swizzle = d3d12_formats[texture.format].swizzle;
+ texture.uav_desc.Format = d3d12_formats[texture.format].general_format;
+ } else {
+ ERR_FAIL_INDEX_V(p_view.format_override, DATA_FORMAT_MAX, RID());
+
+ ERR_FAIL_COND_V_MSG(texture.allowed_shared_formats.find(p_view.format_override) == -1, RID(),
+ "Format override is not in the list of allowed shareable formats for original texture.");
+ texture.srv_desc.Format = d3d12_formats[p_view.format_override].general_format;
+ base_swizzle = d3d12_formats[p_view.format_override].swizzle;
+ texture.uav_desc.Format = d3d12_formats[p_view.format_override].general_format;
+
+ if (texture.aliases.size()) {
+ for (int i = 0; i < texture.allowed_shared_formats.size(); i++) {
+ if (texture.allowed_shared_formats[i] == p_view.format_override) {
+ texture.resource = texture.aliases[i];
+ break;
+ }
+ }
+ }
+ }
+
+ // Apply requested swizzle (component mapping) on top of the one from the format database.
+
+ D3D12_SHADER_COMPONENT_MAPPING component_swizzles[TEXTURE_SWIZZLE_MAX] = {
+ D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0, // Unused.
+ D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
+ D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
+ // These will be D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_*.
+ D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(0, base_swizzle),
+ D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(1, base_swizzle),
+ D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(2, base_swizzle),
+ D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(3, base_swizzle),
+ };
+
+ texture.srv_desc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
+ p_view.swizzle_r == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_R] : component_swizzles[p_view.swizzle_r],
+ p_view.swizzle_g == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_G] : component_swizzles[p_view.swizzle_g],
+ p_view.swizzle_b == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_B] : component_swizzles[p_view.swizzle_b],
+ p_view.swizzle_a == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_A] : component_swizzles[p_view.swizzle_a]);
+
+ if (p_slice_type == TEXTURE_SLICE_CUBEMAP) {
+ ERR_FAIL_COND_V_MSG(p_layer >= src_texture->layers, RID(),
+ "Specified layer is invalid for cubemap");
+ ERR_FAIL_COND_V_MSG((p_layer % 6) != 0, RID(),
+ "Specified layer must be a multiple of 6.");
+ }
+
+ // Leveraging aliasing in members of the union as much as possible.
+
+ texture.srv_desc.Texture1D.MostDetailedMip = p_mipmap;
+ texture.srv_desc.Texture1D.MipLevels = 1;
+
+ texture.uav_desc.Texture1D.MipSlice = p_mipmap;
+
+ switch (p_slice_type) {
+ case TEXTURE_SLICE_2D: {
+ if (texture.srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2D && p_layer == 0) {
+ CRASH_COND(texture.uav_desc.ViewDimension != D3D12_UAV_DIMENSION_TEXTURE2D);
+ } else if (texture.srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer == 0) {
+ CRASH_COND(texture.uav_desc.ViewDimension != D3D12_UAV_DIMENSION_UNKNOWN);
+ } else if ((texture.srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DARRAY || (texture.srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2D && p_layer)) || texture.srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE || texture.srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY) {
+ texture.srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
+ texture.srv_desc.Texture2DArray.FirstArraySlice = p_layer;
+ texture.srv_desc.Texture2DArray.ArraySize = 1;
+ texture.srv_desc.Texture2DArray.PlaneSlice = 0;
+ texture.srv_desc.Texture2DArray.ResourceMinLODClamp = 0.0f;
+
+ texture.uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
+ texture.uav_desc.Texture2DArray.FirstArraySlice = p_layer;
+ texture.uav_desc.Texture2DArray.ArraySize = 1;
+ texture.uav_desc.Texture2DArray.PlaneSlice = 0;
+ } else if ((texture.srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY || (texture.srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer))) {
+ texture.srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
+ texture.srv_desc.Texture2DMSArray.FirstArraySlice = p_layer;
+ texture.srv_desc.Texture2DMSArray.ArraySize = 1;
+
+ texture.uav_desc.ViewDimension = D3D12_UAV_DIMENSION_UNKNOWN;
+ } else {
+ CRASH_NOW();
+ }
+ } break;
+ case TEXTURE_SLICE_CUBEMAP: {
+ if (texture.srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE) {
+ CRASH_COND(texture.uav_desc.ViewDimension != D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
+ } else if (texture.srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE || p_layer == 0) {
+ texture.srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
+
+ CRASH_COND(texture.uav_desc.ViewDimension != D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
+ texture.uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
+ texture.uav_desc.Texture2DArray.FirstArraySlice = 0;
+ texture.uav_desc.Texture2DArray.ArraySize = 6;
+ texture.uav_desc.Texture2DArray.PlaneSlice = 0;
+ } else if (texture.srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY || p_layer != 0) {
+ texture.srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
+ texture.srv_desc.TextureCubeArray.First2DArrayFace = p_layer;
+ texture.srv_desc.TextureCubeArray.NumCubes = 1;
+ texture.srv_desc.TextureCubeArray.ResourceMinLODClamp = 0.0f;
+
+ CRASH_COND(texture.uav_desc.ViewDimension != D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
+ texture.uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
+ texture.uav_desc.Texture2DArray.FirstArraySlice = p_layer;
+ texture.uav_desc.Texture2DArray.ArraySize = 6;
+ texture.uav_desc.Texture2DArray.PlaneSlice = 0;
+ } else {
+ CRASH_NOW();
+ }
+ } break;
+ case TEXTURE_SLICE_3D: {
+ CRASH_COND(texture.srv_desc.ViewDimension != D3D12_SRV_DIMENSION_TEXTURE3D);
+ CRASH_COND(texture.uav_desc.ViewDimension != D3D12_UAV_DIMENSION_TEXTURE3D);
+ texture.uav_desc.Texture3D.WSize = -1;
+ } break;
+ case TEXTURE_SLICE_2D_ARRAY: {
+ CRASH_COND(texture.srv_desc.ViewDimension != D3D12_SRV_DIMENSION_TEXTURE2DARRAY);
+ texture.srv_desc.Texture2DArray.FirstArraySlice = p_layer;
+ texture.srv_desc.Texture2DArray.ArraySize = slice_layers;
+
+ CRASH_COND(texture.uav_desc.ViewDimension != D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
+ texture.uav_desc.Texture2DArray.FirstArraySlice = p_layer;
+ texture.uav_desc.Texture2DArray.ArraySize = slice_layers;
+ } break;
+ }
+
+ texture.owner = p_with_texture;
+ RID id = texture_owner.make_rid(texture);
+#ifdef DEV_ENABLED
+ set_resource_name(id, "RID:" + itos(id.get_id()));
+#endif
+ _add_dependency(id, p_with_texture);
+
+ return id;
+}
+
+Error RenderingDeviceD3D12::texture_update(RID p_texture, uint32_t p_layer, const Vector &p_data, BitField p_post_barrier) {
+ ERR_FAIL_COND_V_MSG((draw_list || compute_list), ERR_INVALID_PARAMETER,
+ "Updating textures is forbidden during creation of a draw or compute list");
+
+ Texture *texture = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_NULL_V(texture, ERR_INVALID_PARAMETER);
+
+ if (texture->owner != RID()) {
+ texture = texture_owner.get_or_null(texture->owner);
+ ERR_FAIL_NULL_V(texture, ERR_BUG); // This is a bug.
+ }
+
+ ID3D12GraphicsCommandList *command_list = frames[frame].draw_command_list.Get();
+
+ uint32_t subresource = D3D12CalcSubresource(0, p_layer, 0, texture->mipmaps, texture->layers);
+ _resource_transition_batch(texture, subresource, texture->planes, D3D12_RESOURCE_STATE_COPY_DEST);
+ _resource_transitions_flush(command_list);
+ Error err = _texture_update(texture, p_layer, p_data, p_post_barrier, command_list);
+
+ return err;
+}
+
+static _ALWAYS_INLINE_ void _copy_region(uint8_t const *__restrict p_src, uint8_t *__restrict p_dst, uint32_t p_src_x, uint32_t p_src_y, uint32_t p_src_w, uint32_t p_src_h, uint32_t p_src_full_w, uint32_t p_dst_pitch, uint32_t p_unit_size) {
+ uint32_t src_offset = (p_src_y * p_src_full_w + p_src_x) * p_unit_size;
+ uint32_t dst_offset = 0;
+ for (uint32_t y = p_src_h; y > 0; y--) {
+ uint8_t const *__restrict src = p_src + src_offset;
+ uint8_t *__restrict dst = p_dst + dst_offset;
+ for (uint32_t x = p_src_w * p_unit_size; x > 0; x--) {
+ *dst = *src;
+ src++;
+ dst++;
+ }
+ src_offset += p_src_full_w * p_unit_size;
+ dst_offset += p_dst_pitch;
+ }
+}
+
+Error RenderingDeviceD3D12::_texture_update(Texture *p_texture, uint32_t p_layer, const Vector &p_data, BitField p_post_barrier, ID3D12GraphicsCommandList *p_command_list) {
+ _THREAD_SAFE_METHOD_
+
+ ERR_FAIL_COND_V_MSG(p_texture->bound, ERR_CANT_ACQUIRE_RESOURCE,
+ "Texture can't be updated while a render pass that uses it is being created. Ensure render pass is finalized (and that it was created with RENDER_PASS_CONTENTS_FINISH) to unbind this texture.");
+
+ ERR_FAIL_COND_V_MSG(!(p_texture->usage_flags & TEXTURE_USAGE_CAN_UPDATE_BIT), ERR_INVALID_PARAMETER,
+ "Texture requires the TEXTURE_USAGE_CAN_UPDATE_BIT in order to be updatable.");
+
+ uint32_t layer_count = p_texture->layers;
+ if (p_texture->type == TEXTURE_TYPE_CUBE || p_texture->type == TEXTURE_TYPE_CUBE_ARRAY) {
+ layer_count *= 6;
+ }
+ ERR_FAIL_COND_V(p_layer >= layer_count, ERR_INVALID_PARAMETER);
+
+ uint32_t width, height;
+ uint32_t image_size = get_image_format_required_size(p_texture->format, p_texture->width, p_texture->height, p_texture->depth, p_texture->mipmaps, &width, &height);
+ uint32_t required_size = image_size;
+ uint32_t required_align = get_compressed_image_format_block_byte_size(p_texture->format);
+ if (required_align == 1) {
+ required_align = get_image_format_pixel_size(p_texture->format);
+ }
+ if ((required_align % 4) != 0) { // Alignment rules are really strange.
+ required_align *= 4;
+ }
+
+ required_align = ALIGN(required_align, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
+
+ ERR_FAIL_COND_V_MSG(required_size != (uint32_t)p_data.size(), ERR_INVALID_PARAMETER,
+ "Required size for texture update (" + itos(required_size) + ") does not match data supplied size (" + itos(p_data.size()) + ").");
+
+ uint32_t region_size = texture_upload_region_size_px;
+
+ const uint8_t *r = p_data.ptr();
+
+ uint32_t mipmap_offset = 0;
+
+ uint32_t logic_width = p_texture->width;
+ uint32_t logic_height = p_texture->height;
+
+ for (uint32_t mm_i = 0; mm_i < p_texture->mipmaps; mm_i++) {
+ uint32_t depth;
+ uint32_t image_total = get_image_format_required_size(p_texture->format, p_texture->width, p_texture->height, p_texture->depth, mm_i + 1, &width, &height, &depth);
+
+ const uint8_t *read_ptr_mipmap = r + mipmap_offset;
+ image_size = image_total - mipmap_offset;
+
+ UINT dst_subresource = D3D12CalcSubresource(mm_i, p_layer, 0, p_texture->mipmaps, p_texture->layers);
+ CD3DX12_TEXTURE_COPY_LOCATION copy_dst(p_texture->resource, dst_subresource);
+
+ for (uint32_t z = 0; z < depth; z++) { // For 3D textures, depth may be > 0.
+
+ const uint8_t *read_ptr = read_ptr_mipmap + image_size * z / depth;
+
+ for (uint32_t y = 0; y < height; y += region_size) {
+ for (uint32_t x = 0; x < width; x += region_size) {
+ uint32_t region_w = MIN(region_size, width - x);
+ uint32_t region_h = MIN(region_size, height - y);
+
+ uint32_t pixel_size = get_image_format_pixel_size(p_texture->format);
+ uint32_t block_w, block_h;
+ get_compressed_image_format_block_dimensions(p_texture->format, block_w, block_h);
+
+ uint32_t region_pitch = (region_w * pixel_size * block_w) >> get_compressed_image_format_pixel_rshift(p_texture->format);
+ region_pitch = ALIGN(region_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
+ uint32_t to_allocate = region_pitch * region_h;
+
+ uint32_t alloc_offset, alloc_size;
+ Error err = _staging_buffer_allocate(to_allocate, required_align, alloc_offset, alloc_size, false);
+ ERR_FAIL_COND_V(err, ERR_CANT_CREATE);
+
+ uint8_t *write_ptr;
+
+ { // Map.
+ void *data_ptr = nullptr;
+ HRESULT res = staging_buffer_blocks[staging_buffer_current].resource->Map(0, &VOID_RANGE, &data_ptr);
+ ERR_FAIL_COND_V_MSG(res, ERR_CANT_CREATE, "Map failed with error " + vformat("0x%08ux", res) + ".");
+ write_ptr = (uint8_t *)data_ptr;
+ write_ptr += alloc_offset;
+ }
+
+ ERR_FAIL_COND_V(region_w % block_w, ERR_BUG);
+ ERR_FAIL_COND_V(region_pitch % block_w, ERR_BUG);
+ ERR_FAIL_COND_V(region_h % block_h, ERR_BUG);
+
+ if (block_w != 1 || block_h != 1) {
+ // Compressed image (functions).
+ // Must copy a block region.
+
+ uint32_t block_size = get_compressed_image_format_block_byte_size(p_texture->format);
+ // Re-create current variables in blocky format.
+ uint32_t xb = x / block_w;
+ uint32_t yb = y / block_h;
+ uint32_t wb = width / block_w;
+ // Uint32_t hb = height / block_h;.
+ uint32_t region_wb = region_w / block_w;
+ uint32_t region_hb = region_h / block_h;
+ _copy_region(read_ptr, write_ptr, xb, yb, region_wb, region_hb, wb, region_pitch, block_size);
+ } else {
+ // Regular image (pixels).
+ // Must copy a pixel region.
+ _copy_region(read_ptr, write_ptr, x, y, region_w, region_h, width, region_pitch, pixel_size);
+ }
+
+ { // Unmap.
+ staging_buffer_blocks[staging_buffer_current].resource->Unmap(0, &VOID_RANGE);
+ }
+
+ D3D12_PLACED_SUBRESOURCE_FOOTPRINT src_footprint = {};
+ src_footprint.Offset = alloc_offset;
+ src_footprint.Footprint = CD3DX12_SUBRESOURCE_FOOTPRINT(
+ d3d12_formats[p_texture->format].family,
+ region_w,
+ region_h,
+ 1,
+ region_pitch);
+ CD3DX12_TEXTURE_COPY_LOCATION copy_src(staging_buffer_blocks[staging_buffer_current].resource, src_footprint);
+
+ CD3DX12_BOX src_box(0, 0, region_w, region_h);
+ p_command_list->CopyTextureRegion(©_dst, x, y, z, ©_src, &src_box);
+
+ staging_buffer_blocks.write[staging_buffer_current].fill_amount = alloc_offset + alloc_size;
+ }
+ }
+ }
+
+ mipmap_offset = image_total;
+ logic_width = MAX(1u, logic_width >> 1);
+ logic_height = MAX(1u, logic_height >> 1);
+ }
+
+ return OK;
+}
+
+Vector RenderingDeviceD3D12::_texture_get_data_from_image(Texture *tex, uint32_t p_layer, bool p_2d) {
+ uint32_t width, height, depth;
+ uint32_t image_size = get_image_format_required_size(tex->format, tex->width, tex->height, p_2d ? 1 : tex->depth, tex->mipmaps, &width, &height, &depth);
+
+ Vector image_data;
+ image_data.resize(image_size);
+
+ D3D12_RESOURCE_DESC res_desc = tex->resource->GetDesc();
+
+ uint32_t blockw, blockh;
+ get_compressed_image_format_block_dimensions(tex->format, blockw, blockh);
+ uint32_t block_size = get_compressed_image_format_block_byte_size(tex->format);
+ uint32_t pixel_size = get_image_format_pixel_size(tex->format);
+
+ {
+ uint8_t *w = image_data.ptrw();
+
+ uint32_t mipmap_offset = 0;
+ for (uint32_t mm_i = 0; mm_i < tex->mipmaps; mm_i++) {
+ uint32_t image_total = get_image_format_required_size(tex->format, tex->width, tex->height, p_2d ? 1 : tex->depth, mm_i + 1, &width, &height, &depth);
+
+ uint8_t *write_ptr_mipmap = w + mipmap_offset;
+ image_size = image_total - mipmap_offset;
+
+ UINT subresource = 0;
+
+ uint64_t image_total_src = 0;
+ D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout = {};
+ device->GetCopyableFootprints(
+ &res_desc,
+ subresource,
+ 1,
+ 0,
+ &layout,
+ nullptr,
+ nullptr,
+ &image_total_src);
+
+ void *img_mem;
+ HRESULT res = tex->resource->Map(subresource, nullptr, &img_mem);
+ ERR_FAIL_COND_V_MSG(res, Vector(), "Map failed with error " + vformat("0x%08ux", res) + ".");
+
+ for (uint32_t z = 0; z < depth; z++) {
+ uint8_t *write_ptr = write_ptr_mipmap + z * image_size / depth;
+ const uint8_t *slice_read_ptr = ((uint8_t *)img_mem) + layout.Offset + z * image_total_src / depth;
+
+ if (block_size > 1) {
+ // Compressed.
+ uint32_t line_width = (block_size * (width / blockw));
+ for (uint32_t y = 0; y < height / blockh; y++) {
+ const uint8_t *rptr = slice_read_ptr + y * layout.Footprint.RowPitch;
+ uint8_t *wptr = write_ptr + y * line_width;
+
+ memcpy(wptr, rptr, line_width);
+ }
+
+ } else {
+ // Uncompressed.
+ for (uint32_t y = 0; y < height; y++) {
+ const uint8_t *rptr = slice_read_ptr + y * layout.Footprint.RowPitch;
+ uint8_t *wptr = write_ptr + y * pixel_size * width;
+ memcpy(wptr, rptr, (uint64_t)pixel_size * width);
+ }
+ }
+ }
+
+ tex->resource->Unmap(subresource, nullptr);
+
+ mipmap_offset = image_total;
+ }
+ }
+
+ return image_data;
+}
+
+Vector RenderingDeviceD3D12::texture_get_data(RID p_texture, uint32_t p_layer) {
+ _THREAD_SAFE_METHOD_
+
+ Texture *tex = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_NULL_V(tex, Vector());
+
+ ERR_FAIL_COND_V_MSG(tex->bound, Vector(),
+ "Texture can't be retrieved while a render pass that uses it is being created. Ensure render pass is finalized (and that it was created with RENDER_PASS_CONTENTS_FINISH) to unbind this texture.");
+ ERR_FAIL_COND_V_MSG(!(tex->usage_flags & TEXTURE_USAGE_CAN_COPY_FROM_BIT), Vector(),
+ "Texture requires the TEXTURE_USAGE_CAN_COPY_FROM_BIT in order to be retrieved.");
+
+ uint32_t layer_count = tex->layers;
+ if (tex->type == TEXTURE_TYPE_CUBE || tex->type == TEXTURE_TYPE_CUBE_ARRAY) {
+ layer_count *= 6;
+ }
+ ERR_FAIL_COND_V(p_layer >= layer_count, Vector());
+
+ if (tex->usage_flags & TEXTURE_USAGE_CPU_READ_BIT) {
+ // Does not need anything fancy, map and read.
+ return _texture_get_data_from_image(tex, p_layer);
+ } else {
+ // Compute total image size.
+ uint32_t width, height, depth;
+ uint32_t final_buffer_size = get_image_format_required_size(tex->format, tex->width, tex->height, tex->depth, tex->mipmaps, &width, &height, &depth);
+
+ uint32_t block_w, block_h;
+ get_compressed_image_format_block_dimensions(tex->format, block_w, block_h);
+ uint32_t alignment = D3D12_TEXTURE_DATA_PITCH_ALIGNMENT;
+
+ // We'll use a potentially bigger buffer to account for mip sizes in which we need to use a bigger pitch to keep D3D12 happy.
+ uint32_t buffer_size = 0;
+ {
+ uint32_t computed_h = tex->height;
+ uint32_t computed_d = tex->depth;
+
+ uint32_t prev_size = 0;
+ for (uint32_t i = 0; i < tex->mipmaps; i++) {
+ uint32_t image_size = get_image_format_required_size(tex->format, tex->width, tex->height, tex->depth, i + 1);
+ uint32_t inferred_row_pitch = image_size / (computed_h * computed_d) * block_h;
+ uint32_t adjusted_row_pitch = ALIGN(inferred_row_pitch, alignment);
+ uint32_t adjusted_image_size = adjusted_row_pitch / block_h * computed_h * tex->depth;
+ uint32_t size = adjusted_image_size - prev_size;
+ prev_size = image_size;
+
+ buffer_size = ALIGN(buffer_size + size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
+
+ computed_h = MAX(1u, computed_h >> 1);
+ computed_d = MAX(1u, computed_d >> 1);
+ }
+ }
+
+ // Allocate buffer.
+ ID3D12GraphicsCommandList *command_list = frames[frame].draw_command_list.Get(); // Makes more sense to retrieve.
+
+ Buffer tmp_buffer;
+ Error err = _buffer_allocate(&tmp_buffer, buffer_size, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_HEAP_TYPE_READBACK);
+ ERR_FAIL_COND_V(err != OK, Vector());
+
+ for (uint32_t i = 0; i < tex->mipmaps; i++) {
+ uint32_t subresource = D3D12CalcSubresource(i, p_layer, 0, tex->owner_mipmaps, tex->owner_layers);
+ _resource_transition_batch(tex, subresource, tex->planes, D3D12_RESOURCE_STATE_COPY_SOURCE);
+ }
+ _resource_transitions_flush(command_list);
+
+ uint32_t computed_w = tex->width;
+ uint32_t computed_h = tex->height;
+ uint32_t computed_d = tex->depth;
+
+ uint32_t prev_size = 0;
+ uint32_t offset = 0;
+ for (uint32_t i = 0; i < tex->mipmaps; i++) {
+ uint32_t image_size = get_image_format_required_size(tex->format, tex->width, tex->height, tex->depth, i + 1);
+ uint32_t size = image_size - prev_size;
+ prev_size = image_size;
+
+ D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = {};
+ dst_footprint.Offset = offset;
+ dst_footprint.Footprint.Width = MAX(block_w, computed_w);
+ dst_footprint.Footprint.Height = MAX(block_h, computed_h);
+ dst_footprint.Footprint.Depth = computed_d;
+ uint32_t inferred_row_pitch = size / (dst_footprint.Footprint.Height * computed_d) * block_h;
+ dst_footprint.Footprint.RowPitch = inferred_row_pitch;
+ dst_footprint.Footprint.Format = d3d12_formats[tex->format].family;
+ CD3DX12_TEXTURE_COPY_LOCATION copy_dst(tmp_buffer.resource, dst_footprint);
+
+ UINT src_subresource = D3D12CalcSubresource(i, p_layer, 0, tex->owner_mipmaps, tex->owner_layers);
+ CD3DX12_TEXTURE_COPY_LOCATION copy_src(tex->resource, src_subresource);
+
+ if (dst_footprint.Footprint.RowPitch % alignment) {
+ // Dammit! Now we must copy with an imposed pitch and then adjust row by row.
+ copy_dst.PlacedFootprint.Offset = ALIGN(offset, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
+
+ uint32_t adjusted_row_pitch = ALIGN(inferred_row_pitch, alignment);
+ copy_dst.PlacedFootprint.Footprint.RowPitch = adjusted_row_pitch;
+ command_list->CopyTextureRegion(©_dst, 0, 0, 0, ©_src, nullptr);
+ _flush(true);
+
+ void *buffer_mem;
+ uint32_t adjusted_size = adjusted_row_pitch / block_h * dst_footprint.Footprint.Height * computed_d;
+ CD3DX12_RANGE range(offset, copy_dst.PlacedFootprint.Offset + adjusted_size);
+ HRESULT res = tmp_buffer.resource->Map(0, &range, &buffer_mem);
+ ERR_FAIL_COND_V_MSG(res, Vector(), "Map failed with error " + vformat("0x%08ux", res) + ".");
+
+ for (uint32_t j = 0; j < dst_footprint.Footprint.Height / block_h * computed_d; j++) {
+ memmove((uint8_t *)buffer_mem + offset + j * inferred_row_pitch, (uint8_t *)buffer_mem + copy_dst.PlacedFootprint.Offset + j * adjusted_row_pitch, inferred_row_pitch);
+ }
+
+ tmp_buffer.resource->Unmap(0, nullptr);
+ } else if (offset % D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT) {
+ // Row pitch is fine, but offset alignment is not good.
+ copy_dst.PlacedFootprint.Offset = ALIGN(offset, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
+
+ command_list->CopyTextureRegion(©_dst, 0, 0, 0, ©_src, nullptr);
+ _flush(true);
+
+ void *buffer_mem;
+ CD3DX12_RANGE range(copy_dst.PlacedFootprint.Offset, size);
+ HRESULT res = tmp_buffer.resource->Map(0, &range, &buffer_mem);
+ ERR_FAIL_COND_V_MSG(res, Vector(), "Map failed with error " + vformat("0x%08ux", res) + ".");
+
+ memmove((uint8_t *)buffer_mem + offset, (uint8_t *)buffer_mem + copy_dst.PlacedFootprint.Offset, size);
+
+ tmp_buffer.resource->Unmap(0, nullptr);
+ } else {
+ command_list->CopyTextureRegion(©_dst, 0, 0, 0, ©_src, nullptr);
+ }
+
+ computed_w = MAX(1u, computed_w >> 1);
+ computed_h = MAX(1u, computed_h >> 1);
+ computed_d = MAX(1u, computed_d >> 1);
+ offset += size;
+ }
+
+ _flush(true);
+
+ void *buffer_mem;
+ CD3DX12_RANGE range(0, final_buffer_size);
+ HRESULT res = tmp_buffer.resource->Map(0, &range, &buffer_mem);
+ ERR_FAIL_COND_V_MSG(res, Vector(), "Map failed with error " + vformat("0x%08ux", res) + ".");
+
+ Vector buffer_data;
+ buffer_data.resize(final_buffer_size);
+ {
+ uint8_t *w = buffer_data.ptrw();
+ memcpy(w, buffer_mem, final_buffer_size);
+ }
+
+ tmp_buffer.resource->Unmap(0, nullptr);
+
+ _buffer_free(&tmp_buffer);
+
+ return buffer_data;
+ }
+}
+
+bool RenderingDeviceD3D12::texture_is_shared(RID p_texture) {
+ _THREAD_SAFE_METHOD_
+
+ Texture *tex = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_NULL_V(tex, false);
+ return tex->owner.is_valid();
+}
+
+bool RenderingDeviceD3D12::texture_is_valid(RID p_texture) {
+ return texture_owner.owns(p_texture);
+}
+
+RenderingDevice::TextureFormat RenderingDeviceD3D12::texture_get_format(RID p_texture) {
+ _THREAD_SAFE_METHOD_
+
+ Texture *tex = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_NULL_V(tex, TextureFormat());
+
+ TextureFormat tf;
+
+ tf.format = tex->format;
+ tf.width = tex->width;
+ tf.height = tex->height;
+ tf.depth = tex->depth;
+ tf.array_layers = tex->layers;
+ tf.mipmaps = tex->mipmaps;
+ tf.texture_type = tex->type;
+ tf.samples = tex->samples;
+ tf.usage_bits = tex->usage_flags;
+ tf.shareable_formats = tex->allowed_shared_formats;
+ tf.is_resolve_buffer = tex->is_resolve_buffer;
+
+ return tf;
+}
+
+Size2i RenderingDeviceD3D12::texture_size(RID p_texture) {
+ _THREAD_SAFE_METHOD_
+
+ Texture *tex = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_NULL_V(tex, Size2i());
+ return Size2i(tex->width, tex->height);
+}
+
+uint64_t RenderingDeviceD3D12::texture_get_native_handle(RID p_texture) {
+ _THREAD_SAFE_METHOD_
+
+ Texture *tex = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_NULL_V(tex, 0);
+
+ return (uint64_t)tex->resource;
+}
+
+Error RenderingDeviceD3D12::texture_copy(RID p_from_texture, RID p_to_texture, const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_size, uint32_t p_src_mipmap, uint32_t p_dst_mipmap, uint32_t p_src_layer, uint32_t p_dst_layer, BitField p_post_barrier) {
+ _THREAD_SAFE_METHOD_
+
+ Texture *src_tex = texture_owner.get_or_null(p_from_texture);
+ ERR_FAIL_NULL_V(src_tex, ERR_INVALID_PARAMETER);
+
+ ERR_FAIL_COND_V_MSG(src_tex->bound, ERR_INVALID_PARAMETER,
+ "Source texture can't be copied while a render pass that uses it is being created. Ensure render pass is finalized (and that it was created with RENDER_PASS_CONTENTS_FINISH) to unbind this texture.");
+ ERR_FAIL_COND_V_MSG(!(src_tex->usage_flags & TEXTURE_USAGE_CAN_COPY_FROM_BIT), ERR_INVALID_PARAMETER,
+ "Source texture requires the TEXTURE_USAGE_CAN_COPY_FROM_BIT in order to be retrieved.");
+
+ uint32_t src_layer_count = src_tex->layers;
+ uint32_t src_width, src_height, src_depth;
+ get_image_format_required_size(src_tex->format, src_tex->width, src_tex->height, src_tex->depth, p_src_mipmap + 1, &src_width, &src_height, &src_depth);
+ if (src_tex->type == TEXTURE_TYPE_CUBE || src_tex->type == TEXTURE_TYPE_CUBE_ARRAY) {
+ src_layer_count *= 6;
+ }
+
+ ERR_FAIL_COND_V(p_from.x < 0 || p_from.x + p_size.x > src_width, ERR_INVALID_PARAMETER);
+ ERR_FAIL_COND_V(p_from.y < 0 || p_from.y + p_size.y > src_height, ERR_INVALID_PARAMETER);
+ ERR_FAIL_COND_V(p_from.z < 0 || p_from.z + p_size.z > src_depth, ERR_INVALID_PARAMETER);
+ ERR_FAIL_COND_V(p_src_mipmap >= src_tex->mipmaps, ERR_INVALID_PARAMETER);
+ ERR_FAIL_COND_V(p_src_layer >= src_layer_count, ERR_INVALID_PARAMETER);
+
+ Texture *dst_tex = texture_owner.get_or_null(p_to_texture);
+ ERR_FAIL_NULL_V(dst_tex, ERR_INVALID_PARAMETER);
+
+ ERR_FAIL_COND_V_MSG(dst_tex->bound, ERR_INVALID_PARAMETER,
+ "Destination texture can't be copied while a render pass that uses it is being created. Ensure render pass is finalized (and that it was created with RENDER_PASS_CONTENTS_FINISH) to unbind this texture.");
+ ERR_FAIL_COND_V_MSG(!(dst_tex->usage_flags & TEXTURE_USAGE_CAN_COPY_TO_BIT), ERR_INVALID_PARAMETER,
+ "Destination texture requires the TEXTURE_USAGE_CAN_COPY_TO_BIT in order to be retrieved.");
+
+ uint32_t dst_layer_count = dst_tex->layers;
+ uint32_t dst_width, dst_height, dst_depth;
+ get_image_format_required_size(dst_tex->format, dst_tex->width, dst_tex->height, dst_tex->depth, p_dst_mipmap + 1, &dst_width, &dst_height, &dst_depth);
+ if (dst_tex->type == TEXTURE_TYPE_CUBE || dst_tex->type == TEXTURE_TYPE_CUBE_ARRAY) {
+ dst_layer_count *= 6;
+ }
+
+ ERR_FAIL_COND_V(p_to.x < 0 || p_to.x + p_size.x > dst_width, ERR_INVALID_PARAMETER);
+ ERR_FAIL_COND_V(p_to.y < 0 || p_to.y + p_size.y > dst_height, ERR_INVALID_PARAMETER);
+ ERR_FAIL_COND_V(p_to.z < 0 || p_to.z + p_size.z > dst_depth, ERR_INVALID_PARAMETER);
+ ERR_FAIL_COND_V(p_dst_mipmap >= dst_tex->mipmaps, ERR_INVALID_PARAMETER);
+ ERR_FAIL_COND_V(p_dst_layer >= dst_layer_count, ERR_INVALID_PARAMETER);
+
+ ERR_FAIL_COND_V_MSG((src_tex->usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) != (dst_tex->usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT), ERR_INVALID_PARAMETER,
+ "Source and destination texture must be of the same type (color or depth).");
+
+ ID3D12GraphicsCommandList *command_list = frames[frame].draw_command_list.Get();
+
+ uint32_t src_subresource = D3D12CalcSubresource(p_src_mipmap, p_src_layer, 0, src_tex->owner_mipmaps, src_tex->owner_layers);
+ _resource_transition_batch(src_tex, src_subresource, src_tex->planes, D3D12_RESOURCE_STATE_COPY_SOURCE);
+
+ uint32_t dst_subresource = D3D12CalcSubresource(p_dst_mipmap, p_dst_layer, 0, dst_tex->owner_mipmaps, dst_tex->owner_layers);
+ _resource_transition_batch(dst_tex, dst_subresource, dst_tex->planes, D3D12_RESOURCE_STATE_COPY_DEST);
+
+ _resource_transitions_flush(command_list);
+
+ {
+ CD3DX12_TEXTURE_COPY_LOCATION src_location(src_tex->resource, src_subresource);
+ CD3DX12_BOX src_box(p_from.x, p_from.y, p_from.z, p_from.x + p_size.x, p_from.y + p_size.y, p_from.z + p_size.z);
+ CD3DX12_TEXTURE_COPY_LOCATION dst_location(dst_tex->resource, dst_subresource);
+ command_list->CopyTextureRegion(
+ &dst_location,
+ p_to.x, p_to.y, p_to.z,
+ &src_location,
+ &src_box);
+ }
+
+ return OK;
+}
+
+Error RenderingDeviceD3D12::texture_resolve_multisample(RID p_from_texture, RID p_to_texture, BitField p_post_barrier) {
+ _THREAD_SAFE_METHOD_
+
+ Texture *src_tex = texture_owner.get_or_null(p_from_texture);
+ ERR_FAIL_NULL_V(src_tex, ERR_INVALID_PARAMETER);
+
+ ERR_FAIL_COND_V_MSG(src_tex->bound, ERR_INVALID_PARAMETER,
+ "Source texture can't be copied while a render pass that uses it is being created. Ensure render pass is finalized (and that it was created with RENDER_PASS_CONTENTS_FINISH) to unbind this texture.");
+ ERR_FAIL_COND_V_MSG(!(src_tex->usage_flags & TEXTURE_USAGE_CAN_COPY_FROM_BIT), ERR_INVALID_PARAMETER,
+ "Source texture requires the TEXTURE_USAGE_CAN_COPY_FROM_BIT in order to be retrieved.");
+
+ ERR_FAIL_COND_V_MSG(src_tex->type != TEXTURE_TYPE_2D, ERR_INVALID_PARAMETER, "Source texture must be 2D (or a slice of a 3D/Cube texture)");
+ ERR_FAIL_COND_V_MSG(src_tex->samples == TEXTURE_SAMPLES_1, ERR_INVALID_PARAMETER, "Source texture must be multisampled.");
+
+ Texture *dst_tex = texture_owner.get_or_null(p_to_texture);
+ ERR_FAIL_NULL_V(dst_tex, ERR_INVALID_PARAMETER);
+
+ ERR_FAIL_COND_V_MSG(dst_tex->bound, ERR_INVALID_PARAMETER,
+ "Destination texture can't be copied while a render pass that uses it is being created. Ensure render pass is finalized (and that it was created with RENDER_PASS_CONTENTS_FINISH) to unbind this texture.");
+ ERR_FAIL_COND_V_MSG(!(dst_tex->usage_flags & TEXTURE_USAGE_CAN_COPY_TO_BIT), ERR_INVALID_PARAMETER,
+ "Destination texture requires the TEXTURE_USAGE_CAN_COPY_TO_BIT in order to be retrieved.");
+
+ ERR_FAIL_COND_V_MSG(dst_tex->type != TEXTURE_TYPE_2D, ERR_INVALID_PARAMETER, "Destination texture must be 2D (or a slice of a 3D/Cube texture).");
+ ERR_FAIL_COND_V_MSG(dst_tex->samples != TEXTURE_SAMPLES_1, ERR_INVALID_PARAMETER, "Destination texture must not be multisampled.");
+
+ ERR_FAIL_COND_V_MSG(src_tex->format != dst_tex->format, ERR_INVALID_PARAMETER, "Source and Destination textures must be the same format.");
+ ERR_FAIL_COND_V_MSG(src_tex->width != dst_tex->width && src_tex->height != dst_tex->height && src_tex->depth != dst_tex->depth, ERR_INVALID_PARAMETER, "Source and Destination textures must have the same dimensions.");
+
+ ERR_FAIL_COND_V_MSG((src_tex->usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) != (dst_tex->usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT), ERR_INVALID_PARAMETER,
+ "Source and destination texture must be of the same type (color or depth).");
+
+ ID3D12GraphicsCommandList *command_list = frames[frame].draw_command_list.Get();
+
+ uint32_t src_subresource = D3D12CalcSubresource(src_tex->base_mipmap, src_tex->base_layer, 0, src_tex->owner_mipmaps, src_tex->owner_layers);
+ _resource_transition_batch(src_tex, src_subresource, src_tex->planes, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
+
+ uint32_t dst_subresource = D3D12CalcSubresource(dst_tex->base_mipmap, dst_tex->base_layer, 0, dst_tex->owner_mipmaps, dst_tex->owner_layers);
+ _resource_transition_batch(dst_tex, dst_subresource, dst_tex->planes, D3D12_RESOURCE_STATE_RESOLVE_DEST);
+
+ _resource_transitions_flush(command_list);
+
+ command_list->ResolveSubresource(dst_tex->resource, dst_subresource, src_tex->resource, src_subresource, d3d12_formats[src_tex->format].general_format);
+
+ return OK;
+}
+
+Error RenderingDeviceD3D12::texture_clear(RID p_texture, const Color &p_color, uint32_t p_base_mipmap, uint32_t p_mipmaps, uint32_t p_base_layer, uint32_t p_layers, BitField p_post_barrier) {
+ _THREAD_SAFE_METHOD_
+
+ Texture *src_tex = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_NULL_V(src_tex, ERR_INVALID_PARAMETER);
+
+ ERR_FAIL_COND_V_MSG(src_tex->bound, ERR_INVALID_PARAMETER,
+ "Source texture can't be cleared while a render pass that uses it is being created. Ensure render pass is finalized (and that it was created with RENDER_PASS_CONTENTS_FINISH) to unbind this texture.");
+
+ ERR_FAIL_COND_V(p_layers == 0, ERR_INVALID_PARAMETER);
+ ERR_FAIL_COND_V(p_mipmaps == 0, ERR_INVALID_PARAMETER);
+
+ ERR_FAIL_COND_V_MSG(!(src_tex->usage_flags & TEXTURE_USAGE_CAN_COPY_TO_BIT), ERR_INVALID_PARAMETER,
+ "Source texture requires the TEXTURE_USAGE_CAN_COPY_TO_BIT in order to be cleared.");
+
+ uint32_t src_layer_count = src_tex->layers;
+ if (src_tex->type == TEXTURE_TYPE_CUBE || src_tex->type == TEXTURE_TYPE_CUBE_ARRAY) {
+ src_layer_count *= 6;
+ }
+
+ ERR_FAIL_COND_V(p_base_mipmap + p_mipmaps > src_tex->mipmaps, ERR_INVALID_PARAMETER);
+ ERR_FAIL_COND_V(p_base_layer + p_layers > src_layer_count, ERR_INVALID_PARAMETER);
+
+ if ((src_tex->usage_flags & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT)) {
+ // Clear via RTV.
+
+ if (frames[frame].desc_heap_walkers.rtv.is_at_eof()) {
+ if (!frames[frame].desc_heaps_exhausted_reported.rtv) {
+ frames[frame].desc_heaps_exhausted_reported.rtv = true;
+ ERR_FAIL_V_MSG(ERR_BUSY,
+ "Cannot clear texture because there's no enough room in current frame's RENDER TARGET descriptors heap.\n"
+ "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
+ } else {
+ return ERR_BUSY;
+ }
+ }
+
+ D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = _make_rtv_for_texture(src_tex, p_base_mipmap, p_base_layer, p_layers);
+ rtv_desc.Format = src_tex->owner_uav_desc.Format;
+
+ ID3D12GraphicsCommandList *command_list = frames[frame].draw_command_list.Get();
+
+ for (uint32_t i = 0; i < p_layers; i++) {
+ for (uint32_t j = 0; j < p_mipmaps; j++) {
+ uint32_t subresource = D3D12CalcSubresource(src_tex->base_mipmap + p_base_mipmap + j, src_tex->base_layer + p_base_layer + i, 0, src_tex->owner_mipmaps, src_tex->owner_layers);
+ _resource_transition_batch(src_tex, subresource, src_tex->planes, D3D12_RESOURCE_STATE_RENDER_TARGET, src_tex->owner_resource);
+ }
+ }
+ _resource_transitions_flush(command_list);
+
+ device->CreateRenderTargetView(
+ src_tex->owner_resource,
+ &rtv_desc,
+ frames[frame].desc_heap_walkers.rtv.get_curr_cpu_handle());
+ command_list->ClearRenderTargetView(
+ frames[frame].desc_heap_walkers.rtv.get_curr_cpu_handle(),
+ p_color.components,
+ 0,
+ nullptr);
+ frames[frame].desc_heap_walkers.rtv.advance();
+ } else {
+ // Clear via UAV.
+
+ if (frames[frame].desc_heap_walkers.resources.is_at_eof()) {
+ if (!frames[frame].desc_heaps_exhausted_reported.resources) {
+ frames[frame].desc_heaps_exhausted_reported.resources = true;
+ ERR_FAIL_V_MSG(ERR_BUSY,
+ "Cannot clear texture because there's no enough room in current frame's RESOURCE descriptors heap.\n"
+ "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
+ } else {
+ return ERR_BUSY;
+ }
+ }
+ if (frames[frame].desc_heap_walkers.aux.is_at_eof()) {
+ if (!frames[frame].desc_heaps_exhausted_reported.aux) {
+ frames[frame].desc_heaps_exhausted_reported.aux = true;
+ ERR_FAIL_V_MSG(ERR_BUSY,
+ "Cannot clear texture because there's no enough room in current frame's AUX descriptors heap.\n"
+ "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
+ } else {
+ return ERR_BUSY;
+ }
+ }
+
+ ID3D12GraphicsCommandList *command_list = frames[frame].draw_command_list.Get();
+
+ for (uint32_t i = 0; i < p_layers; i++) {
+ for (uint32_t j = 0; j < p_mipmaps; j++) {
+ uint32_t subresource = D3D12CalcSubresource(src_tex->base_mipmap + p_base_mipmap + j, src_tex->base_layer + p_base_layer + i, 0, src_tex->owner_mipmaps, src_tex->owner_layers);
+ _resource_transition_batch(src_tex, subresource, src_tex->planes, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, src_tex->owner_resource);
+ }
+ }
+ _resource_transitions_flush(command_list);
+
+ device->CreateUnorderedAccessView(
+ src_tex->owner_resource,
+ nullptr,
+ &src_tex->owner_uav_desc,
+ frames[frame].desc_heap_walkers.aux.get_curr_cpu_handle());
+
+ device->CopyDescriptorsSimple(
+ 1,
+ frames[frame].desc_heap_walkers.resources.get_curr_cpu_handle(),
+ frames[frame].desc_heap_walkers.aux.get_curr_cpu_handle(),
+ D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
+
+ UINT values[4] = {
+ (UINT)p_color.get_r8(),
+ (UINT)p_color.get_g8(),
+ (UINT)p_color.get_b8(),
+ (UINT)p_color.get_a8(),
+ };
+ command_list->ClearUnorderedAccessViewUint(
+ frames[frame].desc_heap_walkers.resources.get_curr_gpu_handle(),
+ frames[frame].desc_heap_walkers.aux.get_curr_cpu_handle(),
+ src_tex->owner_resource,
+ values,
+ 0,
+ nullptr);
+
+ frames[frame].desc_heap_walkers.resources.advance();
+ frames[frame].desc_heap_walkers.aux.advance();
+ }
+
+ return OK;
+}
+
+bool RenderingDeviceD3D12::texture_is_format_supported_for_usage(DataFormat p_format, BitField p_usage) const {
+ ERR_FAIL_INDEX_V(p_format, DATA_FORMAT_MAX, false);
+
+ _THREAD_SAFE_METHOD_
+
+ D3D12_FEATURE_DATA_FORMAT_SUPPORT srv_rtv_support = {};
+ srv_rtv_support.Format = d3d12_formats[p_format].general_format;
+ HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &srv_rtv_support, sizeof(srv_rtv_support));
+ ERR_FAIL_COND_V_MSG(res, false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", res) + ".");
+
+ D3D12_FEATURE_DATA_FORMAT_SUPPORT &uav_support = srv_rtv_support; // Fine for now.
+
+ D3D12_FEATURE_DATA_FORMAT_SUPPORT dsv_support = {};
+ dsv_support.Format = d3d12_formats[p_format].dsv_format;
+ res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &dsv_support, sizeof(dsv_support));
+ ERR_FAIL_COND_V_MSG(res, false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", res) + ".");
+
+ if ((p_usage & TEXTURE_USAGE_SAMPLING_BIT) && !(srv_rtv_support.Support1 & (D3D12_FORMAT_SUPPORT1_SHADER_LOAD | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE)) && d3d12_formats[p_format].general_format != DXGI_FORMAT_UNKNOWN) {
+ return false;
+ }
+
+ if ((p_usage & TEXTURE_USAGE_SAMPLING_BIT) && d3d12_formats[p_format].general_format == DXGI_FORMAT_UNKNOWN) {
+ return false;
+ }
+
+ if ((p_usage & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT) && !(srv_rtv_support.Support1 & D3D12_FORMAT_SUPPORT1_RENDER_TARGET)) {
+ return false;
+ }
+
+ if ((p_usage & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) && !(dsv_support.Support1 & D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL)) {
+ printf("dxgiformat: %x\n", d3d12_formats[p_format].dsv_format);
+ return false;
+ }
+
+ if ((p_usage & TEXTURE_USAGE_STORAGE_BIT) && !(uav_support.Support1 & D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW)) { // Maybe check LOAD/STORE, too?
+ return false;
+ }
+
+ if ((p_usage & TEXTURE_USAGE_STORAGE_ATOMIC_BIT) && !(uav_support.Support2 & D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_ADD)) { // Check a basic atomic at least.
+ return false;
+ }
+
+ if ((p_usage & TEXTURE_USAGE_VRS_ATTACHMENT_BIT) && d3d12_formats[p_format].general_format != DXGI_FORMAT_R8_UINT) {
+ return false;
+ }
+
+ return true;
+}
+
+/********************/
+/**** ATTACHMENT ****/
+/********************/
+
+bool RenderingDeviceD3D12::_framebuffer_format_preprocess(FramebufferFormat *p_fb_format, uint32_t p_view_count) {
+ const Vector &attachments = p_fb_format->attachments;
+
+ LocalVector attachment_last_pass;
+ attachment_last_pass.resize(attachments.size());
+
+ if (p_view_count > 1) {
+ const D3D12Context::MultiviewCapabilities &capabilities = context->get_multiview_capabilities();
+
+ // This only works with multiview!
+ ERR_FAIL_COND_V_MSG(!capabilities.is_supported, false, "Multiview not supported");
+
+ // Make sure we limit this to the number of views we support.
+ ERR_FAIL_COND_V_MSG(p_view_count > capabilities.max_view_count, false, "Hardware does not support requested number of views for Multiview render pass");
+ }
+
+ int attachment_count = 0;
+ HashSet ms_attachment_formats;
+ for (int i = 0; i < attachments.size(); i++) {
+ if (attachments[i].usage_flags == AttachmentFormat::UNUSED_ATTACHMENT) {
+ continue;
+ }
+
+ ERR_FAIL_INDEX_V(attachments[i].format, DATA_FORMAT_MAX, false);
+ ERR_FAIL_INDEX_V(attachments[i].samples, TEXTURE_SAMPLES_MAX, false);
+ ERR_FAIL_COND_V_MSG(!(attachments[i].usage_flags & (TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | TEXTURE_USAGE_INPUT_ATTACHMENT_BIT | TEXTURE_USAGE_VRS_ATTACHMENT_BIT)),
+ ERR_INVALID_PARAMETER, "Texture format for index (" + itos(i) + ") requires an attachment (color, depth-stencil, input or VRS) bit set.");
+
+ attachment_last_pass[i] = -1;
+ attachment_count++;
+
+ if (attachments[i].samples != TEXTURE_SAMPLES_1) {
+ if ((attachments[i].usage_flags & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT)) {
+ ms_attachment_formats.insert(d3d12_formats[attachments[i].format].general_format);
+ } else if ((attachments[i].usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
+ ms_attachment_formats.insert(d3d12_formats[attachments[i].format].dsv_format);
+ }
+ }
+ }
+
+ Vector &passes = p_fb_format->passes;
+ for (int i = 0; i < passes.size(); i++) {
+ FramebufferPass *pass = &passes.write[i];
+
+ TextureSamples texture_samples = TEXTURE_SAMPLES_1;
+ bool is_multisample_first = true;
+
+ ERR_FAIL_COND_V(pass->color_attachments.size() > D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT, false);
+ for (int j = 0; j < pass->color_attachments.size(); j++) {
+ int32_t attachment = pass->color_attachments[j];
+ if (attachment != FramebufferPass::ATTACHMENT_UNUSED) {
+ ERR_FAIL_INDEX_V_MSG(attachment, attachments.size(), false, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), color attachment (" + itos(j) + ").");
+ ERR_FAIL_COND_V_MSG(!(attachments[attachment].usage_flags & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT), false, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), it's marked as depth, but it's not usable as color attachment.");
+ ERR_FAIL_COND_V_MSG(attachment_last_pass[attachment] == i, false, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), it already was used for something else before in this pass.");
+
+ if (is_multisample_first) {
+ texture_samples = attachments[attachment].samples;
+ is_multisample_first = false;
+ } else {
+ ERR_FAIL_COND_V_MSG(texture_samples != attachments[attachment].samples, false, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), if an attachment is marked as multisample, all of them should be multisample and use the same number of samples.");
+ }
+ attachment_last_pass[attachment] = i;
+ }
+ }
+
+ for (int j = 0; j < pass->input_attachments.size(); j++) {
+ int32_t attachment = pass->input_attachments[j];
+ if (attachment != FramebufferPass::ATTACHMENT_UNUSED) {
+ ERR_FAIL_INDEX_V_MSG(attachment, attachments.size(), false, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), input attachment (" + itos(j) + ").");
+ ERR_FAIL_COND_V_MSG(!(attachments[attachment].usage_flags & TEXTURE_USAGE_INPUT_ATTACHMENT_BIT), false, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), it isn't marked as an input texture.");
+ ERR_FAIL_COND_V_MSG(attachment_last_pass[attachment] == i, false, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), it already was used for something else before in this pass.");
+
+ if ((attachments[attachment].usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
+ ERR_FAIL_V_MSG(false, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), the D3D12 driver doesn't yet support using depth-stencil targets as input attachments.");
+ }
+
+ attachment_last_pass[attachment] = i;
+ }
+ }
+
+ if (pass->resolve_attachments.size() > 0) {
+ ERR_FAIL_COND_V_MSG(pass->resolve_attachments.size() != pass->color_attachments.size(), false, "The amount of resolve attachments (" + itos(pass->resolve_attachments.size()) + ") must match the number of color attachments (" + itos(pass->color_attachments.size()) + ").");
+ ERR_FAIL_COND_V_MSG(texture_samples == TEXTURE_SAMPLES_1, false, "Resolve attachments specified, but color attachments are not multisample.");
+ }
+ for (int j = 0; j < pass->resolve_attachments.size(); j++) {
+ int32_t attachment = pass->resolve_attachments[j];
+ if (attachment != FramebufferPass::ATTACHMENT_UNUSED) {
+ ERR_FAIL_INDEX_V_MSG(attachment, attachments.size(), false, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), resolve attachment (" + itos(j) + ").");
+ ERR_FAIL_COND_V_MSG(pass->color_attachments[j] == FramebufferPass::ATTACHMENT_UNUSED, false, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), resolve attachment (" + itos(j) + "), the respective color attachment is marked as unused.");
+ ERR_FAIL_COND_V_MSG(!(attachments[attachment].usage_flags & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT), false, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), resolve attachment, it isn't marked as a color texture.");
+ ERR_FAIL_COND_V_MSG(attachment_last_pass[attachment] == i, false, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), it already was used for something else before in this pass.");
+ bool multisample = attachments[attachment].samples > TEXTURE_SAMPLES_1;
+ ERR_FAIL_COND_V_MSG(multisample, false, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), resolve attachments can't be multisample.");
+ attachment_last_pass[attachment] = i;
+ }
+ }
+
+ if (pass->depth_attachment != FramebufferPass::ATTACHMENT_UNUSED) {
+ int32_t attachment = pass->depth_attachment;
+ ERR_FAIL_INDEX_V_MSG(attachment, attachments.size(), false, "Invalid framebuffer depth format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), depth attachment.");
+ ERR_FAIL_COND_V_MSG(!(attachments[attachment].usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT), false, "Invalid framebuffer depth format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), it's marked as depth, but it's not a depth attachment.");
+ ERR_FAIL_COND_V_MSG(attachment_last_pass[attachment] == i, false, "Invalid framebuffer depth format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), it already was used for something else before in this pass.");
+ attachment_last_pass[attachment] = i;
+
+ if (is_multisample_first) {
+ texture_samples = attachments[attachment].samples;
+ is_multisample_first = false;
+ } else {
+ ERR_FAIL_COND_V_MSG(texture_samples != attachments[attachment].samples, false, "Invalid framebuffer depth format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), if an attachment is marked as multisample, all of them should be multisample and use the same number of samples including the depth.");
+ }
+ }
+
+ if (context->get_vrs_capabilities().ss_image_supported && pass->vrs_attachment != FramebufferPass::ATTACHMENT_UNUSED) {
+ int32_t attachment = pass->vrs_attachment;
+ ERR_FAIL_INDEX_V_MSG(attachment, attachments.size(), false, "Invalid framebuffer VRS format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), VRS attachment.");
+ ERR_FAIL_COND_V_MSG(!(attachments[attachment].usage_flags & TEXTURE_USAGE_VRS_ATTACHMENT_BIT), false, "Invalid framebuffer VRS format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), it's marked as VRS, but it's not a VRS attachment.");
+ ERR_FAIL_COND_V_MSG(attachment_last_pass[attachment] == i, false, "Invalid framebuffer VRS attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), it already was used for something else before in this pass.");
+ attachment_last_pass[attachment] = i;
+ }
+
+ for (int j = 0; j < pass->preserve_attachments.size(); j++) {
+ int32_t attachment = pass->preserve_attachments[j];
+
+ ERR_FAIL_COND_V_MSG(attachment == FramebufferPass::ATTACHMENT_UNUSED, false, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), preserve attachment (" + itos(j) + "). Preserve attachments can't be unused.");
+
+ ERR_FAIL_INDEX_V_MSG(attachment, attachments.size(), false, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), preserve attachment (" + itos(j) + ").");
+
+ if (attachment_last_pass[attachment] != i) {
+ // Preserve can still be used to keep depth or color from being discarded after use.
+ attachment_last_pass[attachment] = i;
+ }
+ }
+
+ p_fb_format->pass_samples.push_back(texture_samples);
+ }
+
+ if (p_fb_format->view_count > 1) {
+ const D3D12Context::MultiviewCapabilities capabilities = context->get_multiview_capabilities();
+
+ // For now this only works with multiview!
+ ERR_FAIL_COND_V_MSG(!capabilities.is_supported, ERR_UNAVAILABLE, "Multiview not supported");
+
+ // Make sure we limit this to the number of views we support.
+ ERR_FAIL_COND_V_MSG(p_fb_format->view_count > capabilities.max_view_count, ERR_UNAVAILABLE, "Hardware does not support requested number of views for Multiview render pass");
+ }
+
+ if (!ms_attachment_formats.is_empty()) {
+ LocalVector formats;
+ for (DXGI_FORMAT f : ms_attachment_formats) {
+ formats.push_back(f);
+ }
+ p_fb_format->max_supported_sample_count = _find_max_common_supported_sample_count(formats.ptr(), formats.size());
+ }
+
+ return true;
+}
+
+uint32_t RenderingDeviceD3D12::_find_max_common_supported_sample_count(const DXGI_FORMAT *p_formats, uint32_t p_num_formats) {
+ uint32_t common = UINT32_MAX;
+
+ for (uint32_t i = 0; i < p_num_formats; i++) {
+ if (format_sample_counts_mask_cache.has(p_formats[i])) {
+ common &= format_sample_counts_mask_cache[p_formats[i]];
+ } else {
+ D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS msql = {};
+ msql.Format = p_formats[i];
+ uint32_t mask = 0;
+ for (int samples = 1 << (TEXTURE_SAMPLES_MAX - 1); samples >= 1; samples /= 2) {
+ msql.SampleCount = (UINT)samples;
+ HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &msql, sizeof(msql));
+ if (SUCCEEDED(res) && msql.NumQualityLevels) {
+ int bit = get_shift_from_power_of_2(samples);
+ ERR_FAIL_COND_V(bit == -1, 1);
+ mask |= (uint32_t)(1 << bit);
+ }
+ }
+ format_sample_counts_mask_cache.insert(p_formats[i], mask);
+ common &= mask;
+ }
+ }
+ if (common == UINT32_MAX) {
+ return 1;
+ } else {
+ return (uint32_t)1 << nearest_shift(common);
+ }
+}
+
+RenderingDevice::FramebufferFormatID RenderingDeviceD3D12::framebuffer_format_create(const Vector &p_format, uint32_t p_view_count) {
+ FramebufferPass pass;
+ for (int i = 0; i < p_format.size(); i++) {
+ if (p_format[i].usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) {
+ pass.depth_attachment = i;
+ } else {
+ pass.color_attachments.push_back(i);
+ }
+ }
+
+ Vector passes;
+ passes.push_back(pass);
+ return framebuffer_format_create_multipass(p_format, passes, p_view_count);
+}
+
+RenderingDevice::FramebufferFormatID RenderingDeviceD3D12::framebuffer_format_create_multipass(const Vector &p_attachments, const Vector &p_passes, uint32_t p_view_count) {
+ _THREAD_SAFE_METHOD_
+
+ FramebufferFormat fb_format;
+ fb_format.attachments = p_attachments;
+ fb_format.passes = p_passes;
+ fb_format.view_count = p_view_count;
+ if (!_framebuffer_format_preprocess(&fb_format, p_view_count)) {
+ return INVALID_ID;
+ }
+
+ FramebufferFormatID id = FramebufferFormatID(framebuffer_formats.size()) | (FramebufferFormatID(ID_TYPE_FRAMEBUFFER_FORMAT) << FramebufferFormatID(ID_BASE_SHIFT));
+ framebuffer_formats[id] = fb_format;
+ return id;
+}
+
+RenderingDevice::FramebufferFormatID RenderingDeviceD3D12::framebuffer_format_create_empty(TextureSamples p_samples) {
+ _THREAD_SAFE_METHOD_
+
+ FramebufferFormat fb_format;
+ fb_format.passes.push_back(FramebufferPass());
+ fb_format.pass_samples.push_back(p_samples);
+
+ FramebufferFormatID id = FramebufferFormatID(framebuffer_formats.size()) | (FramebufferFormatID(ID_TYPE_FRAMEBUFFER_FORMAT) << FramebufferFormatID(ID_BASE_SHIFT));
+ framebuffer_formats[id] = fb_format;
+ return id;
+}
+
+RenderingDevice::TextureSamples RenderingDeviceD3D12::framebuffer_format_get_texture_samples(FramebufferFormatID p_format, uint32_t p_pass) {
+ HashMap::Iterator E = framebuffer_formats.find(p_format);
+ ERR_FAIL_NULL_V(E, TEXTURE_SAMPLES_1);
+ ERR_FAIL_COND_V(p_pass >= uint32_t(E->value.pass_samples.size()), TEXTURE_SAMPLES_1);
+
+ return E->value.pass_samples[p_pass];
+}
+
+/***********************/
+/**** RENDER TARGET ****/
+/***********************/
+
+RID RenderingDeviceD3D12::framebuffer_create_empty(const Size2i &p_size, TextureSamples p_samples, FramebufferFormatID p_format_check) {
+ _THREAD_SAFE_METHOD_
+ Framebuffer framebuffer;
+ framebuffer.format_id = framebuffer_format_create_empty(p_samples);
+ ERR_FAIL_COND_V(p_format_check != INVALID_FORMAT_ID && framebuffer.format_id != p_format_check, RID());
+ framebuffer.size = p_size;
+
+ return framebuffer_owner.make_rid(framebuffer);
+}
+
+RID RenderingDeviceD3D12::framebuffer_create(const Vector &p_texture_attachments, FramebufferFormatID p_format_check, uint32_t p_view_count) {
+ _THREAD_SAFE_METHOD_
+
+ FramebufferPass pass;
+
+ for (int i = 0; i < p_texture_attachments.size(); i++) {
+ Texture *texture = texture_owner.get_or_null(p_texture_attachments[i]);
+
+ ERR_FAIL_COND_V_MSG(texture && texture->layers != p_view_count, RID(), "Layers of our texture doesn't match view count for this framebuffer");
+
+ if (texture && texture->usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) {
+ pass.depth_attachment = i;
+ } else if (texture && texture->usage_flags & TEXTURE_USAGE_VRS_ATTACHMENT_BIT) {
+ pass.vrs_attachment = i;
+ } else {
+ if (texture && texture->is_resolve_buffer) {
+ pass.resolve_attachments.push_back(i);
+ } else {
+ pass.color_attachments.push_back(texture ? i : FramebufferPass::ATTACHMENT_UNUSED);
+ }
+ }
+ }
+
+ Vector passes;
+ passes.push_back(pass);
+
+ return framebuffer_create_multipass(p_texture_attachments, passes, p_format_check, p_view_count);
+}
+
+D3D12_RENDER_TARGET_VIEW_DESC RenderingDeviceD3D12::_make_rtv_for_texture(const RenderingDeviceD3D12::Texture *p_texture, uint32_t p_mipmap_offset, uint32_t p_layer_offset, uint32_t p_layers) {
+ D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = {};
+ rtv_desc.Format = p_texture->srv_desc.Format;
+
+ switch (p_texture->srv_desc.ViewDimension) {
+ case D3D12_SRV_DIMENSION_TEXTURE1D: {
+ rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE1D;
+ rtv_desc.Texture1D.MipSlice = p_texture->srv_desc.Texture1D.MostDetailedMip + p_mipmap_offset;
+ } break;
+ case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
+ rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE1DARRAY;
+ rtv_desc.Texture1DArray.MipSlice = p_texture->srv_desc.Texture1DArray.MostDetailedMip + p_mipmap_offset;
+ rtv_desc.Texture1DArray.FirstArraySlice = p_texture->srv_desc.Texture1DArray.FirstArraySlice + p_layer_offset;
+ rtv_desc.Texture1DArray.ArraySize = p_layers == UINT32_MAX ? p_texture->srv_desc.Texture1DArray.ArraySize : p_layers;
+ } break;
+ case D3D12_SRV_DIMENSION_TEXTURE2D: {
+ rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
+ rtv_desc.Texture2D.MipSlice = p_texture->srv_desc.Texture2D.MostDetailedMip + p_mipmap_offset;
+ rtv_desc.Texture2D.PlaneSlice = p_texture->srv_desc.Texture2D.PlaneSlice;
+ } break;
+ case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
+ rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtv_desc.Texture2DArray.MipSlice = p_texture->srv_desc.Texture2DArray.MostDetailedMip + p_mipmap_offset;
+ rtv_desc.Texture2DArray.FirstArraySlice = p_texture->srv_desc.Texture2DArray.FirstArraySlice + p_layer_offset;
+ rtv_desc.Texture2DArray.ArraySize = p_layers == UINT32_MAX ? p_texture->srv_desc.Texture2DArray.ArraySize : p_layers;
+ rtv_desc.Texture2DArray.PlaneSlice = p_texture->srv_desc.Texture2DArray.PlaneSlice;
+ } break;
+ case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
+ rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
+ } break;
+ case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
+ rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
+ rtv_desc.Texture2DMSArray.FirstArraySlice = p_texture->srv_desc.Texture2DMSArray.FirstArraySlice + p_layer_offset;
+ rtv_desc.Texture2DMSArray.ArraySize = p_layers == UINT32_MAX ? p_texture->srv_desc.Texture2DMSArray.ArraySize : p_layers;
+ } break;
+ case D3D12_SRV_DIMENSION_TEXTURE3D: {
+ rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
+ rtv_desc.Texture3D.MipSlice = p_texture->srv_desc.Texture3D.MostDetailedMip + p_mipmap_offset;
+ rtv_desc.Texture3D.FirstWSlice = 0;
+ rtv_desc.Texture3D.WSize = p_texture->depth;
+ } break;
+ default: {
+ ERR_FAIL_V_MSG(D3D12_RENDER_TARGET_VIEW_DESC(), "Can't create an RTV from an SRV whose view dimension is " + itos(p_texture->srv_desc.ViewDimension) + ".");
+ }
+ }
+
+ return rtv_desc;
+}
+
+D3D12_DEPTH_STENCIL_VIEW_DESC RenderingDeviceD3D12::_make_dsv_for_texture(const RenderingDeviceD3D12::Texture *p_texture) {
+ D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = {};
+ dsv_desc.Format = d3d12_formats[p_texture->format].dsv_format;
+ dsv_desc.Flags = D3D12_DSV_FLAG_NONE;
+
+ switch (p_texture->srv_desc.ViewDimension) {
+ case D3D12_SRV_DIMENSION_TEXTURE1D: {
+ dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE1D;
+ dsv_desc.Texture1D.MipSlice = p_texture->srv_desc.Texture1D.MostDetailedMip;
+ } break;
+ case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
+ dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE1DARRAY;
+ dsv_desc.Texture1DArray.MipSlice = p_texture->srv_desc.Texture1DArray.MostDetailedMip;
+ dsv_desc.Texture1DArray.FirstArraySlice = p_texture->srv_desc.Texture1DArray.FirstArraySlice;
+ dsv_desc.Texture1DArray.ArraySize = p_texture->srv_desc.Texture1DArray.ArraySize;
+ } break;
+ case D3D12_SRV_DIMENSION_TEXTURE2D: {
+ dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
+ dsv_desc.Texture2D.MipSlice = p_texture->srv_desc.Texture2D.MostDetailedMip;
+ } break;
+ case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
+ dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
+ dsv_desc.Texture2DArray.MipSlice = p_texture->srv_desc.Texture2DArray.MostDetailedMip;
+ dsv_desc.Texture2DArray.FirstArraySlice = p_texture->srv_desc.Texture2DArray.FirstArraySlice;
+ dsv_desc.Texture2DArray.ArraySize = p_texture->srv_desc.Texture2DArray.ArraySize;
+ } break;
+ case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
+ dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS;
+ dsv_desc.Texture2DMS.UnusedField_NothingToDefine = p_texture->srv_desc.Texture2DMS.UnusedField_NothingToDefine;
+ } break;
+ case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
+ dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY;
+ dsv_desc.Texture2DMSArray.FirstArraySlice = p_texture->srv_desc.Texture2DMSArray.FirstArraySlice;
+ dsv_desc.Texture2DMSArray.ArraySize = p_texture->srv_desc.Texture2DMSArray.ArraySize;
+ } break;
+ default: {
+ ERR_FAIL_V_MSG(D3D12_DEPTH_STENCIL_VIEW_DESC(), "Can't create an RTV from an SRV whose view dimension is " + itos(p_texture->srv_desc.ViewDimension) + ".");
+ }
+ }
+
+ return dsv_desc;
+}
+
+RID RenderingDeviceD3D12::framebuffer_create_multipass(const Vector &p_texture_attachments, const Vector &p_passes, FramebufferFormatID p_format_check, uint32_t p_view_count) {
+ _THREAD_SAFE_METHOD_
+
+ Vector attachments;
+ attachments.resize(p_texture_attachments.size());
+ Vector attachments_handle_inds;
+ attachments_handle_inds.resize(p_texture_attachments.size());
+ Size2i size;
+ bool size_set = false;
+ int num_color = 0;
+ int num_depth = 0;
+ for (int i = 0; i < p_texture_attachments.size(); i++) {
+ AttachmentFormat af;
+ Texture *texture = texture_owner.get_or_null(p_texture_attachments[i]);
+ if (!texture) {
+ af.usage_flags = AttachmentFormat::UNUSED_ATTACHMENT;
+ attachments_handle_inds.write[i] = UINT32_MAX;
+ } else {
+ ERR_FAIL_COND_V_MSG(texture->layers != p_view_count, RID(), "Layers of our texture doesn't match view count for this framebuffer");
+
+ if (!size_set) {
+ size.width = texture->width;
+ size.height = texture->height;
+ size_set = true;
+ } else if (texture->usage_flags & TEXTURE_USAGE_VRS_ATTACHMENT_BIT) {
+ // If this is not the first attachment we assume this is used as the VRS attachment.
+ // In this case this texture will be 1/16th the size of the color attachment.
+ // So we skip the size check.
+ } else {
+ ERR_FAIL_COND_V_MSG((uint32_t)size.width != texture->width || (uint32_t)size.height != texture->height, RID(),
+ "All textures in a framebuffer should be the same size.");
+ }
+
+ af.format = texture->format;
+ af.samples = texture->samples;
+ af.usage_flags = texture->usage_flags;
+
+ bool is_vrs = texture->usage_flags & TEXTURE_USAGE_VRS_ATTACHMENT_BIT && i == p_passes[0].vrs_attachment;
+ if (is_vrs) {
+ } else if ((texture->usage_flags & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT)) {
+ attachments_handle_inds.write[i] = num_color;
+ num_color++;
+ } else if ((texture->usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
+ attachments_handle_inds.write[i] = num_depth;
+ num_depth++;
+ } else {
+ attachments_handle_inds.write[i] = UINT32_MAX;
+ }
+ }
+ attachments.write[i] = af;
+ }
+
+ ERR_FAIL_COND_V_MSG(!size_set, RID(), "All attachments unused.");
+
+ FramebufferFormatID format_id = framebuffer_format_create_multipass(attachments, p_passes, p_view_count);
+ if (format_id == INVALID_ID) {
+ return RID();
+ }
+
+ ERR_FAIL_COND_V_MSG(p_format_check != INVALID_ID && format_id != p_format_check, RID(),
+ "The format used to check this framebuffer differs from the intended framebuffer format.");
+
+ Framebuffer framebuffer;
+ framebuffer.format_id = format_id;
+ framebuffer.texture_ids = p_texture_attachments;
+ framebuffer.attachments_handle_inds = attachments_handle_inds;
+ framebuffer.size = size;
+ framebuffer.view_count = p_view_count;
+
+ {
+ if (num_color) {
+ Error err = framebuffer.rtv_heap.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_RTV, num_color, false);
+ ERR_FAIL_COND_V(err, RID());
+ }
+ DescriptorsHeap::Walker rtv_heap_walker = framebuffer.rtv_heap.make_walker();
+
+ if (num_depth) {
+ Error err = framebuffer.dsv_heap.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_DSV, num_depth, false);
+ ERR_FAIL_COND_V(err, RID());
+ }
+ DescriptorsHeap::Walker dsv_heap_walker = framebuffer.dsv_heap.make_walker();
+
+ for (int i = 0; i < p_texture_attachments.size(); i++) {
+ Texture *texture = texture_owner.get_or_null(p_texture_attachments[i]);
+ if (!texture) {
+ continue;
+ }
+
+ bool is_vrs = texture->usage_flags & TEXTURE_USAGE_VRS_ATTACHMENT_BIT && i == p_passes[0].vrs_attachment;
+ if (is_vrs) {
+ } else if ((texture->usage_flags & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT)) {
+ D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = _make_rtv_for_texture(texture);
+ device->CreateRenderTargetView(texture->resource, &rtv_desc, rtv_heap_walker.get_curr_cpu_handle());
+ rtv_heap_walker.advance();
+ } else if ((texture->usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
+ D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = _make_dsv_for_texture(texture);
+ device->CreateDepthStencilView(texture->resource, &dsv_desc, dsv_heap_walker.get_curr_cpu_handle());
+ dsv_heap_walker.advance();
+ }
+ }
+
+ DEV_ASSERT(rtv_heap_walker.is_at_eof());
+ DEV_ASSERT(dsv_heap_walker.is_at_eof());
+ }
+
+ RID id = framebuffer_owner.make_rid(framebuffer);
+
+ for (int i = 0; i < p_texture_attachments.size(); i++) {
+ if (p_texture_attachments[i].is_valid()) {
+ _add_dependency(id, p_texture_attachments[i]);
+ }
+ }
+
+ return id;
+}
+
+RenderingDevice::FramebufferFormatID RenderingDeviceD3D12::framebuffer_get_format(RID p_framebuffer) {
+ _THREAD_SAFE_METHOD_
+
+ Framebuffer *framebuffer = framebuffer_owner.get_or_null(p_framebuffer);
+ ERR_FAIL_NULL_V(framebuffer, INVALID_ID);
+
+ return framebuffer->format_id;
+}
+
+bool RenderingDeviceD3D12::framebuffer_is_valid(RID p_framebuffer) const {
+ _THREAD_SAFE_METHOD_
+
+ return framebuffer_owner.owns(p_framebuffer);
+}
+
+void RenderingDeviceD3D12::framebuffer_set_invalidation_callback(RID p_framebuffer, InvalidationCallback p_callback, void *p_userdata) {
+ _THREAD_SAFE_METHOD_
+
+ Framebuffer *framebuffer = framebuffer_owner.get_or_null(p_framebuffer);
+ ERR_FAIL_NULL(framebuffer);
+
+ framebuffer->invalidated_callback = p_callback;
+ framebuffer->invalidated_callback_userdata = p_userdata;
+}
+
+/*****************/
+/**** SAMPLER ****/
+/*****************/
+
+RID RenderingDeviceD3D12::sampler_create(const SamplerState &p_state) {
+ _THREAD_SAFE_METHOD_
+
+ D3D12_SAMPLER_DESC sampler_desc = {};
+
+ if (p_state.use_anisotropy) {
+ sampler_desc.Filter = D3D12_ENCODE_ANISOTROPIC_FILTER(D3D12_FILTER_REDUCTION_TYPE_STANDARD);
+ sampler_desc.MaxAnisotropy = p_state.anisotropy_max;
+ } else {
+ static const D3D12_FILTER_TYPE d3d12_filter_types[] = {
+ D3D12_FILTER_TYPE_POINT, // SAMPLER_FILTER_NEAREST.
+ D3D12_FILTER_TYPE_LINEAR, // SAMPLER_FILTER_LINEAR.
+ };
+ sampler_desc.Filter = D3D12_ENCODE_BASIC_FILTER(
+ d3d12_filter_types[p_state.min_filter],
+ d3d12_filter_types[p_state.mag_filter],
+ d3d12_filter_types[p_state.mip_filter],
+ p_state.enable_compare ? D3D12_FILTER_REDUCTION_TYPE_COMPARISON : D3D12_FILTER_REDUCTION_TYPE_STANDARD);
+ }
+
+ ERR_FAIL_INDEX_V(p_state.repeat_u, SAMPLER_REPEAT_MODE_MAX, RID());
+ sampler_desc.AddressU = address_modes[p_state.repeat_u];
+ ERR_FAIL_INDEX_V(p_state.repeat_v, SAMPLER_REPEAT_MODE_MAX, RID());
+ sampler_desc.AddressV = address_modes[p_state.repeat_v];
+ ERR_FAIL_INDEX_V(p_state.repeat_w, SAMPLER_REPEAT_MODE_MAX, RID());
+ sampler_desc.AddressW = address_modes[p_state.repeat_w];
+
+ ERR_FAIL_INDEX_V(p_state.border_color, SAMPLER_BORDER_COLOR_MAX, RID());
+ for (int i = 0; i < 4; i++) {
+ sampler_desc.BorderColor[i] = sampler_border_colors[p_state.border_color][i];
+ }
+
+ sampler_desc.MinLOD = p_state.min_lod;
+ sampler_desc.MaxLOD = p_state.max_lod;
+ sampler_desc.MipLODBias = p_state.lod_bias;
+
+ ERR_FAIL_INDEX_V(p_state.compare_op, COMPARE_OP_MAX, RID());
+ sampler_desc.ComparisonFunc = p_state.enable_compare ? compare_operators[p_state.compare_op] : D3D12_COMPARISON_FUNC_NEVER;
+
+ // TODO: Emulate somehow?
+ if (p_state.unnormalized_uvw) {
+ WARN_PRINT("Creating a sampler with unnormalized UVW, which is not supported.");
+ }
+
+ return sampler_owner.make_rid(sampler_desc);
+}
+
+bool RenderingDeviceD3D12::sampler_is_format_supported_for_filter(DataFormat p_format, SamplerFilter p_sampler_filter) const {
+ ERR_FAIL_INDEX_V(p_format, DATA_FORMAT_MAX, false);
+
+ _THREAD_SAFE_METHOD_
+
+ D3D12_FEATURE_DATA_FORMAT_SUPPORT srv_rtv_support = {};
+ srv_rtv_support.Format = d3d12_formats[p_format].general_format;
+ HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &srv_rtv_support, sizeof(srv_rtv_support));
+ ERR_FAIL_COND_V_MSG(res, false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", res) + ".");
+
+ return (srv_rtv_support.Support1 & D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE);
+}
+
+/**********************/
+/**** VERTEX ARRAY ****/
+/**********************/
+
+RID RenderingDeviceD3D12::vertex_buffer_create(uint32_t p_size_bytes, const Vector &p_data, bool p_use_as_storage) {
+ _THREAD_SAFE_METHOD_
+
+ ERR_FAIL_COND_V(p_data.size() && (uint32_t)p_data.size() != p_size_bytes, RID());
+
+ Buffer buffer;
+ D3D12_RESOURCE_STATES usage = D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
+ if (p_use_as_storage) {
+ usage |= D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
+ }
+ Error err = _buffer_allocate(&buffer, p_size_bytes, usage, D3D12_HEAP_TYPE_DEFAULT);
+ ERR_FAIL_COND_V(err != OK, RID());
+
+ if (p_data.size()) {
+ uint64_t data_size = p_data.size();
+ const uint8_t *r = p_data.ptr();
+ _buffer_update(&buffer, 0, r, data_size);
+ }
+
+ RID id = vertex_buffer_owner.make_rid(buffer);
+#ifdef DEV_ENABLED
+ set_resource_name(id, "RID:" + itos(id.get_id()));
+#endif
+ return id;
+}
+
+// Internally reference counted, this ID is warranted to be unique for the same description, but needs to be freed as many times as it was allocated.
+RenderingDevice::VertexFormatID RenderingDeviceD3D12::vertex_format_create(const Vector &p_vertex_formats) {
+ _THREAD_SAFE_METHOD_
+
+ VertexDescriptionKey key;
+ key.vertex_formats = p_vertex_formats;
+
+ VertexFormatID *idptr = vertex_format_cache.getptr(key);
+ if (idptr) {
+ return *idptr;
+ }
+
+ // Does not exist, create one and cache it.
+ VertexDescriptionCache vdcache;
+ vdcache.elements_desc.resize(p_vertex_formats.size());
+
+ HashSet used_locations;
+ for (int i = 0; i < p_vertex_formats.size(); i++) {
+ ERR_CONTINUE(p_vertex_formats[i].format >= DATA_FORMAT_MAX);
+ ERR_FAIL_COND_V(used_locations.has(p_vertex_formats[i].location), INVALID_ID);
+
+ ERR_FAIL_COND_V_MSG(get_format_vertex_size(p_vertex_formats[i].format) == 0, INVALID_ID,
+ "Data format for attachment (" + itos(i) + "), '" + named_formats[p_vertex_formats[i].format] + "', is not valid for a vertex array.");
+
+ // SPIRV-Cross maps `layout(location = ) in` to `TEXCOORD`.
+ vdcache.elements_desc.write[i].SemanticName = "TEXCOORD"; // SPIRV-Cross will apply TEXCOORD semantic to vertex attributes.
+ vdcache.elements_desc.write[i].SemanticIndex = p_vertex_formats[i].location;
+ vdcache.elements_desc.write[i].Format = d3d12_formats[p_vertex_formats[i].format].general_format;
+ vdcache.elements_desc.write[i].InputSlot = i; // TODO: Can the same slot be used if data comes from the same buffer (regardless format)?
+ vdcache.elements_desc.write[i].AlignedByteOffset = p_vertex_formats[i].offset;
+ if (p_vertex_formats[i].frequency == VERTEX_FREQUENCY_INSTANCE) {
+ vdcache.elements_desc.write[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA;
+ vdcache.elements_desc.write[i].InstanceDataStepRate = 1;
+ } else {
+ vdcache.elements_desc.write[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
+ vdcache.elements_desc.write[i].InstanceDataStepRate = 0;
+ }
+ used_locations.insert(p_vertex_formats[i].location);
+ }
+
+ vdcache.vertex_formats = p_vertex_formats;
+
+ VertexFormatID id = VertexFormatID(vertex_format_cache.size()) | (VertexFormatID(ID_TYPE_VERTEX_FORMAT) << ID_BASE_SHIFT);
+ vertex_format_cache[key] = id;
+ vertex_formats[id] = vdcache;
+ return id;
+}
+
+RID RenderingDeviceD3D12::vertex_array_create(uint32_t p_vertex_count, VertexFormatID p_vertex_format, const Vector &p_src_buffers, const Vector &p_offsets) {
+ _THREAD_SAFE_METHOD_
+
+ ERR_FAIL_COND_V(!vertex_formats.has(p_vertex_format), RID());
+ const VertexDescriptionCache &vd = vertex_formats[p_vertex_format];
+
+ ERR_FAIL_COND_V(vd.vertex_formats.size() != p_src_buffers.size(), RID());
+
+ for (int i = 0; i < p_src_buffers.size(); i++) {
+ ERR_FAIL_COND_V(!vertex_buffer_owner.owns(p_src_buffers[i]), RID());
+ }
+
+ VertexArray vertex_array;
+
+ if (!p_offsets.is_empty()) {
+ ERR_FAIL_COND_V(p_offsets.size() != p_src_buffers.size(), RID());
+ }
+
+ vertex_array.vertex_count = p_vertex_count;
+ vertex_array.description = p_vertex_format;
+ vertex_array.max_instances_allowed = 0xFFFFFFFF; // By default as many as you want.
+ HashSet unique_buffers;
+ for (int i = 0; i < p_src_buffers.size(); i++) {
+ Buffer *buffer = vertex_buffer_owner.get_or_null(p_src_buffers[i]);
+
+ const VertexAttribute &atf = vd.vertex_formats[i];
+
+ // Validate with buffer.
+ {
+ uint32_t element_size = get_format_vertex_size(atf.format);
+ ERR_FAIL_COND_V(element_size == 0, RID()); // Should never happens since this was prevalidated.
+
+ if (atf.frequency == VERTEX_FREQUENCY_VERTEX) {
+ // Validate size for regular drawing.
+ uint64_t total_size = uint64_t(atf.stride) * (p_vertex_count - 1) + atf.offset + element_size;
+ ERR_FAIL_COND_V_MSG(total_size > buffer->size, RID(),
+ "Attachment (" + itos(i) + ") will read past the end of the buffer.");
+
+ } else {
+ // Validate size for instances drawing.
+ uint64_t available = buffer->size - atf.offset;
+ ERR_FAIL_COND_V_MSG(available < element_size, RID(),
+ "Attachment (" + itos(i) + ") uses instancing, but it's just too small.");
+
+ uint32_t instances_allowed = available / atf.stride;
+ vertex_array.max_instances_allowed = MIN(instances_allowed, vertex_array.max_instances_allowed);
+ }
+ }
+
+ unique_buffers.insert(buffer);
+
+ D3D12_VERTEX_BUFFER_VIEW view = {};
+ uint64_t data_offset = p_offsets.is_empty() ? 0 : p_offsets[i];
+ view.BufferLocation = buffer->resource->GetGPUVirtualAddress() + data_offset;
+ view.SizeInBytes = buffer->size;
+ view.StrideInBytes = atf.stride;
+ vertex_array.views.push_back(view);
+ }
+
+ for (Buffer *buffer : unique_buffers) {
+ vertex_array.unique_buffers.push_back(buffer);
+ }
+
+ RID id = vertex_array_owner.make_rid(vertex_array);
+ for (int i = 0; i < p_src_buffers.size(); i++) {
+ _add_dependency(id, p_src_buffers[i]);
+ }
+
+ return id;
+}
+
+RID RenderingDeviceD3D12::index_buffer_create(uint32_t p_index_count, IndexBufferFormat p_format, const Vector &p_data, bool p_use_restart_indices) {
+ _THREAD_SAFE_METHOD_
+
+ ERR_FAIL_COND_V(p_index_count == 0, RID());
+
+ IndexBuffer index_buffer;
+ index_buffer.index_format = (p_format == INDEX_BUFFER_FORMAT_UINT16) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
+ index_buffer.supports_restart_indices = p_use_restart_indices;
+ index_buffer.index_count = p_index_count;
+ uint32_t size_bytes = p_index_count * ((p_format == INDEX_BUFFER_FORMAT_UINT16) ? 2 : 4);
+#ifdef DEBUG_ENABLED
+ if (p_data.size()) {
+ index_buffer.max_index = 0;
+ ERR_FAIL_COND_V_MSG((uint32_t)p_data.size() != size_bytes, RID(),
+ "Default index buffer initializer array size (" + itos(p_data.size()) + ") does not match format required size (" + itos(size_bytes) + ").");
+ const uint8_t *r = p_data.ptr();
+ if (p_format == INDEX_BUFFER_FORMAT_UINT16) {
+ const uint16_t *index16 = (const uint16_t *)r;
+ for (uint32_t i = 0; i < p_index_count; i++) {
+ if (p_use_restart_indices && index16[i] == 0xFFFF) {
+ continue; // Restart index, ignore.
+ }
+ index_buffer.max_index = MAX(index16[i], index_buffer.max_index);
+ }
+ } else {
+ const uint32_t *index32 = (const uint32_t *)r;
+ for (uint32_t i = 0; i < p_index_count; i++) {
+ if (p_use_restart_indices && index32[i] == 0xFFFFFFFF) {
+ continue; // Restart index, ignore.
+ }
+ index_buffer.max_index = MAX(index32[i], index_buffer.max_index);
+ }
+ }
+ } else {
+ index_buffer.max_index = 0xFFFFFFFF;
+ }
+#else
+ index_buffer.max_index = 0xFFFFFFFF;
+#endif
+ Error err = _buffer_allocate(&index_buffer, size_bytes, D3D12_RESOURCE_STATE_INDEX_BUFFER, D3D12_HEAP_TYPE_DEFAULT);
+ ERR_FAIL_COND_V(err != OK, RID());
+
+ if (p_data.size()) {
+ uint64_t data_size = p_data.size();
+ const uint8_t *r = p_data.ptr();
+ _buffer_update(&index_buffer, 0, r, data_size);
+ }
+ RID id = index_buffer_owner.make_rid(index_buffer);
+#ifdef DEV_ENABLED
+ set_resource_name(id, "RID:" + itos(id.get_id()));
+#endif
+ return id;
+}
+
+RID RenderingDeviceD3D12::index_array_create(RID p_index_buffer, uint32_t p_index_offset, uint32_t p_index_count) {
+ _THREAD_SAFE_METHOD_
+
+ ERR_FAIL_COND_V(!index_buffer_owner.owns(p_index_buffer), RID());
+
+ IndexBuffer *index_buffer = index_buffer_owner.get_or_null(p_index_buffer);
+
+ ERR_FAIL_COND_V(p_index_count == 0, RID());
+ ERR_FAIL_COND_V(p_index_offset + p_index_count > index_buffer->index_count, RID());
+
+ IndexArray index_array;
+ index_array.buffer = index_buffer;
+ index_array.max_index = index_buffer->max_index;
+ index_array.offset = p_index_offset;
+ index_array.indices = p_index_count;
+ index_array.supports_restart_indices = index_buffer->supports_restart_indices;
+ index_array.view.BufferLocation = index_buffer->resource->GetGPUVirtualAddress();
+ index_array.view.SizeInBytes = p_index_count * (index_buffer->index_format == DXGI_FORMAT_R16_UINT ? 2 : 4);
+ index_array.view.Format = index_buffer->index_format;
+
+ RID id = index_array_owner.make_rid(index_array);
+ _add_dependency(id, p_index_buffer);
+ return id;
+}
+
+/****************/
+/**** SHADER ****/
+/****************/
+
+static const char *shader_uniform_names[RenderingDevice::UNIFORM_TYPE_MAX + 1] = {
+ "Sampler", "CombinedSampler", "Texture", "Image", "TextureBuffer", "SamplerTextureBuffer", "ImageBuffer", "UniformBuffer", "StorageBuffer", "InputAttachment", "N/A"
+};
+
+static uint32_t shader_stage_bit_offset_indices[RenderingDevice::SHADER_STAGE_MAX] = {
+ /* SHADER_STAGE_VERTEX */ 0,
+ /* SHADER_STAGE_FRAGMENT */ 1,
+ /* SHADER_STAGE_TESSELATION_CONTROL */ UINT32_MAX,
+ /* SHADER_STAGE_TESSELATION_EVALUATION */ UINT32_MAX,
+ /* SHADER_STAGE_COMPUTE */ 2,
+};
+
+String RenderingDeviceD3D12::_shader_uniform_debug(RID p_shader, int p_set) {
+ String ret;
+ const Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_NULL_V(shader, String());
+ for (int i = 0; i < shader->sets.size(); i++) {
+ if (p_set >= 0 && i != p_set) {
+ continue;
+ }
+ for (int j = 0; j < shader->sets[i].uniforms.size(); j++) {
+ const UniformInfo &ui = shader->sets[i].uniforms[j].info;
+ if (!ret.is_empty()) {
+ ret += "\n";
+ }
+ ret += "Set: " + itos(i) + " Binding: " + itos(ui.binding) + " Type: " + shader_uniform_names[ui.type] + " Writable: " + (ui.writable ? "Y" : "N") + " Length: " + itos(ui.length);
+ }
+ }
+ return ret;
+}
+
+uint32_t RenderingDeviceD3D12::_shader_patch_dxil_specialization_constant(
+ PipelineSpecializationConstantType p_type,
+ const void *p_value,
+ const uint64_t (&p_stages_bit_offsets)[D3D12_BITCODE_OFFSETS_NUM_STAGES],
+ HashMap> &r_stages_bytecodes,
+ bool p_is_first_patch) {
+ uint32_t patch_val = 0;
+ switch (p_type) {
+ case PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT: {
+ uint32_t int_value = *((const int *)p_value);
+ ERR_FAIL_COND_V(int_value & (1 << 31), 0);
+ patch_val = int_value;
+ } break;
+ case PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL: {
+ bool bool_value = *((const bool *)p_value);
+ patch_val = (uint32_t)bool_value;
+ } break;
+ case PIPELINE_SPECIALIZATION_CONSTANT_TYPE_FLOAT: {
+ uint32_t int_value = *((const int *)p_value);
+ ERR_FAIL_COND_V(int_value & (1 << 31), 0);
+ patch_val = (int_value >> 1);
+ } break;
+ }
+ // For VBR encoding to encode the number of bits we expect (32), we need to set the MSB unconditionally.
+ // However, signed VBR moves the MSB to the LSB, so setting the MSB to 1 wouldn't help. Therefore,
+ // the bit we set to 1 is the one at index 30.
+ patch_val |= (1 << 30);
+ patch_val <<= 1; // What signed VBR does.
+
+ auto tamper_bits = [](uint8_t *p_start, uint64_t p_bit_offset, uint64_t p_value) -> uint64_t {
+ uint64_t original = 0;
+ uint32_t curr_input_byte = p_bit_offset / 8;
+ uint8_t curr_input_bit = p_bit_offset % 8;
+ auto get_curr_input_bit = [&]() -> bool {
+ return ((p_start[curr_input_byte] >> curr_input_bit) & 1);
+ };
+ auto move_to_next_input_bit = [&]() {
+ if (curr_input_bit == 7) {
+ curr_input_bit = 0;
+ curr_input_byte++;
+ } else {
+ curr_input_bit++;
+ }
+ };
+ auto tamper_input_bit = [&](bool p_new_bit) {
+ p_start[curr_input_byte] &= ~((uint8_t)1 << curr_input_bit);
+ if (p_new_bit) {
+ p_start[curr_input_byte] |= (uint8_t)1 << curr_input_bit;
+ }
+ };
+ uint8_t value_bit_idx = 0;
+ for (uint32_t i = 0; i < 5; i++) { // 32 bits take 5 full bytes in VBR.
+ for (uint32_t j = 0; j < 7; j++) {
+ bool input_bit = get_curr_input_bit();
+ original |= (uint64_t)(input_bit ? 1 : 0) << value_bit_idx;
+ tamper_input_bit((p_value >> value_bit_idx) & 1);
+ move_to_next_input_bit();
+ value_bit_idx++;
+ }
+#ifdef DEV_ENABLED
+ bool input_bit = get_curr_input_bit();
+ DEV_ASSERT(i < 4 && input_bit || i == 4 && !input_bit);
+#endif
+ move_to_next_input_bit();
+ }
+ return original;
+ };
+ uint32_t stages_patched_mask = 0;
+ for (int stage = 0; stage < SHADER_STAGE_MAX; stage++) {
+ if (!r_stages_bytecodes.has((ShaderStage)stage)) {
+ continue;
+ }
+
+ uint64_t offset = p_stages_bit_offsets[shader_stage_bit_offset_indices[stage]];
+ if (offset == 0) {
+ // This constant does not appear at this stage.
+ continue;
+ }
+
+ Vector &bytecode = r_stages_bytecodes[(ShaderStage)stage];
+#ifdef DEV_ENABLED
+ uint64_t orig_patch_val = tamper_bits(bytecode.ptrw(), offset, patch_val);
+ // Checking against the value the NIR patch should have set.
+ DEV_ASSERT(!p_is_first_patch || ((orig_patch_val >> 1) & GODOT_NIR_SC_SENTINEL_MAGIC_MASK) == GODOT_NIR_SC_SENTINEL_MAGIC);
+ uint64_t readback_patch_val = tamper_bits(bytecode.ptrw(), offset, patch_val);
+ DEV_ASSERT(readback_patch_val == patch_val);
+#else
+ tamper_bits(bytecode.ptrw(), offset, patch_val);
+#endif
+
+ stages_patched_mask |= (1 << stage);
+ }
+ return stages_patched_mask;
+}
+
+bool RenderingDeviceD3D12::_shader_sign_dxil_bytecode(ShaderStage p_stage, Vector &r_dxil_blob) {
+ dxil_validator *validator = get_dxil_validator_for_current_thread();
+
+ char *err = nullptr;
+ bool res = dxil_validate_module(validator, r_dxil_blob.ptrw(), r_dxil_blob.size(), &err);
+ if (!res) {
+ if (err) {
+ ERR_FAIL_COND_V_MSG(!res, false, "Shader signing invocation at stage " + String(shader_stage_names[p_stage]) + " failed:\n" + String(err));
+ } else {
+ ERR_FAIL_COND_V_MSG(!res, false, "Shader signing invocation at stage " + String(shader_stage_names[p_stage]) + " failed.");
+ }
+ }
+
+ return true;
+}
+
+// Version 1: Initial.
+// Version 2: 64-bit vertex input mask.
+#define SHADER_BINARY_VERSION 2
+
+String RenderingDeviceD3D12::shader_get_binary_cache_key() const {
+ return "D3D12-SV" + itos(SHADER_BINARY_VERSION);
+}
+
+enum RootSignatureLocationType {
+ RS_LOC_TYPE_RESOURCE,
+ RS_LOC_TYPE_SAMPLER,
+};
+
+enum ResourceClass {
+ RES_CLASS_INVALID,
+ RES_CLASS_CBV,
+ RES_CLASS_SRV,
+ RES_CLASS_UAV,
+};
+
+// Phase 1: SPIR-V reflection, where the Vulkan/RD interface of the shader is discovered.
+// Phase 2: SPIR-V to DXIL translation, where the DXIL interface is discovered, which may have gaps due to optimizations.
+
+struct RenderingDeviceD3D12ShaderBinaryDataBinding {
+ // - Phase 1.
+ uint32_t type;
+ uint32_t binding;
+ uint32_t stages;
+ uint32_t length; // Size of arrays (in total elements), or ubos (in bytes * total elements).
+ uint32_t writable;
+ // - Phase 2.
+ uint32_t res_class;
+ uint32_t has_sampler;
+ uint32_t dxil_stages;
+ struct RootSignatureLocation {
+ uint32_t root_param_idx = UINT32_MAX; // UINT32_MAX if unused.
+ uint32_t range_idx = UINT32_MAX; // UINT32_MAX if unused.
+ };
+ RootSignatureLocation root_sig_locations[2]; // Index is RootSignatureLocationType.
+
+ // We need to sort these to fill the root signature locations properly.
+ bool operator<(const RenderingDeviceD3D12ShaderBinaryDataBinding &p_other) const {
+ return binding < p_other.binding;
+ }
+};
+
+struct RenderingDeviceD3D12ShaderBinarySpecializationConstant {
+ // - Phase 1.
+ uint32_t type;
+ uint32_t constant_id;
+ union {
+ uint32_t int_value;
+ float float_value;
+ bool bool_value;
+ };
+ // - Phase 2.
+ uint64_t stages_bit_offsets[D3D12_BITCODE_OFFSETS_NUM_STAGES];
+};
+
+struct RenderingDeviceD3D12ShaderBinaryData {
+ uint64_t vertex_input_mask;
+ uint32_t fragment_output_mask;
+ uint32_t specialization_constants_count;
+ uint32_t spirv_specialization_constants_ids_mask;
+ uint32_t is_compute;
+ uint32_t compute_local_size[3];
+ uint32_t set_count;
+ uint32_t push_constant_size;
+ uint32_t dxil_push_constant_stages; // Phase 2.
+ uint32_t nir_runtime_data_root_param_idx; // Phase 2.
+ uint32_t stage_count;
+ uint32_t shader_name_len;
+ uint32_t root_signature_len;
+ uint32_t root_signature_crc;
+};
+
+Vector RenderingDeviceD3D12::shader_compile_binary_from_spirv(const Vector &p_spirv, const String &p_shader_name) {
+ SpirvReflectionData spirv_data;
+ if (_reflect_spirv(p_spirv, spirv_data) != OK) {
+ return Vector();
+ }
+
+ // Collect reflection data into binary data.
+ RenderingDeviceD3D12ShaderBinaryData binary_data = {};
+ Vector> uniform_info;
+ Vector specialization_constants;
+ {
+ binary_data.vertex_input_mask = spirv_data.vertex_input_mask;
+ binary_data.fragment_output_mask = spirv_data.fragment_output_mask;
+ binary_data.specialization_constants_count = spirv_data.specialization_constants.size();
+ binary_data.is_compute = spirv_data.is_compute;
+ binary_data.compute_local_size[0] = spirv_data.compute_local_size[0];
+ binary_data.compute_local_size[1] = spirv_data.compute_local_size[1];
+ binary_data.compute_local_size[2] = spirv_data.compute_local_size[2];
+ binary_data.set_count = spirv_data.uniforms.size();
+ binary_data.push_constant_size = spirv_data.push_constant_size;
+ binary_data.nir_runtime_data_root_param_idx = UINT32_MAX;
+ binary_data.stage_count = p_spirv.size();
+
+ for (const Vector &spirv_set : spirv_data.uniforms) {
+ Vector set_bindings;
+ for (const SpirvReflectionData::Uniform &spirv_uniform : spirv_set) {
+ RenderingDeviceD3D12ShaderBinaryDataBinding binding{};
+ binding.type = (uint32_t)spirv_uniform.type;
+ binding.binding = spirv_uniform.binding;
+ binding.stages = (uint32_t)spirv_uniform.stages_mask;
+ binding.length = spirv_uniform.length;
+ binding.writable = (uint32_t)spirv_uniform.writable;
+ set_bindings.push_back(binding);
+ }
+ uniform_info.push_back(set_bindings);
+ }
+
+ for (const SpirvReflectionData::SpecializationConstant &spirv_sc : spirv_data.specialization_constants) {
+ RenderingDeviceD3D12ShaderBinarySpecializationConstant spec_constant{};
+ spec_constant.type = (uint32_t)spirv_sc.type;
+ spec_constant.constant_id = spirv_sc.constant_id;
+ spec_constant.int_value = spirv_sc.int_value;
+ specialization_constants.push_back(spec_constant);
+
+ binary_data.spirv_specialization_constants_ids_mask |= (1 << spirv_sc.constant_id);
+ }
+ }
+
+ // Translate SPIR-V shaders to DXIL, and collect shader info from the new representation.
+ HashMap> dxil_blobs;
+ BitField stages_processed;
+ {
+ HashMap stages_nir_shaders;
+
+ auto free_nir_shaders = [&]() {
+ for (KeyValue &E : stages_nir_shaders) {
+ ralloc_free(E.value);
+ }
+ stages_nir_shaders.clear();
+ };
+
+ // This is based on spirv2dxil.c. May need updates when it changes.
+ // Also, this has to stay around until after linking.
+ nir_shader_compiler_options nir_options = *dxil_get_nir_compiler_options();
+ nir_options.lower_base_vertex = false;
+
+ dxil_spirv_runtime_conf dxil_runtime_conf = {};
+ dxil_runtime_conf.runtime_data_cbv.register_space = RUNTIME_DATA_SPACE;
+ dxil_runtime_conf.runtime_data_cbv.base_shader_register = RUNTIME_DATA_REGISTER;
+ dxil_runtime_conf.push_constant_cbv.register_space = ROOT_CONSTANT_SPACE;
+ dxil_runtime_conf.push_constant_cbv.base_shader_register = ROOT_CONSTANT_REGISTER;
+ dxil_runtime_conf.zero_based_vertex_instance_id = true;
+ dxil_runtime_conf.zero_based_compute_workgroup_id = true;
+ dxil_runtime_conf.declared_read_only_images_as_srvs = true;
+ // Making this explicit to let maintainers know that in practice this didn't improve performance,
+ // probably because data generated by one shader and consumed by another one forces the resource
+ // to transition from UAV to SRV, and back, instead of being an UAV all the time.
+ // In case someone wants to try, care must be taken so in case of incompatible bindings across stages
+ // happen as a result, all the stages are re-translated. That can happen if, for instance, a stage only
+ // uses an allegedly writable resource only for reading but the next stage doesn't.
+ dxil_runtime_conf.inferred_read_only_images_as_srvs = false;
+
+ // - Translate SPIR-V to NIR.
+ for (int i = 0; i < p_spirv.size(); i++) {
+ ShaderStage stage = (ShaderStage)p_spirv[i].shader_stage;
+ ShaderStage stage_flag = (ShaderStage)(1 << p_spirv[i].shader_stage);
+
+ stages_processed.set_flag(stage_flag);
+
+ {
+ char *entry_point = "main";
+
+ static const gl_shader_stage SPIRV_TO_MESA_STAGES[SHADER_STAGE_MAX] = {
+ /* SHADER_STAGE_VERTEX */ MESA_SHADER_VERTEX,
+ /* SHADER_STAGE_FRAGMENT */ MESA_SHADER_FRAGMENT,
+ /* SHADER_STAGE_TESSELATION_CONTROL */ MESA_SHADER_TESS_CTRL,
+ /* SHADER_STAGE_TESSELATION_EVALUATION */ MESA_SHADER_TESS_EVAL,
+ /* SHADER_STAGE_COMPUTE */ MESA_SHADER_COMPUTE,
+ };
+
+ nir_shader *nir_shader = spirv_to_nir(
+ (const uint32_t *)p_spirv[i].spir_v.ptr(),
+ p_spirv[i].spir_v.size() / sizeof(uint32_t),
+ nullptr,
+ 0,
+ SPIRV_TO_MESA_STAGES[stage],
+ entry_point,
+ dxil_spirv_nir_get_spirv_options(), &nir_options);
+ if (!nir_shader) {
+ free_nir_shaders();
+ ERR_FAIL_V_MSG(Vector(), "Shader translation (step 1) at stage " + String(shader_stage_names[stage]) + " failed.");
+ }
+
+#ifdef DEV_ENABLED
+ nir_validate_shader(nir_shader, "Validate before feeding NIR to the DXIL compiler");
+#endif
+
+ if (stage == SHADER_STAGE_VERTEX) {
+ dxil_runtime_conf.yz_flip.y_mask = 0xffff;
+ dxil_runtime_conf.yz_flip.mode = DXIL_SPIRV_Y_FLIP_UNCONDITIONAL;
+ } else {
+ dxil_runtime_conf.yz_flip.y_mask = 0;
+ dxil_runtime_conf.yz_flip.mode = DXIL_SPIRV_YZ_FLIP_NONE;
+ }
+
+ // This is based on spirv2dxil.c. May need updates when it changes.
+ dxil_spirv_nir_prep(nir_shader);
+ bool requires_runtime_data = {};
+ dxil_spirv_nir_passes(nir_shader, &dxil_runtime_conf, &requires_runtime_data);
+
+ stages_nir_shaders[stage] = nir_shader;
+ }
+ }
+
+ // - Link NIR shaders.
+ for (int i = SHADER_STAGE_MAX - 1; i >= 0; i--) {
+ if (!stages_nir_shaders.has(i)) {
+ continue;
+ }
+ nir_shader *shader = stages_nir_shaders[i];
+ nir_shader *prev_shader = nullptr;
+ for (int j = i - 1; j >= 0; j--) {
+ if (stages_nir_shaders.has(j)) {
+ prev_shader = stages_nir_shaders[j];
+ break;
+ }
+ }
+ if (prev_shader) {
+ bool requires_runtime_data = {};
+ dxil_spirv_nir_link(shader, prev_shader, &dxil_runtime_conf, &requires_runtime_data);
+ }
+ }
+
+ // - Translate NIR to DXIL.
+ for (int i = 0; i < p_spirv.size(); i++) {
+ ShaderStage stage = (ShaderStage)p_spirv[i].shader_stage;
+
+ struct ShaderData {
+ ShaderStage stage;
+ RenderingDeviceD3D12ShaderBinaryData &binary_data;
+ Vector> &uniform_info;
+ Vector &specialization_constants;
+ } shader_data{ stage, binary_data, uniform_info, specialization_constants };
+
+ GodotNirCallbacks godot_nir_callbacks = {};
+ godot_nir_callbacks.data = &shader_data;
+
+ godot_nir_callbacks.report_resource = [](uint32_t p_register, uint32_t p_space, uint32_t p_dxil_type, void *p_data) {
+ ShaderData &shader_data = *(ShaderData *)p_data;
+
+ // Types based on Mesa's dxil_container.h.
+ static const uint32_t DXIL_RES_SAMPLER = 1;
+ static const ResourceClass DXIL_TYPE_TO_CLASS[] = {
+ /* DXIL_RES_INVALID */ RES_CLASS_INVALID,
+ /* DXIL_RES_SAMPLER */ RES_CLASS_INVALID, // Handling sampler as a flag.
+ /* DXIL_RES_CBV */ RES_CLASS_CBV,
+ /* DXIL_RES_SRV_TYPED */ RES_CLASS_SRV,
+ /* DXIL_RES_SRV_RAW */ RES_CLASS_SRV,
+ /* DXIL_RES_SRV_STRUCTURED */ RES_CLASS_SRV,
+ /* DXIL_RES_UAV_TYPED */ RES_CLASS_UAV,
+ /* DXIL_RES_UAV_RAW */ RES_CLASS_UAV,
+ /* DXIL_RES_UAV_STRUCTURED */ RES_CLASS_UAV,
+ /* DXIL_RES_UAV_STRUCTURED_WITH_COUNTER */ RES_CLASS_INVALID,
+ };
+ DEV_ASSERT(p_dxil_type < ARRAY_SIZE(DXIL_TYPE_TO_CLASS));
+ ResourceClass res_class = DXIL_TYPE_TO_CLASS[p_dxil_type];
+
+ if (p_register == ROOT_CONSTANT_REGISTER && p_space == ROOT_CONSTANT_SPACE) {
+ DEV_ASSERT(res_class == RES_CLASS_CBV);
+ shader_data.binary_data.dxil_push_constant_stages |= (1 << shader_data.stage);
+ } else if (p_register == RUNTIME_DATA_REGISTER && p_space == RUNTIME_DATA_SPACE) {
+ DEV_ASSERT(res_class == RES_CLASS_CBV);
+ shader_data.binary_data.nir_runtime_data_root_param_idx = 1; // Temporary, to be determined later.
+ } else {
+ DEV_ASSERT(p_space == 0);
+
+ uint32_t set = p_register / GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER;
+ uint32_t binding = (p_register % GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER) / GODOT_NIR_BINDING_MULTIPLIER;
+
+ DEV_ASSERT(set < (uint32_t)shader_data.uniform_info.size());
+ bool found = false;
+ for (int i = 0; i < shader_data.uniform_info[set].size(); i++) {
+ if (shader_data.uniform_info[set][i].binding != binding) {
+ continue;
+ }
+
+ RenderingDeviceD3D12ShaderBinaryDataBinding &binding_info = shader_data.uniform_info.write[set].write[i];
+
+ binding_info.dxil_stages |= (1 << shader_data.stage);
+
+ if (res_class != RES_CLASS_INVALID) {
+ DEV_ASSERT(binding_info.res_class == (uint32_t)RES_CLASS_INVALID || binding_info.res_class == (uint32_t)res_class);
+ binding_info.res_class = res_class;
+ } else if (p_dxil_type == DXIL_RES_SAMPLER) {
+ binding_info.has_sampler = (uint32_t) true;
+ } else {
+ CRASH_NOW();
+ }
+
+ found = true;
+ break;
+ }
+ DEV_ASSERT(found);
+ }
+ };
+
+ godot_nir_callbacks.report_sc_bit_offset_fn = [](uint32_t p_sc_id, uint64_t p_bit_offset, void *p_data) {
+ ShaderData &shader_data = *(ShaderData *)p_data;
+
+ bool found = false;
+ for (int i = 0; i < shader_data.specialization_constants.size(); i++) {
+ if (shader_data.specialization_constants[i].constant_id != p_sc_id) {
+ continue;
+ }
+
+ uint32_t offset_idx = shader_stage_bit_offset_indices[shader_data.stage];
+ DEV_ASSERT(shader_data.specialization_constants.write[i].stages_bit_offsets[offset_idx] == 0);
+ shader_data.specialization_constants.write[i].stages_bit_offsets[offset_idx] = p_bit_offset;
+
+ found = true;
+ break;
+ }
+ DEV_ASSERT(found);
+ };
+
+ godot_nir_callbacks.report_bitcode_bit_offset_fn = [](uint64_t p_bit_offset, void *p_data) {
+ DEV_ASSERT(p_bit_offset % 8 == 0);
+ ShaderData &shader_data = *(ShaderData *)p_data;
+ uint32_t offset_idx = shader_stage_bit_offset_indices[shader_data.stage];
+ for (int i = 0; i < shader_data.specialization_constants.size(); i++) {
+ if (shader_data.specialization_constants.write[i].stages_bit_offsets[offset_idx] == 0) {
+ // This SC has been optimized out from this stage.
+ continue;
+ }
+ shader_data.specialization_constants.write[i].stages_bit_offsets[offset_idx] += p_bit_offset;
+ }
+ };
+
+ auto shader_model_d3d_to_dxil = [](D3D_SHADER_MODEL p_d3d_shader_model) -> dxil_shader_model {
+ static_assert(SHADER_MODEL_6_0 == 0x60000);
+ static_assert(SHADER_MODEL_6_3 == 0x60003);
+ static_assert(D3D_SHADER_MODEL_6_0 == 0x60);
+ static_assert(D3D_SHADER_MODEL_6_3 == 0x63);
+ return (dxil_shader_model)((p_d3d_shader_model >> 4) * 0x10000 + (p_d3d_shader_model & 0xf));
+ };
+
+ nir_to_dxil_options nir_to_dxil_options = {};
+ nir_to_dxil_options.environment = DXIL_ENVIRONMENT_VULKAN;
+ nir_to_dxil_options.shader_model_max = shader_model_d3d_to_dxil(context->get_shader_capabilities().shader_model);
+ nir_to_dxil_options.validator_version_max = dxil_get_validator_version(get_dxil_validator_for_current_thread());
+ nir_to_dxil_options.godot_nir_callbacks = &godot_nir_callbacks;
+
+ dxil_logger logger = {};
+ logger.log = [](void *p_priv, const char *p_msg) {
+#ifdef DEBUG_ENABLED
+ print_verbose(p_msg);
+#endif
+ };
+
+ blob dxil_blob = {};
+ bool ok = nir_to_dxil(stages_nir_shaders[stage], &nir_to_dxil_options, &logger, &dxil_blob);
+ ralloc_free(stages_nir_shaders[stage]);
+ stages_nir_shaders.erase(stage);
+ if (!ok) {
+ free_nir_shaders();
+ ERR_FAIL_V_MSG(Vector(), "Shader translation at stage " + String(shader_stage_names[stage]) + " failed.");
+ }
+
+ Vector blob_copy;
+ blob_copy.resize(dxil_blob.size);
+ memcpy(blob_copy.ptrw(), dxil_blob.data, dxil_blob.size);
+ blob_finish(&dxil_blob);
+ dxil_blobs.insert(stage, blob_copy);
+ }
+ }
+
+#if 0
+ if (dxil_blobs.has(SHADER_STAGE_FRAGMENT)) {
+ Ref f = FileAccess::open("res://1.dxil", FileAccess::WRITE);
+ f->store_buffer(dxil_blobs[SHADER_STAGE_FRAGMENT].ptr(), dxil_blobs[SHADER_STAGE_FRAGMENT].size());
+ }
+#endif
+
+ // Patch with default values of specialization constants.
+ if (specialization_constants.size()) {
+ for (const RenderingDeviceD3D12ShaderBinarySpecializationConstant &sc : specialization_constants) {
+ _shader_patch_dxil_specialization_constant((PipelineSpecializationConstantType)sc.type, &sc.int_value, sc.stages_bit_offsets, dxil_blobs, true);
+ }
+#if 0
+ if (dxil_blobs.has(SHADER_STAGE_FRAGMENT)) {
+ Ref f = FileAccess::open("res://2.dxil", FileAccess::WRITE);
+ f->store_buffer(dxil_blobs[SHADER_STAGE_FRAGMENT].ptr(), dxil_blobs[SHADER_STAGE_FRAGMENT].size());
+ }
+#endif
+ }
+
+ // Sign.
+ for (KeyValue> &E : dxil_blobs) {
+ ShaderStage stage = E.key;
+ Vector &dxil_blob = E.value;
+ bool sign_ok = _shader_sign_dxil_bytecode(stage, dxil_blob);
+ ERR_FAIL_COND_V(!sign_ok, Vector());
+ }
+
+ // Build the root signature.
+ ComPtr root_sig_blob;
+ {
+ auto stages_to_d3d12_visibility = [](uint32_t p_stages_mask) -> D3D12_SHADER_VISIBILITY {
+ switch (p_stages_mask) {
+ case SHADER_STAGE_VERTEX_BIT: {
+ return D3D12_SHADER_VISIBILITY_VERTEX;
+ }
+ case SHADER_STAGE_FRAGMENT_BIT: {
+ return D3D12_SHADER_VISIBILITY_PIXEL;
+ }
+ default: {
+ return D3D12_SHADER_VISIBILITY_ALL;
+ }
+ }
+ };
+
+ LocalVector root_params;
+
+ // Root (push) constants.
+ if (binary_data.dxil_push_constant_stages) {
+ CD3DX12_ROOT_PARAMETER1 push_constant;
+ push_constant.InitAsConstants(
+ binary_data.push_constant_size / sizeof(uint32_t),
+ ROOT_CONSTANT_REGISTER,
+ ROOT_CONSTANT_SPACE,
+ stages_to_d3d12_visibility(binary_data.dxil_push_constant_stages));
+ root_params.push_back(push_constant);
+ }
+
+ // NIR-DXIL runtime data.
+ if (binary_data.nir_runtime_data_root_param_idx == 1) { // Set above to 1 when discovering runtime data is needed.
+ DEV_ASSERT(!binary_data.is_compute); // Could be supported if needed, but it's pointless as of now.
+ binary_data.nir_runtime_data_root_param_idx = root_params.size();
+ CD3DX12_ROOT_PARAMETER1 nir_runtime_data;
+ nir_runtime_data.InitAsConstants(
+ sizeof(dxil_spirv_vertex_runtime_data) / sizeof(uint32_t),
+ RUNTIME_DATA_REGISTER,
+ RUNTIME_DATA_SPACE,
+ D3D12_SHADER_VISIBILITY_VERTEX);
+ root_params.push_back(nir_runtime_data);
+ }
+
+ // Descriptor tables (up to two per uniform set, for resources and/or samplers).
+
+ // These have to stay around until serialization!
+ struct TraceableDescriptorTable {
+ uint32_t stages_mask = {};
+ Vector ranges;
+ Vector root_sig_locations;
+ };
+ Vector resource_tables_maps;
+ Vector sampler_tables_maps;
+
+ for (int set = 0; set < uniform_info.size(); set++) {
+ bool first_resource_in_set = true;
+ bool first_sampler_in_set = true;
+ uniform_info.write[set].sort();
+ for (int i = 0; i < uniform_info[set].size(); i++) {
+ const RenderingDeviceD3D12ShaderBinaryDataBinding &binding = uniform_info[set][i];
+
+ bool really_used = binding.dxil_stages != 0;
+#ifdef DEV_ENABLED
+ bool anybody_home = (ResourceClass)binding.res_class != RES_CLASS_INVALID || binding.has_sampler;
+ DEV_ASSERT(anybody_home == really_used);
+#endif
+ if (!really_used) {
+ continue; // Existed in SPIR-V; went away in DXIL.
+ }
+
+ auto insert_range = [](D3D12_DESCRIPTOR_RANGE_TYPE p_range_type,
+ uint32_t p_num_descriptors,
+ uint32_t p_dxil_register,
+ uint32_t p_dxil_stages_mask,
+ RenderingDeviceD3D12ShaderBinaryDataBinding::RootSignatureLocation(&p_root_sig_locations),
+ Vector &r_tables,
+ bool &r_first_in_set) {
+ if (r_first_in_set) {
+ r_tables.resize(r_tables.size() + 1);
+ r_first_in_set = false;
+ }
+ TraceableDescriptorTable &table = r_tables.write[r_tables.size() - 1];
+ table.stages_mask |= p_dxil_stages_mask;
+
+ CD3DX12_DESCRIPTOR_RANGE1 range;
+ // Due to the aliasing hack for SRV-UAV of different families,
+ // we can be causing an unintended change of data (sometimes the validation layers catch it).
+ D3D12_DESCRIPTOR_RANGE_FLAGS flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
+ if (p_range_type == D3D12_DESCRIPTOR_RANGE_TYPE_SRV || p_range_type == D3D12_DESCRIPTOR_RANGE_TYPE_UAV) {
+ flags = D3D12_DESCRIPTOR_RANGE_FLAG_DATA_VOLATILE;
+ } else if (p_range_type == D3D12_DESCRIPTOR_RANGE_TYPE_CBV) {
+ flags = D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC_WHILE_SET_AT_EXECUTE;
+ }
+ range.Init(p_range_type, p_num_descriptors, p_dxil_register, 0, flags);
+
+ table.ranges.push_back(range);
+ table.root_sig_locations.push_back(&p_root_sig_locations);
+ };
+
+ uint32_t num_descriptors = 1;
+
+ D3D12_DESCRIPTOR_RANGE_TYPE resource_range_type = {};
+ switch ((ResourceClass)binding.res_class) {
+ case RES_CLASS_INVALID: {
+ num_descriptors = binding.length;
+ DEV_ASSERT(binding.has_sampler);
+ } break;
+ case RES_CLASS_CBV: {
+ resource_range_type = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
+ DEV_ASSERT(!binding.has_sampler);
+ } break;
+ case RES_CLASS_SRV: {
+ resource_range_type = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
+ num_descriptors = MAX(1u, binding.length); // An unbound R/O buffer is reflected as zero-size.
+ } break;
+ case RES_CLASS_UAV: {
+ resource_range_type = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
+ num_descriptors = MAX(1u, binding.length); // An unbound R/W buffer is reflected as zero-size.
+ DEV_ASSERT(!binding.has_sampler);
+ } break;
+ }
+
+ uint32_t dxil_register = set * GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER + binding.binding * GODOT_NIR_BINDING_MULTIPLIER;
+
+ if (binding.res_class != RES_CLASS_INVALID) {
+ insert_range(
+ resource_range_type,
+ num_descriptors,
+ dxil_register,
+ uniform_info[set][i].dxil_stages,
+ uniform_info.write[set].write[i].root_sig_locations[RS_LOC_TYPE_RESOURCE],
+ resource_tables_maps,
+ first_resource_in_set);
+ }
+ if (binding.has_sampler) {
+ insert_range(
+ D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
+ num_descriptors,
+ dxil_register,
+ uniform_info[set][i].dxil_stages,
+ uniform_info.write[set].write[i].root_sig_locations[RS_LOC_TYPE_SAMPLER],
+ sampler_tables_maps,
+ first_sampler_in_set);
+ }
+ }
+ }
+
+ auto make_descriptor_tables = [&root_params, &stages_to_d3d12_visibility](const Vector &p_tables) {
+ for (const TraceableDescriptorTable &table : p_tables) {
+ D3D12_SHADER_VISIBILITY visibility = stages_to_d3d12_visibility(table.stages_mask);
+ DEV_ASSERT(table.ranges.size() == table.root_sig_locations.size());
+ for (int i = 0; i < table.ranges.size(); i++) {
+ // By now we know very well which root signature location corresponds to the pointed uniform.
+ table.root_sig_locations[i]->root_param_idx = root_params.size();
+ table.root_sig_locations[i]->range_idx = i;
+ }
+
+ CD3DX12_ROOT_PARAMETER1 root_table;
+ root_table.InitAsDescriptorTable(table.ranges.size(), table.ranges.ptr(), visibility);
+ root_params.push_back(root_table);
+ }
+ };
+
+ make_descriptor_tables(resource_tables_maps);
+ make_descriptor_tables(sampler_tables_maps);
+
+ CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC root_sig_desc = {};
+ D3D12_ROOT_SIGNATURE_FLAGS root_sig_flags =
+ D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
+ D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
+ D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS |
+ D3D12_ROOT_SIGNATURE_FLAG_DENY_AMPLIFICATION_SHADER_ROOT_ACCESS |
+ D3D12_ROOT_SIGNATURE_FLAG_DENY_MESH_SHADER_ROOT_ACCESS;
+ if (!stages_processed.has_flag(SHADER_STAGE_VERTEX_BIT)) {
+ root_sig_flags |= D3D12_ROOT_SIGNATURE_FLAG_DENY_VERTEX_SHADER_ROOT_ACCESS;
+ }
+ if (!stages_processed.has_flag(SHADER_STAGE_FRAGMENT_BIT)) {
+ root_sig_flags |= D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS;
+ }
+ if (binary_data.vertex_input_mask) {
+ root_sig_flags |= D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
+ }
+ root_sig_desc.Init_1_1(root_params.size(), root_params.ptr(), 0, nullptr, root_sig_flags);
+
+ ComPtr error_blob;
+ HRESULT res = D3DX12SerializeVersionedRootSignature(&root_sig_desc, D3D_ROOT_SIGNATURE_VERSION_1_1, root_sig_blob.GetAddressOf(), error_blob.GetAddressOf());
+ ERR_FAIL_COND_V_MSG(res, Vector(),
+ "Serialization of root signature failed with error " + vformat("0x%08ux", res) + " and the following message:\n" + String((char *)error_blob->GetBufferPointer(), error_blob->GetBufferSize()));
+
+ binary_data.root_signature_crc = crc32(0, nullptr, 0);
+ binary_data.root_signature_crc = crc32(binary_data.root_signature_crc, (const Bytef *)root_sig_blob->GetBufferPointer(), root_sig_blob->GetBufferSize());
+ }
+
+ Vector> compressed_stages;
+ Vector zstd_size;
+
+ uint32_t stages_binary_size = 0;
+
+ for (int i = 0; i < p_spirv.size(); i++) {
+ Vector zstd;
+ Vector &dxil_blob = dxil_blobs[p_spirv[i].shader_stage];
+ zstd.resize(Compression::get_max_compressed_buffer_size(dxil_blob.size(), Compression::MODE_ZSTD));
+ int dst_size = Compression::compress(zstd.ptrw(), dxil_blob.ptr(), dxil_blob.size(), Compression::MODE_ZSTD);
+
+ zstd_size.push_back(dst_size);
+ zstd.resize(dst_size);
+ compressed_stages.push_back(zstd);
+
+ uint32_t s = compressed_stages[i].size();
+ if (s % 4 != 0) {
+ s += 4 - (s % 4);
+ }
+ stages_binary_size += s;
+ }
+
+ CharString shader_name_utf = p_shader_name.utf8();
+
+ binary_data.shader_name_len = shader_name_utf.length();
+
+ uint32_t total_size = sizeof(uint32_t) * 3; // Header + version + main datasize;.
+ total_size += sizeof(RenderingDeviceD3D12ShaderBinaryData);
+
+ total_size += binary_data.shader_name_len;
+ if ((binary_data.shader_name_len % 4) != 0) { // Alignment rules are really strange.
+ total_size += 4 - (binary_data.shader_name_len % 4);
+ }
+
+ for (int i = 0; i < uniform_info.size(); i++) {
+ total_size += sizeof(uint32_t);
+ total_size += uniform_info[i].size() * sizeof(RenderingDeviceD3D12ShaderBinaryDataBinding);
+ }
+
+ total_size += sizeof(RenderingDeviceD3D12ShaderBinarySpecializationConstant) * specialization_constants.size();
+
+ total_size += compressed_stages.size() * sizeof(uint32_t) * 3; // Sizes.
+ total_size += stages_binary_size;
+
+ binary_data.root_signature_len = root_sig_blob->GetBufferSize();
+ total_size += binary_data.root_signature_len;
+
+ Vector ret;
+ ret.resize(total_size);
+ {
+ uint32_t offset = 0;
+ uint8_t *binptr = ret.ptrw();
+ binptr[0] = 'G';
+ binptr[1] = 'S';
+ binptr[2] = 'B';
+ binptr[3] = 'D'; // Godot shader binary data.
+ offset += 4;
+ encode_uint32(SHADER_BINARY_VERSION, binptr + offset);
+ offset += sizeof(uint32_t);
+ encode_uint32(sizeof(RenderingDeviceD3D12ShaderBinaryData), binptr + offset);
+ offset += sizeof(uint32_t);
+ memcpy(binptr + offset, &binary_data, sizeof(RenderingDeviceD3D12ShaderBinaryData));
+ offset += sizeof(RenderingDeviceD3D12ShaderBinaryData);
+
+ if (binary_data.shader_name_len > 0) {
+ memcpy(binptr + offset, shader_name_utf.ptr(), binary_data.shader_name_len);
+ offset += binary_data.shader_name_len;
+
+ if ((binary_data.shader_name_len % 4) != 0) { // Alignment rules are really strange.
+ offset += 4 - (binary_data.shader_name_len % 4);
+ }
+ }
+
+ for (int i = 0; i < uniform_info.size(); i++) {
+ int count = uniform_info[i].size();
+ encode_uint32(count, binptr + offset);
+ offset += sizeof(uint32_t);
+ if (count > 0) {
+ memcpy(binptr + offset, uniform_info[i].ptr(), sizeof(RenderingDeviceD3D12ShaderBinaryDataBinding) * count);
+ offset += sizeof(RenderingDeviceD3D12ShaderBinaryDataBinding) * count;
+ }
+ }
+
+ if (specialization_constants.size()) {
+ memcpy(binptr + offset, specialization_constants.ptr(), sizeof(RenderingDeviceD3D12ShaderBinarySpecializationConstant) * specialization_constants.size());
+ offset += sizeof(RenderingDeviceD3D12ShaderBinarySpecializationConstant) * specialization_constants.size();
+ }
+
+ for (int i = 0; i < compressed_stages.size(); i++) {
+ encode_uint32(p_spirv[i].shader_stage, binptr + offset);
+ offset += sizeof(uint32_t);
+ encode_uint32(dxil_blobs[p_spirv[i].shader_stage].size(), binptr + offset);
+ offset += sizeof(uint32_t);
+ encode_uint32(zstd_size[i], binptr + offset);
+ offset += sizeof(uint32_t);
+ memcpy(binptr + offset, compressed_stages[i].ptr(), compressed_stages[i].size());
+
+ uint32_t s = compressed_stages[i].size();
+
+ if (s % 4 != 0) {
+ s += 4 - (s % 4);
+ }
+
+ offset += s;
+ }
+
+ memcpy(binptr + offset, root_sig_blob->GetBufferPointer(), root_sig_blob->GetBufferSize());
+ offset += root_sig_blob->GetBufferSize();
+
+ ERR_FAIL_COND_V(offset != (uint32_t)ret.size(), Vector());
+ }
+
+ return ret;
+}
+
+RID RenderingDeviceD3D12::shader_create_from_bytecode(const Vector &p_shader_binary, RID p_placeholder) {
+ const uint8_t *binptr = p_shader_binary.ptr();
+ uint32_t binsize = p_shader_binary.size();
+
+ uint32_t read_offset = 0;
+ // Consistency check.
+ ERR_FAIL_COND_V(binsize < sizeof(uint32_t) * 3 + sizeof(RenderingDeviceD3D12ShaderBinaryData), RID());
+ ERR_FAIL_COND_V(binptr[0] != 'G' || binptr[1] != 'S' || binptr[2] != 'B' || binptr[3] != 'D', RID());
+
+ uint32_t bin_version = decode_uint32(binptr + 4);
+ ERR_FAIL_COND_V(bin_version != SHADER_BINARY_VERSION, RID());
+
+ uint32_t bin_data_size = decode_uint32(binptr + 8);
+
+ const RenderingDeviceD3D12ShaderBinaryData &binary_data = *(reinterpret_cast(binptr + 12));
+
+ uint64_t vertex_input_mask = binary_data.vertex_input_mask;
+
+ uint32_t fragment_output_mask = binary_data.fragment_output_mask;
+
+ bool is_compute = binary_data.is_compute;
+
+ const uint32_t compute_local_size[3] = { binary_data.compute_local_size[0], binary_data.compute_local_size[1], binary_data.compute_local_size[2] };
+
+ read_offset += sizeof(uint32_t) * 3 + bin_data_size;
+
+ String name;
+
+ if (binary_data.shader_name_len) {
+ name.parse_utf8((const char *)(binptr + read_offset), binary_data.shader_name_len);
+ read_offset += binary_data.shader_name_len;
+ if ((binary_data.shader_name_len % 4) != 0) { // Alignment rules are really strange.
+ read_offset += 4 - (binary_data.shader_name_len % 4);
+ }
+ }
+
+ Vector set_info;
+ set_info.resize(binary_data.set_count);
+
+ for (uint32_t i = 0; i < binary_data.set_count; i++) {
+ ERR_FAIL_COND_V(read_offset + sizeof(uint32_t) >= binsize, RID());
+ uint32_t set_count = decode_uint32(binptr + read_offset);
+ read_offset += sizeof(uint32_t);
+ const RenderingDeviceD3D12ShaderBinaryDataBinding *set_ptr = reinterpret_cast(binptr + read_offset);
+ uint32_t set_size = set_count * sizeof(RenderingDeviceD3D12ShaderBinaryDataBinding);
+ ERR_FAIL_COND_V(read_offset + set_size >= binsize, RID());
+
+ for (uint32_t j = 0; j < set_count; j++) {
+ Shader::ShaderUniformInfo sui;
+
+ sui.info.type = UniformType(set_ptr[j].type);
+ sui.info.writable = set_ptr[j].writable;
+ sui.info.length = set_ptr[j].length;
+ sui.info.binding = set_ptr[j].binding;
+
+ sui.binding.stages = set_ptr[j].dxil_stages;
+ sui.binding.res_class = (ResourceClass)set_ptr[j].res_class;
+ static_assert(sizeof(UniformBindingInfo::root_sig_locations) == sizeof(RenderingDeviceD3D12ShaderBinaryDataBinding::root_sig_locations));
+ memcpy(&sui.binding.root_sig_locations, &set_ptr[j].root_sig_locations, sizeof(UniformBindingInfo::root_sig_locations));
+
+ set_info.write[i].uniforms.push_back(sui);
+
+ if (sui.binding.root_sig_locations.resource.root_param_idx != UINT32_MAX) {
+ set_info.write[i].num_root_params.resources++;
+ }
+ if (sui.binding.root_sig_locations.sampler.root_param_idx != UINT32_MAX) {
+ set_info.write[i].num_root_params.samplers++;
+ }
+ }
+
+ read_offset += set_size;
+ }
+
+ ERR_FAIL_COND_V(read_offset + binary_data.specialization_constants_count * sizeof(RenderingDeviceD3D12ShaderBinarySpecializationConstant) >= binsize, RID());
+
+ Vector specialization_constants;
+
+ for (uint32_t i = 0; i < binary_data.specialization_constants_count; i++) {
+ const RenderingDeviceD3D12ShaderBinarySpecializationConstant &src_sc = *(reinterpret_cast(binptr + read_offset));
+ Shader::SpecializationConstant sc;
+ sc.constant.int_value = src_sc.int_value;
+ sc.constant.type = PipelineSpecializationConstantType(src_sc.type);
+ sc.constant.constant_id = src_sc.constant_id;
+ memcpy(sc.stages_bit_offsets, src_sc.stages_bit_offsets, sizeof(sc.stages_bit_offsets));
+ specialization_constants.push_back(sc);
+
+ read_offset += sizeof(RenderingDeviceD3D12ShaderBinarySpecializationConstant);
+ }
+
+ HashMap> stages_bytecode;
+
+ for (uint32_t i = 0; i < binary_data.stage_count; i++) {
+ ERR_FAIL_COND_V(read_offset + sizeof(uint32_t) * 3 >= binsize, RID());
+ uint32_t stage = decode_uint32(binptr + read_offset);
+ read_offset += sizeof(uint32_t);
+ uint32_t dxil_size = decode_uint32(binptr + read_offset);
+ read_offset += sizeof(uint32_t);
+ uint32_t zstd_size = decode_uint32(binptr + read_offset);
+ read_offset += sizeof(uint32_t);
+
+ // Decompress.
+ Vector dxil;
+ dxil.resize(dxil_size);
+ int dec_dxil_size = Compression::decompress(dxil.ptrw(), dxil.size(), binptr + read_offset, zstd_size, Compression::MODE_ZSTD);
+ ERR_FAIL_COND_V(dec_dxil_size != (int32_t)dxil_size, RID());
+ stages_bytecode[ShaderStage(stage)] = dxil;
+
+ if (zstd_size % 4 != 0) {
+ zstd_size += 4 - (zstd_size % 4);
+ }
+
+ ERR_FAIL_COND_V(read_offset + zstd_size > binsize, RID());
+
+ read_offset += zstd_size;
+ }
+
+ const uint8_t *root_sig_data_ptr = binptr + read_offset;
+
+ ComPtr root_sig_deserializer;
+ HRESULT res = D3D12CreateRootSignatureDeserializer(root_sig_data_ptr, binary_data.root_signature_len, IID_PPV_ARGS(root_sig_deserializer.GetAddressOf()));
+ ERR_FAIL_COND_V_MSG(res, RID(), "D3D12CreateRootSignatureDeserializer failed with error " + vformat("0x%08ux", res) + ".");
+ read_offset += binary_data.root_signature_len;
+
+ ERR_FAIL_COND_V(read_offset != binsize, RID());
+
+ // TODO: Need to lock?
+ _THREAD_SAFE_METHOD_
+
+ ComPtr root_signature;
+ res = device->CreateRootSignature(0, root_sig_data_ptr, binary_data.root_signature_len, IID_PPV_ARGS(root_signature.GetAddressOf()));
+ ERR_FAIL_COND_V_MSG(res, RID(), "CreateRootSignature failed with error " + vformat("0x%08ux", res) + ".");
+
+ RID id;
+ if (p_placeholder.is_null()) {
+ id = shader_owner.make_rid();
+ } else {
+ id = p_placeholder;
+ }
+
+ Shader *shader = shader_owner.get_or_null(id);
+ ERR_FAIL_NULL_V(shader, RID());
+
+ shader->vertex_input_mask = vertex_input_mask;
+ shader->fragment_output_mask = fragment_output_mask;
+ shader->spirv_push_constant_size = binary_data.push_constant_size;
+ shader->dxil_push_constant_size = binary_data.dxil_push_constant_stages ? binary_data.push_constant_size : 0;
+ shader->nir_runtime_data_root_param_idx = binary_data.nir_runtime_data_root_param_idx;
+ shader->is_compute = is_compute;
+ shader->compute_local_size[0] = compute_local_size[0];
+ shader->compute_local_size[1] = compute_local_size[1];
+ shader->compute_local_size[2] = compute_local_size[2];
+ shader->specialization_constants = specialization_constants;
+ shader->spirv_specialization_constants_ids_mask = binary_data.spirv_specialization_constants_ids_mask;
+ shader->name = name;
+ shader->root_signature = root_signature;
+ shader->root_signature_deserializer = root_sig_deserializer;
+ shader->root_signature_desc = root_sig_deserializer->GetRootSignatureDesc();
+ shader->root_signature_crc = binary_data.root_signature_crc;
+ shader->stages_bytecode = stages_bytecode;
+
+ // Proceed to create descriptor sets.
+ for (uint32_t i = 0; i < binary_data.set_count; i++) {
+ uint32_t format = 0; // No format, default.
+
+ Shader::Set &set = set_info.write[i];
+ if (set.uniforms.size()) {
+ // Has data, needs an actual format;.
+ UniformSetFormat usformat;
+ usformat.uniform_info.resize(set.uniforms.size());
+ for (int j = 0; j < set.uniforms.size(); j++) {
+ usformat.uniform_info.write[j] = set.uniforms[j].info;
+ }
+ RBMap::Element *E = uniform_set_format_cache.find(usformat);
+ if (E) {
+ format = E->get();
+ } else {
+ format = uniform_set_format_cache.size() + 1;
+ E = uniform_set_format_cache.insert(usformat, format);
+ uniform_set_format_cache_reverse.push_back(E);
+ DEV_ASSERT(uniform_set_format_cache_reverse.size() == uniform_set_format_cache.size());
+ }
+ }
+
+ shader->sets.push_back(set);
+ shader->set_formats.push_back(format);
+ }
+
+#ifdef DEV_ENABLED
+ set_resource_name(id, "RID:" + itos(id.get_id()));
+#endif
+ return id;
+}
+
+RID RenderingDeviceD3D12::shader_create_placeholder() {
+ Shader shader;
+ return shader_owner.make_rid(shader);
+}
+
+uint64_t RenderingDeviceD3D12::shader_get_vertex_input_attribute_mask(RID p_shader) {
+ _THREAD_SAFE_METHOD_
+
+ const Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_NULL_V(shader, 0);
+ return shader->vertex_input_mask;
+}
+
+/******************/
+/**** UNIFORMS ****/
+/******************/
+
+RID RenderingDeviceD3D12::uniform_buffer_create(uint32_t p_size_bytes, const Vector &p_data) {
+ _THREAD_SAFE_METHOD_
+
+ ERR_FAIL_COND_V(p_data.size() && (uint32_t)p_data.size() != p_size_bytes, RID());
+
+ Buffer buffer;
+ Error err = _buffer_allocate(&buffer, p_size_bytes, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER, D3D12_HEAP_TYPE_DEFAULT);
+ ERR_FAIL_COND_V(err != OK, RID());
+
+ if (p_data.size()) {
+ uint64_t data_size = p_data.size();
+ const uint8_t *r = p_data.ptr();
+ _buffer_update(&buffer, 0, r, data_size);
+ }
+ RID id = uniform_buffer_owner.make_rid(buffer);
+#ifdef DEV_ENABLED
+ set_resource_name(id, "RID:" + itos(id.get_id()));
+#endif
+ return id;
+}
+
+RID RenderingDeviceD3D12::storage_buffer_create(uint32_t p_size_bytes, const Vector &p_data, BitField p_usage) {
+ _THREAD_SAFE_METHOD_
+
+ ERR_FAIL_COND_V(p_data.size() && (uint32_t)p_data.size() != p_size_bytes, RID());
+
+ Buffer buffer;
+ D3D12_RESOURCE_STATES states = D3D12_RESOURCE_STATE_COPY_SOURCE | D3D12_RESOURCE_STATE_COPY_DEST | D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
+ if (p_usage.has_flag(STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT)) {
+ states |= D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT;
+ }
+ Error err = _buffer_allocate(&buffer, p_size_bytes, states, D3D12_HEAP_TYPE_DEFAULT);
+ ERR_FAIL_COND_V(err != OK, RID());
+
+ if (p_data.size()) {
+ uint64_t data_size = p_data.size();
+ const uint8_t *r = p_data.ptr();
+ _buffer_update(&buffer, 0, r, data_size);
+ }
+ return storage_buffer_owner.make_rid(buffer);
+}
+
+RID RenderingDeviceD3D12::texture_buffer_create(uint32_t p_size_elements, DataFormat p_format, const Vector &p_data) {
+ _THREAD_SAFE_METHOD_
+
+ uint32_t element_size = get_format_vertex_size(p_format);
+ ERR_FAIL_COND_V_MSG(element_size == 0, RID(), "Format requested is not supported for texture buffers");
+ uint64_t size_bytes = uint64_t(element_size) * p_size_elements;
+
+ ERR_FAIL_COND_V(p_data.size() && (uint32_t)p_data.size() != size_bytes, RID());
+
+ TextureBuffer texture_buffer;
+ Error err = _buffer_allocate(&texture_buffer.buffer, size_bytes, D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE, D3D12_HEAP_TYPE_DEFAULT);
+ ERR_FAIL_COND_V(err != OK, RID());
+
+ if (p_data.size()) {
+ uint64_t data_size = p_data.size();
+ const uint8_t *r = p_data.ptr();
+ _buffer_update(&texture_buffer.buffer, 0, r, data_size);
+ }
+
+ // Allocate the view.
+ RID id = texture_buffer_owner.make_rid(texture_buffer);
+#ifdef DEV_ENABLED
+ set_resource_name(id, "RID:" + itos(id.get_id()));
+#endif
+ return id;
+}
+
+Error RenderingDeviceD3D12::DescriptorsHeap::allocate(ID3D12Device *p_device, D3D12_DESCRIPTOR_HEAP_TYPE p_type, uint32_t p_descriptor_count, bool p_for_gpu) {
+ ERR_FAIL_COND_V(heap, ERR_ALREADY_EXISTS);
+ ERR_FAIL_COND_V(p_descriptor_count == 0, ERR_INVALID_PARAMETER);
+
+ handle_size = p_device->GetDescriptorHandleIncrementSize(p_type);
+
+ desc.Type = p_type;
+ desc.NumDescriptors = p_descriptor_count;
+ desc.Flags = p_for_gpu ? D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE : D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
+ HRESULT res = p_device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(heap.GetAddressOf()));
+ ERR_FAIL_COND_V_MSG(res, ERR_CANT_CREATE, "CreateDescriptorHeap failed with error " + vformat("0x%08ux", res) + ".");
+
+ return OK;
+}
+
+RenderingDeviceD3D12::DescriptorsHeap::Walker RenderingDeviceD3D12::DescriptorsHeap::make_walker() const {
+ Walker walker;
+ walker.handle_size = handle_size;
+ walker.handle_count = desc.NumDescriptors;
+ if (heap) {
+ walker.first_cpu_handle = heap->GetCPUDescriptorHandleForHeapStart();
+ if ((desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE)) {
+ walker.first_gpu_handle = heap->GetGPUDescriptorHandleForHeapStart();
+ }
+ }
+ return walker;
+}
+
+void RenderingDeviceD3D12::DescriptorsHeap::Walker::advance(uint32_t p_count) {
+ ERR_FAIL_COND_MSG(handle_index + p_count > handle_count, "Would advance past EOF.");
+ handle_index += p_count;
+}
+
+D3D12_CPU_DESCRIPTOR_HANDLE RenderingDeviceD3D12::DescriptorsHeap::Walker::get_curr_cpu_handle() {
+ ERR_FAIL_COND_V_MSG(is_at_eof(), D3D12_CPU_DESCRIPTOR_HANDLE(), "Heap walker is at EOF.");
+ return D3D12_CPU_DESCRIPTOR_HANDLE{ first_cpu_handle.ptr + handle_index * handle_size };
+}
+
+D3D12_GPU_DESCRIPTOR_HANDLE RenderingDeviceD3D12::DescriptorsHeap::Walker::get_curr_gpu_handle() {
+ ERR_FAIL_COND_V_MSG(!first_gpu_handle.ptr, D3D12_GPU_DESCRIPTOR_HANDLE(), "Can't provide a GPU handle from a non-GPU descriptors heap.");
+ ERR_FAIL_COND_V_MSG(is_at_eof(), D3D12_GPU_DESCRIPTOR_HANDLE(), "Heap walker is at EOF.");
+ return D3D12_GPU_DESCRIPTOR_HANDLE{ first_gpu_handle.ptr + handle_index * handle_size };
+}
+
+static void _add_descriptor_count_for_uniform(RenderingDevice::UniformType p_type, uint32_t p_binding_length, bool p_dobule_srv_uav_ambiguous, uint32_t &r_num_resources, uint32_t &r_num_samplers, bool &r_srv_uav_ambiguity) {
+ r_srv_uav_ambiguity = false;
+
+ // Some resource types can be SRV or UAV, depending on what NIR-DXIL decided for a specific shader variant.
+ // The goal is to generate both SRV and UAV for the descriptor sets' heaps and copy only the relevant one
+ // to the frame descriptor heap at binding time.
+ // [[SRV_UAV_AMBIGUITY]]
+
+ switch (p_type) {
+ case RenderingDevice::UNIFORM_TYPE_SAMPLER: {
+ r_num_samplers += p_binding_length;
+ } break;
+ case RenderingDevice::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE:
+ case RenderingDevice::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER: {
+ r_num_resources += p_binding_length;
+ r_num_samplers += p_binding_length;
+ } break;
+ case RenderingDevice::UNIFORM_TYPE_UNIFORM_BUFFER: {
+ r_num_resources += 1;
+ } break;
+ case RenderingDevice::UNIFORM_TYPE_STORAGE_BUFFER: {
+ r_num_resources += p_dobule_srv_uav_ambiguous ? 2 : 1;
+ r_srv_uav_ambiguity = true;
+ } break;
+ case RenderingDevice::UNIFORM_TYPE_IMAGE: {
+ r_num_resources += p_binding_length * (p_dobule_srv_uav_ambiguous ? 2 : 1);
+ r_srv_uav_ambiguity = true;
+ } break;
+ default: {
+ r_num_resources += p_binding_length;
+ }
+ }
+}
+
+RID RenderingDeviceD3D12::uniform_set_create(const Vector &p_uniforms, RID p_shader, uint32_t p_shader_set) {
+ _THREAD_SAFE_METHOD_
+
+ ERR_FAIL_COND_V(p_uniforms.size() == 0, RID());
+
+ Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_NULL_V(shader, RID());
+
+ ERR_FAIL_COND_V_MSG(p_shader_set >= (uint32_t)shader->sets.size() || shader->sets[p_shader_set].uniforms.size() == 0, RID(),
+ "Desired set (" + itos(p_shader_set) + ") not used by shader.");
+ // See that all sets in shader are satisfied.
+
+ const Shader::Set &set = shader->sets[p_shader_set];
+
+ uint32_t uniform_count = p_uniforms.size();
+ const Uniform *uniforms = p_uniforms.ptr();
+
+ uint32_t set_uniform_count = set.uniforms.size();
+ const Shader::ShaderUniformInfo *set_uniforms = set.uniforms.ptr();
+
+ // Do a first pass to count resources and samplers, and error checking.
+ uint32_t num_resource_descs = 0;
+ uint32_t num_sampler_descs = 0;
+ LocalVector uniform_indices;
+ uniform_indices.resize(set_uniform_count);
+ for (uint32_t i = 0; i < set_uniform_count; i++) {
+ const UniformInfo &set_uniform = set_uniforms[i].info;
+ int uniform_idx = -1;
+ for (int j = 0; j < (int)uniform_count; j++) {
+ if (uniforms[j].binding == set_uniform.binding) {
+ uniform_idx = j;
+ }
+ }
+ ERR_FAIL_COND_V_MSG(uniform_idx == -1, RID(),
+ "All the shader bindings for the given set must be covered by the uniforms provided. Binding (" + itos(set_uniform.binding) + "), set (" + itos(p_shader_set) + ") was not provided.");
+ uniform_indices[i] = uniform_idx;
+
+ const Uniform &uniform = uniforms[uniform_idx];
+ ERR_FAIL_COND_V_MSG(uniform.uniform_type != set_uniform.type, RID(),
+ "Mismatch uniform type for binding (" + itos(set_uniform.binding) + "), set (" + itos(p_shader_set) + "). Expected '" + shader_uniform_names[set_uniform.type] + "', supplied: '" + shader_uniform_names[uniform.uniform_type] + "'.");
+
+ // Since the uniform set may be created for a shader different than the one that will be actually bound,
+ // which may have a different set of uniforms optimized out, the stages mask we can check now is not reliable.
+ // Therefore, we can't make any assumptions here about descriptors that we may not need to create,
+ // pixel or vertex-only shader resource states, etc.
+
+ bool srv_uav_ambiguity = false;
+ _add_descriptor_count_for_uniform(uniform.uniform_type, set_uniform.length, true, num_resource_descs, num_sampler_descs, srv_uav_ambiguity);
+ }
+
+ struct {
+ DescriptorsHeap resources;
+ DescriptorsHeap samplers;
+ } desc_heaps;
+#ifdef DEV_ENABLED
+ LocalVector resources_desc_info;
+#endif
+
+ if (num_resource_descs) {
+ Error err = desc_heaps.resources.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, num_resource_descs, false);
+ ERR_FAIL_COND_V(err, RID());
+ }
+ if (num_sampler_descs) {
+ Error err = desc_heaps.samplers.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, num_sampler_descs, false);
+ ERR_FAIL_COND_V(err, RID());
+ }
+ struct {
+ DescriptorsHeap::Walker resources;
+ DescriptorsHeap::Walker samplers;
+ } desc_heap_walkers;
+ desc_heap_walkers.resources = desc_heaps.resources.make_walker();
+ desc_heap_walkers.samplers = desc_heaps.samplers.make_walker();
+
+ // Used for verification to make sure a uniform set does not use a framebuffer bound texture.
+ LocalVector attachable_textures;
+ struct RIDState {
+ bool is_buffer = false;
+ uint64_t shader_uniform_idx_mask = 0;
+ ResourceState state;
+ };
+ HashMap resource_states;
+
+ for (uint32_t i = 0; i < set_uniform_count; i++) {
+ const Shader::ShaderUniformInfo &set_uniform = set_uniforms[i];
+ const Uniform &uniform = uniforms[uniform_indices[i]];
+
+ // Stages defined in the shader may be missing for a uniform due to the optimizer,
+ // but the opposite (extraneous stages present in the uniform stages mask) would be an error.
+ DEV_ASSERT(!(shader->is_compute && (set_uniform.binding.stages & (SHADER_STAGE_VERTEX_BIT | SHADER_STAGE_FRAGMENT_BIT))));
+ DEV_ASSERT(!(!shader->is_compute && (set_uniform.binding.stages & SHADER_STAGE_COMPUTE_BIT)));
+
+ switch (uniform.uniform_type) {
+ case UNIFORM_TYPE_SAMPLER: {
+ if (uniform.get_id_count() != (uint32_t)set_uniform.info.length) {
+ if (set_uniform.info.length > 1) {
+ ERR_FAIL_V_MSG(RID(), "Sampler (binding: " + itos(uniform.binding) + ") is an array of (" + itos(set_uniform.info.length) + ") sampler elements, so it should be provided equal number of sampler IDs to satisfy it (IDs provided: " + itos(uniform.get_id_count()) + ").");
+ } else {
+ ERR_FAIL_V_MSG(RID(), "Sampler (binding: " + itos(uniform.binding) + ") should provide one ID referencing a sampler (IDs provided: " + itos(uniform.get_id_count()) + ").");
+ }
+ }
+
+ for (uint32_t j = 0; j < uniform.get_id_count(); j++) {
+ D3D12_SAMPLER_DESC *sampler_desc = sampler_owner.get_or_null(uniform.get_id(j));
+ ERR_FAIL_COND_V_MSG(!sampler_desc, RID(), "Sampler (binding: " + itos(uniform.binding) + ", index " + itos(j) + ") is not a valid sampler.");
+
+ device->CreateSampler(sampler_desc, desc_heap_walkers.samplers.get_curr_cpu_handle());
+ desc_heap_walkers.samplers.advance();
+ }
+ } break;
+ case UNIFORM_TYPE_SAMPLER_WITH_TEXTURE: {
+ if (uniform.get_id_count() != (uint32_t)set_uniform.info.length * 2) {
+ if (set_uniform.info.length > 1) {
+ ERR_FAIL_V_MSG(RID(), "SamplerTexture (binding: " + itos(uniform.binding) + ") is an array of (" + itos(set_uniform.info.length) + ") sampler&texture elements, so it should provided twice the amount of IDs (sampler,texture pairs) to satisfy it (IDs provided: " + itos(uniform.get_id_count()) + ").");
+ } else {
+ ERR_FAIL_V_MSG(RID(), "SamplerTexture (binding: " + itos(uniform.binding) + ") should provide two IDs referencing a sampler and then a texture (IDs provided: " + itos(uniform.get_id_count()) + ").");
+ }
+ }
+
+ for (uint32_t j = 0; j < uniform.get_id_count(); j += 2) {
+ D3D12_SAMPLER_DESC *sampler_desc = sampler_owner.get_or_null(uniform.get_id(j));
+ ERR_FAIL_COND_V_MSG(!sampler_desc, RID(), "SamplerTexture (binding: " + itos(uniform.binding) + ", index " + itos(j) + ") is not a valid sampler.");
+
+ RID rid = uniform.get_id(j + 1);
+ Texture *texture = texture_owner.get_or_null(rid);
+ ERR_FAIL_COND_V_MSG(!texture, RID(), "SamplerTexture (binding: " + itos(uniform.binding) + ", index " + itos(j) + ") is not a valid texture.");
+
+ ERR_FAIL_COND_V_MSG(!(texture->usage_flags & TEXTURE_USAGE_SAMPLING_BIT), RID(),
+ "Texture (binding: " + itos(uniform.binding) + ", index " + itos(j) + ") needs the TEXTURE_USAGE_SAMPLING_BIT usage flag set in order to be used as uniform.");
+
+ device->CreateSampler(sampler_desc, desc_heap_walkers.samplers.get_curr_cpu_handle());
+ desc_heap_walkers.samplers.advance();
+ device->CreateShaderResourceView(texture->resource, &texture->srv_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
+#ifdef DEV_ENABLED
+ resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture->srv_desc.ViewDimension });
+#endif
+ desc_heap_walkers.resources.advance();
+
+ RIDState &rs = resource_states[texture];
+ rs.shader_uniform_idx_mask |= ((uint64_t)1 << i);
+ rs.state.extend(D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE);
+
+ if (texture->usage_flags & (TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | TEXTURE_USAGE_INPUT_ATTACHMENT_BIT)) {
+ UniformSet::AttachableTexture attachable_texture;
+ attachable_texture.bind = set_uniform.info.binding;
+ attachable_texture.texture = texture->owner.is_valid() ? texture->owner : uniform.get_id(j + 1);
+ attachable_textures.push_back(attachable_texture);
+ }
+
+ DEV_ASSERT(!texture->owner.is_valid() || texture_owner.get_or_null(texture->owner));
+ }
+ } break;
+ case UNIFORM_TYPE_TEXTURE: {
+ if (uniform.get_id_count() != (uint32_t)set_uniform.info.length) {
+ if (set_uniform.info.length > 1) {
+ ERR_FAIL_V_MSG(RID(), "Texture (binding: " + itos(uniform.binding) + ") is an array of (" + itos(set_uniform.info.length) + ") textures, so it should be provided equal number of texture IDs to satisfy it (IDs provided: " + itos(uniform.get_id_count()) + ").");
+ } else {
+ ERR_FAIL_V_MSG(RID(), "Texture (binding: " + itos(uniform.binding) + ") should provide one ID referencing a texture (IDs provided: " + itos(uniform.get_id_count()) + ").");
+ }
+ }
+
+ for (uint32_t j = 0; j < uniform.get_id_count(); j++) {
+ RID rid = uniform.get_id(j);
+ Texture *texture = texture_owner.get_or_null(rid);
+ ERR_FAIL_COND_V_MSG(!texture, RID(), "Texture (binding: " + itos(uniform.binding) + ", index " + itos(j) + ") is not a valid texture.");
+
+ ERR_FAIL_COND_V_MSG(!(texture->usage_flags & TEXTURE_USAGE_SAMPLING_BIT), RID(),
+ "Texture (binding: " + itos(uniform.binding) + ", index " + itos(j) + ") needs the TEXTURE_USAGE_SAMPLING_BIT usage flag set in order to be used as uniform.");
+
+ device->CreateShaderResourceView(texture->resource, &texture->srv_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
+#ifdef DEV_ENABLED
+ resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture->srv_desc.ViewDimension });
+#endif
+ desc_heap_walkers.resources.advance();
+
+ RIDState &rs = resource_states[texture];
+ rs.shader_uniform_idx_mask |= ((uint64_t)1 << i);
+ rs.state.extend(D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE);
+
+ if ((texture->usage_flags & (TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | TEXTURE_USAGE_INPUT_ATTACHMENT_BIT))) {
+ UniformSet::AttachableTexture attachable_texture;
+ attachable_texture.bind = set_uniform.info.binding;
+ attachable_texture.texture = texture->owner.is_valid() ? texture->owner : uniform.get_id(j);
+ attachable_textures.push_back(attachable_texture);
+ }
+
+ DEV_ASSERT(!texture->owner.is_valid() || texture_owner.get_or_null(texture->owner));
+ }
+ } break;
+ case UNIFORM_TYPE_IMAGE: {
+ if (uniform.get_id_count() != (uint32_t)set_uniform.info.length) {
+ if (set_uniform.info.length > 1) {
+ ERR_FAIL_V_MSG(RID(), "Image (binding: " + itos(uniform.binding) + ") is an array of (" + itos(set_uniform.info.length) + ") textures, so it should be provided equal number of texture IDs to satisfy it (IDs provided: " + itos(uniform.get_id_count()) + ").");
+ } else {
+ ERR_FAIL_V_MSG(RID(), "Image (binding: " + itos(uniform.binding) + ") should provide one ID referencing a texture (IDs provided: " + itos(uniform.get_id_count()) + ").");
+ }
+ }
+
+ for (uint32_t j = 0; j < uniform.get_id_count(); j++) {
+ RID rid = uniform.get_id(j);
+ Texture *texture = texture_owner.get_or_null(rid);
+
+ ERR_FAIL_COND_V_MSG(!texture, RID(),
+ "Image (binding: " + itos(uniform.binding) + ", index " + itos(j) + ") is not a valid texture.");
+
+ ERR_FAIL_COND_V_MSG(!(texture->usage_flags & TEXTURE_USAGE_STORAGE_BIT), RID(),
+ "Image (binding: " + itos(uniform.binding) + ", index " + itos(j) + ") needs the TEXTURE_USAGE_STORAGE_BIT usage flag set in order to be used as uniform.");
+
+ RIDState &rs = resource_states[texture];
+ rs.shader_uniform_idx_mask |= ((uint64_t)1 << i);
+ rs.state.extend(D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
+ }
+
+ // SRVs first. [[SRV_UAV_AMBIGUITY]]
+ for (uint32_t j = 0; j < uniform.get_id_count(); j++) {
+ RID rid = uniform.get_id(j);
+ Texture *texture = texture_owner.get_or_null(rid);
+
+ ERR_FAIL_COND_V_MSG(!texture, RID(),
+ "Image (binding: " + itos(uniform.binding) + ", index " + itos(j) + ") is not a valid texture.");
+
+ ERR_FAIL_COND_V_MSG(!(texture->usage_flags & TEXTURE_USAGE_STORAGE_BIT), RID(),
+ "Image (binding: " + itos(uniform.binding) + ", index " + itos(j) + ") needs the TEXTURE_USAGE_STORAGE_BIT usage flag set in order to be used as uniform.");
+
+ device->CreateShaderResourceView(texture->resource, &texture->srv_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
+#ifdef DEV_ENABLED
+ resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture->srv_desc.ViewDimension });
+#endif
+ desc_heap_walkers.resources.advance();
+
+ DEV_ASSERT(!texture->owner.is_valid() || texture_owner.get_or_null(texture->owner));
+ }
+
+ // UAVs then. [[SRV_UAV_AMBIGUITY]]
+ for (uint32_t j = 0; j < uniform.get_id_count(); j++) {
+ RID rid = uniform.get_id(j);
+ Texture *texture = texture_owner.get_or_null(rid);
+
+ device->CreateUnorderedAccessView(texture->resource, nullptr, &texture->uav_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
+#ifdef DEV_ENABLED
+ resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, {} });
+#endif
+ desc_heap_walkers.resources.advance();
+ }
+ } break;
+ case UNIFORM_TYPE_TEXTURE_BUFFER: {
+ if (uniform.get_id_count() != (uint32_t)set_uniform.info.length) {
+ if (set_uniform.info.length > 1) {
+ ERR_FAIL_V_MSG(RID(), "Buffer (binding: " + itos(uniform.binding) + ") is an array of (" + itos(set_uniform.info.length) + ") texture buffer elements, so it should be provided equal number of texture buffer IDs to satisfy it (IDs provided: " + itos(uniform.get_id_count()) + ").");
+ } else {
+ ERR_FAIL_V_MSG(RID(), "Buffer (binding: " + itos(uniform.binding) + ") should provide one ID referencing a texture buffer (IDs provided: " + itos(uniform.get_id_count()) + ").");
+ }
+ }
+
+ for (uint32_t j = 0; j < uniform.get_id_count(); j++) {
+ TextureBuffer *buffer = texture_buffer_owner.get_or_null(uniform.get_id(j));
+ ERR_FAIL_COND_V_MSG(!buffer, RID(), "Texture Buffer (binding: " + itos(uniform.binding) + ", index " + itos(j) + ") is not a valid texture buffer.");
+
+ CRASH_NOW_MSG("Unimplemented!");
+ }
+ } break;
+ case UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER: {
+ CRASH_NOW();
+ if (uniform.get_id_count() != (uint32_t)set_uniform.info.length * 2) {
+ if (set_uniform.info.length > 1) {
+ ERR_FAIL_V_MSG(RID(), "SamplerBuffer (binding: " + itos(uniform.binding) + ") is an array of (" + itos(set_uniform.info.length) + ") sampler buffer elements, so it should provided twice the amount of IDs (sampler,buffer pairs) to satisfy it (IDs provided: " + itos(uniform.get_id_count()) + ").");
+ } else {
+ ERR_FAIL_V_MSG(RID(), "SamplerBuffer (binding: " + itos(uniform.binding) + ") should provide two IDs referencing a sampler and then a texture buffer (IDs provided: " + itos(uniform.get_id_count()) + ").");
+ }
+ }
+
+ for (uint32_t j = 0; j < uniform.get_id_count(); j += 2) {
+ D3D12_SAMPLER_DESC *sampler_desc = sampler_owner.get_or_null(uniform.get_id(j));
+ ERR_FAIL_COND_V_MSG(!sampler_desc, RID(), "SamplerBuffer (binding: " + itos(uniform.binding) + ", index " + itos(j + 1) + ") is not a valid sampler.");
+
+ TextureBuffer *buffer = texture_buffer_owner.get_or_null(uniform.get_id(j + 1));
+ ERR_FAIL_COND_V_MSG(!buffer, RID(), "SamplerBuffer (binding: " + itos(uniform.binding) + ", index " + itos(j + 1) + ") is not a valid texture buffer.");
+
+ device->CreateSampler(sampler_desc, desc_heap_walkers.samplers.get_curr_cpu_handle());
+ desc_heap_walkers.samplers.advance();
+
+ CRASH_NOW_MSG("Unimplemented!");
+ }
+ } break;
+ case UNIFORM_TYPE_IMAGE_BUFFER: {
+ // Todo.
+
+ } break;
+ case UNIFORM_TYPE_UNIFORM_BUFFER: {
+ ERR_FAIL_COND_V_MSG(uniform.get_id_count() != 1, RID(),
+ "Uniform buffer supplied (binding: " + itos(uniform.binding) + ") must provide one ID (" + itos(uniform.get_id_count()) + " provided).");
+
+ RID rid = uniform.get_id(0);
+ Buffer *buffer = uniform_buffer_owner.get_or_null(rid);
+ ERR_FAIL_COND_V_MSG(!buffer, RID(), "Uniform buffer supplied (binding: " + itos(uniform.binding) + ") is invalid.");
+
+ ERR_FAIL_COND_V_MSG(buffer->size < (uint32_t)set_uniform.info.length, RID(),
+ "Uniform buffer supplied (binding: " + itos(uniform.binding) + ") size (" + itos(buffer->size) + " is smaller than size of shader uniform: (" + itos(set_uniform.info.length) + ").");
+
+ D3D12_CONSTANT_BUFFER_VIEW_DESC cbv_desc = {};
+ cbv_desc.BufferLocation = buffer->resource->GetGPUVirtualAddress();
+ cbv_desc.SizeInBytes = ALIGN(buffer->size, 256);
+ device->CreateConstantBufferView(&cbv_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
+ desc_heap_walkers.resources.advance();
+#ifdef DEV_ENABLED
+ resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_CBV, {} });
+#endif
+
+ RIDState &rs = resource_states[buffer];
+ rs.is_buffer = true;
+ rs.shader_uniform_idx_mask |= ((uint64_t)1 << i);
+ rs.state.extend(D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
+ } break;
+ case UNIFORM_TYPE_STORAGE_BUFFER: {
+ ERR_FAIL_COND_V_MSG(uniform.get_id_count() != 1, RID(),
+ "Storage buffer supplied (binding: " + itos(uniform.binding) + ") must provide one ID (" + itos(uniform.get_id_count()) + " provided).");
+
+ RID rid = uniform.get_id(0);
+ Buffer *buffer = nullptr;
+
+ if (storage_buffer_owner.owns(rid)) {
+ buffer = storage_buffer_owner.get_or_null(rid);
+ } else if (vertex_buffer_owner.owns(rid)) {
+ buffer = vertex_buffer_owner.get_or_null(rid);
+ // Due to [[SRV_UAV_AMBIGUITY]] we can't make this check because it wouldn't make sense in the case of an SRV (r/o storage buffer).
+ //ERR_FAIL_COND_V_MSG(!(buffer->usage & D3D12_RESOURCE_STATE_UNORDERED_ACCESS), RID(), "Vertex buffer supplied (binding: " + itos(uniform.binding) + ") was not created with storage flag.");
+ }
+ ERR_FAIL_COND_V_MSG(!buffer, RID(), "Storage buffer supplied (binding: " + itos(uniform.binding) + ") is invalid.");
+
+ // If 0, then it's sized at link time.
+ ERR_FAIL_COND_V_MSG(set_uniform.info.length > 0 && buffer->size != (uint32_t)set_uniform.info.length, RID(),
+ "Storage buffer supplied (binding: " + itos(uniform.binding) + ") size (" + itos(buffer->size) + " does not match size of shader uniform: (" + itos(set_uniform.info.length) + ").");
+
+ RIDState &rs = resource_states[buffer];
+ rs.shader_uniform_idx_mask |= ((uint64_t)1 << i);
+ rs.is_buffer = true;
+ rs.state.extend(D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
+
+ // SRV first. [[SRV_UAV_AMBIGUITY]]
+ {
+ D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
+ srv_desc.Format = DXGI_FORMAT_R32_TYPELESS;
+ srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
+ srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+ srv_desc.Buffer.FirstElement = 0;
+ srv_desc.Buffer.NumElements = (buffer->size + 3) / 4;
+ srv_desc.Buffer.StructureByteStride = 0;
+ srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
+ device->CreateShaderResourceView(buffer->resource, &srv_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
+#ifdef DEV_ENABLED
+ resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, srv_desc.ViewDimension });
+#endif
+ desc_heap_walkers.resources.advance();
+ }
+
+ // UAV then. [[SRV_UAV_AMBIGUITY]]
+ {
+ if ((buffer->usage & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)) {
+ D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
+ uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
+ uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
+ uav_desc.Buffer.FirstElement = 0;
+ uav_desc.Buffer.NumElements = (buffer->size + 3) / 4;
+ uav_desc.Buffer.StructureByteStride = 0;
+ uav_desc.Buffer.CounterOffsetInBytes = 0;
+ uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
+ device->CreateUnorderedAccessView(buffer->resource, nullptr, &uav_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
+#ifdef DEV_ENABLED
+ resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, {} });
+#endif
+ } else {
+ // If can't transition to UAV, leave this one empty since it won't be
+ // used, and trying to create an UAV view would trigger a validation error.
+ }
+
+ desc_heap_walkers.resources.advance();
+ }
+ } break;
+ case UNIFORM_TYPE_INPUT_ATTACHMENT: {
+ ERR_FAIL_COND_V_MSG(shader->is_compute, RID(), "InputAttachment (binding: " + itos(uniform.binding) + ") supplied for compute shader (this is not allowed).");
+
+ if (uniform.get_id_count() != (uint32_t)set_uniform.info.length) {
+ if (set_uniform.info.length > 1) {
+ ERR_FAIL_V_MSG(RID(), "InputAttachment (binding: " + itos(uniform.binding) + ") is an array of (" + itos(set_uniform.info.length) + ") textures, so it should be provided equal number of texture IDs to satisfy it (IDs provided: " + itos(uniform.get_id_count()) + ").");
+ } else {
+ ERR_FAIL_V_MSG(RID(), "InputAttachment (binding: " + itos(uniform.binding) + ") should provide one ID referencing a texture (IDs provided: " + itos(uniform.get_id_count()) + ").");
+ }
+ }
+
+ for (uint32_t j = 0; j < uniform.get_id_count(); j++) {
+ RID rid = uniform.get_id(j);
+ Texture *texture = texture_owner.get_or_null(rid);
+ ERR_FAIL_COND_V_MSG(!texture, RID(),
+ "InputAttachment (binding: " + itos(uniform.binding) + ", index " + itos(j) + ") is not a valid texture.");
+
+ ERR_FAIL_COND_V_MSG(!(texture->usage_flags & TEXTURE_USAGE_SAMPLING_BIT), RID(),
+ "InputAttachment (binding: " + itos(uniform.binding) + ", index " + itos(j) + ") needs the TEXTURE_USAGE_SAMPLING_BIT usage flag set in order to be used as uniform.");
+
+ device->CreateShaderResourceView(texture->resource, &texture->srv_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
+#ifdef DEV_ENABLED
+ resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture->srv_desc.ViewDimension });
+#endif
+ desc_heap_walkers.resources.advance();
+
+ RIDState &rs = resource_states[texture];
+ rs.shader_uniform_idx_mask |= ((uint64_t)1 << i);
+ rs.state.extend(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+
+ DEV_ASSERT(!texture->owner.is_valid() || texture_owner.get_or_null(texture->owner));
+ }
+ } break;
+ default: {
+ }
+ }
+ }
+
+ DEV_ASSERT(desc_heap_walkers.resources.is_at_eof());
+ DEV_ASSERT(desc_heap_walkers.samplers.is_at_eof());
+
+ UniformSet uniform_set;
+ uniform_set.desc_heaps.resources = desc_heaps.resources;
+ uniform_set.desc_heaps.samplers = desc_heaps.samplers;
+ uniform_set.format = shader->set_formats[p_shader_set];
+ uniform_set.attachable_textures = attachable_textures;
+ uniform_set.shader_set = p_shader_set;
+ uniform_set.shader_id = p_shader;
+#ifdef DEV_ENABLED
+ uniform_set._resources_desc_info = resources_desc_info;
+ uniform_set._shader = shader;
+#endif
+
+ {
+ uniform_set.resource_states.resize(resource_states.size());
+ uint32_t i = 0;
+ for (const KeyValue &E : resource_states) {
+ UniformSet::StateRequirement sr;
+ sr.resource = E.key;
+ sr.is_buffer = E.value.is_buffer;
+ sr.states = E.value.state.get_state_mask();
+ sr.shader_uniform_idx_mask = E.value.shader_uniform_idx_mask;
+ uniform_set.resource_states.write[i] = sr;
+ i++;
+ }
+ }
+
+ RID id = uniform_set_owner.make_rid(uniform_set);
+ // Add dependencies.
+ _add_dependency(id, p_shader);
+ for (uint32_t i = 0; i < uniform_count; i++) {
+ const Uniform &uniform = uniforms[i];
+ int id_count = uniform.get_id_count();
+ for (int j = 0; j < id_count; j++) {
+ _add_dependency(id, uniform.get_id(j));
+ }
+ }
+
+ return id;
+}
+
+bool RenderingDeviceD3D12::uniform_set_is_valid(RID p_uniform_set) {
+ return uniform_set_owner.owns(p_uniform_set);
+}
+
+void RenderingDeviceD3D12::uniform_set_set_invalidation_callback(RID p_uniform_set, InvalidationCallback p_callback, void *p_userdata) {
+ UniformSet *us = uniform_set_owner.get_or_null(p_uniform_set);
+ ERR_FAIL_NULL(us);
+ us->invalidated_callback = p_callback;
+ us->invalidated_callback_userdata = p_userdata;
+}
+
+Error RenderingDeviceD3D12::buffer_copy(RID p_src_buffer, RID p_dst_buffer, uint32_t p_src_offset, uint32_t p_dst_offset, uint32_t p_size, BitField p_post_barrier) {
+ _THREAD_SAFE_METHOD_
+
+ ERR_FAIL_COND_V_MSG(draw_list, ERR_INVALID_PARAMETER,
+ "Copying buffers is forbidden during creation of a draw list");
+ ERR_FAIL_COND_V_MSG(compute_list, ERR_INVALID_PARAMETER,
+ "Copying buffers is forbidden during creation of a compute list");
+
+ Buffer *src_buffer = _get_buffer_from_owner(p_src_buffer);
+ if (!src_buffer) {
+ ERR_FAIL_V_MSG(ERR_INVALID_PARAMETER, "Source buffer argument is not a valid buffer of any type.");
+ }
+
+ Buffer *dst_buffer = _get_buffer_from_owner(p_dst_buffer);
+ if (!dst_buffer) {
+ ERR_FAIL_V_MSG(ERR_INVALID_PARAMETER, "Destination buffer argument is not a valid buffer of any type.");
+ }
+
+ // Validate the copy's dimensions for both buffers.
+ ERR_FAIL_COND_V_MSG((p_size + p_src_offset) > src_buffer->size, ERR_INVALID_PARAMETER, "Size is larger than the source buffer.");
+ ERR_FAIL_COND_V_MSG((p_size + p_dst_offset) > dst_buffer->size, ERR_INVALID_PARAMETER, "Size is larger than the destination buffer.");
+
+ // Perform the copy.
+
+ ID3D12GraphicsCommandList *command_list = frames[frame].draw_command_list.Get();
+
+ _resource_transition_batch(src_buffer, 0, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
+ _resource_transition_batch(src_buffer, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST);
+ _resource_transitions_flush(command_list);
+
+ command_list->CopyBufferRegion(dst_buffer->resource, p_dst_offset, src_buffer->resource, p_src_offset, p_size);
+
+ return OK;
+}
+
+Error RenderingDeviceD3D12::buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data, BitField p_post_barrier) {
+ _THREAD_SAFE_METHOD_
+
+ ERR_FAIL_COND_V_MSG(draw_list, ERR_INVALID_PARAMETER,
+ "Updating buffers is forbidden during creation of a draw list");
+ ERR_FAIL_COND_V_MSG(compute_list, ERR_INVALID_PARAMETER,
+ "Updating buffers is forbidden during creation of a compute list");
+
+ Buffer *buffer = _get_buffer_from_owner(p_buffer);
+ if (!buffer) {
+ ERR_FAIL_V_MSG(ERR_INVALID_PARAMETER, "Buffer argument is not a valid buffer of any type.");
+ }
+
+ ERR_FAIL_COND_V_MSG(p_offset + p_size > buffer->size, ERR_INVALID_PARAMETER,
+ "Attempted to write buffer (" + itos((p_offset + p_size) - buffer->size) + " bytes) past the end.");
+
+ ID3D12GraphicsCommandList *command_list = frames[frame].draw_command_list.Get();
+
+ _resource_transition_batch(buffer, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST);
+ _resource_transitions_flush(command_list);
+
+ Error err = _buffer_update(buffer, p_offset, (uint8_t *)p_data, p_size, p_post_barrier);
+ if (err) {
+ return err;
+ }
+
+ return OK;
+}
+
+Error RenderingDeviceD3D12::buffer_clear(RID p_buffer, uint32_t p_offset, uint32_t p_size, BitField p_post_barrier) {
+ _THREAD_SAFE_METHOD_
+
+ ERR_FAIL_COND_V_MSG((p_size % 4) != 0, ERR_INVALID_PARAMETER,
+ "Size must be a multiple of four");
+ ERR_FAIL_COND_V_MSG(draw_list, ERR_INVALID_PARAMETER,
+ "Updating buffers in is forbidden during creation of a draw list");
+ ERR_FAIL_COND_V_MSG(compute_list, ERR_INVALID_PARAMETER,
+ "Updating buffers is forbidden during creation of a compute list");
+
+ Buffer *buffer = _get_buffer_from_owner(p_buffer);
+ if (!buffer) {
+ ERR_FAIL_V_MSG(ERR_INVALID_PARAMETER, "Buffer argument is not a valid buffer of any type.");
+ }
+
+ ERR_FAIL_COND_V_MSG(p_offset + p_size > buffer->size, ERR_INVALID_PARAMETER,
+ "Attempted to write buffer (" + itos((p_offset + p_size) - buffer->size) + " bytes) past the end.");
+
+ if (frames[frame].desc_heap_walkers.resources.is_at_eof()) {
+ if (!frames[frame].desc_heaps_exhausted_reported.resources) {
+ frames[frame].desc_heaps_exhausted_reported.resources = true;
+ ERR_FAIL_V_MSG(ERR_BUSY,
+ "Cannot clear buffer because there's no enough room in current frame's RESOURCE descriptors heap.\n"
+ "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
+ } else {
+ return ERR_BUSY;
+ }
+ }
+ if (frames[frame].desc_heap_walkers.aux.is_at_eof()) {
+ if (!frames[frame].desc_heaps_exhausted_reported.aux) {
+ frames[frame].desc_heaps_exhausted_reported.aux = true;
+ ERR_FAIL_V_MSG(ERR_BUSY,
+ "Cannot clear buffer because there's no enough room in current frame's AUX descriptors heap.\n"
+ "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
+ } else {
+ return ERR_BUSY;
+ }
+ }
+
+ ID3D12GraphicsCommandList *command_list = frames[frame].draw_command_list.Get();
+
+ _resource_transition_batch(buffer, 0, 1, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
+ _resource_transitions_flush(command_list);
+
+ D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
+ uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
+ uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
+ uav_desc.Buffer.FirstElement = 0;
+ uav_desc.Buffer.NumElements = (buffer->size + 3) / 4;
+ uav_desc.Buffer.StructureByteStride = 0;
+ uav_desc.Buffer.CounterOffsetInBytes = 0;
+ uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
+ device->CreateUnorderedAccessView(
+ buffer->resource,
+ nullptr,
+ &uav_desc,
+ frames[frame].desc_heap_walkers.aux.get_curr_cpu_handle());
+
+ device->CopyDescriptorsSimple(
+ 1,
+ frames[frame].desc_heap_walkers.resources.get_curr_cpu_handle(),
+ frames[frame].desc_heap_walkers.aux.get_curr_cpu_handle(),
+ D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
+
+ static const UINT values[4] = {};
+ command_list->ClearUnorderedAccessViewUint(
+ frames[frame].desc_heap_walkers.resources.get_curr_gpu_handle(),
+ frames[frame].desc_heap_walkers.aux.get_curr_cpu_handle(),
+ buffer->resource,
+ values,
+ 0,
+ nullptr);
+
+ frames[frame].desc_heap_walkers.resources.advance();
+ frames[frame].desc_heap_walkers.aux.advance();
+
+ return OK;
+}
+
+Vector RenderingDeviceD3D12::buffer_get_data(RID p_buffer, uint32_t p_offset, uint32_t p_size) {
+ _THREAD_SAFE_METHOD_
+
+ // Get the vulkan buffer and the potential stage/access possible.
+ Buffer *buffer = _get_buffer_from_owner(p_buffer);
+ if (!buffer) {
+ ERR_FAIL_V_MSG(Vector(), "Buffer is either invalid or this type of buffer can't be retrieved. Only Index and Vertex buffers allow retrieving.");
+ }
+
+ ID3D12GraphicsCommandList *command_list = frames[frame].draw_command_list.Get();
+
+ // Size of buffer to retrieve.
+ if (!p_size) {
+ p_size = buffer->size;
+ } else {
+ ERR_FAIL_COND_V_MSG(p_size + p_offset > buffer->size, Vector(),
+ "Size is larger than the buffer.");
+ }
+
+ _resource_transition_batch(buffer, 0, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
+ _resource_transitions_flush(command_list);
+
+ Buffer tmp_buffer;
+ Error err = _buffer_allocate(&tmp_buffer, p_size, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_HEAP_TYPE_READBACK);
+ ERR_FAIL_COND_V(err != OK, Vector());
+
+ command_list->CopyBufferRegion(tmp_buffer.resource, 0, buffer->resource, p_offset, p_size);
+
+ // Flush everything so memory can be safely mapped.
+ _flush(true);
+
+ void *buffer_mem;
+ HRESULT res = tmp_buffer.resource->Map(0, &VOID_RANGE, &buffer_mem);
+ ERR_FAIL_COND_V_MSG(res, Vector(), "Map failed with error " + vformat("0x%08ux", res) + ".");
+
+ Vector buffer_data;
+ {
+ buffer_data.resize(buffer->size);
+ uint8_t *w = buffer_data.ptrw();
+ memcpy(w, buffer_mem, buffer->size);
+ }
+
+ tmp_buffer.resource->Unmap(0, &VOID_RANGE);
+
+ _buffer_free(&tmp_buffer);
+
+ return buffer_data;
+}
+
+/*******************/
+/**** PIPELINES ****/
+/*******************/
+
+Error RenderingDeviceD3D12::_apply_specialization_constants(
+ const Shader *p_shader,
+ const Vector &p_specialization_constants,
+ HashMap> &r_final_stages_bytecode) {
+ // If something needs to be patched, COW will do the trick.
+ r_final_stages_bytecode = p_shader->stages_bytecode;
+ uint32_t stages_re_sign_mask = 0;
+ for (const PipelineSpecializationConstant &psc : p_specialization_constants) {
+ if (!(p_shader->spirv_specialization_constants_ids_mask & (1 << psc.constant_id))) {
+ // This SC wasn't even in the original SPIR-V shader.
+ continue;
+ }
+ for (const Shader::SpecializationConstant &sc : p_shader->specialization_constants) {
+ if (psc.constant_id == sc.constant.constant_id) {
+ ERR_FAIL_COND_V_MSG(psc.type != sc.constant.type, ERR_INVALID_PARAMETER, "Specialization constant provided for id (" + itos(sc.constant.constant_id) + ") is of the wrong type.");
+ if (psc.int_value != sc.constant.int_value) {
+ stages_re_sign_mask |= _shader_patch_dxil_specialization_constant(psc.type, &psc.int_value, sc.stages_bit_offsets, r_final_stages_bytecode, false);
+ }
+ break;
+ }
+ }
+ }
+ // Re-sign patched stages.
+ for (KeyValue> &E : r_final_stages_bytecode) {
+ ShaderStage stage = E.key;
+ if ((stages_re_sign_mask & (1 << stage))) {
+ Vector &bytecode = E.value;
+ bool sign_ok = _shader_sign_dxil_bytecode(stage, bytecode);
+ ERR_FAIL_COND_V(!sign_ok, ERR_QUERY_FAILED);
+ }
+ }
+
+ return OK;
+}
+
+#ifdef DEV_ENABLED
+String RenderingDeviceD3D12::_build_pipeline_blob_filename(
+ const Vector &p_blob,
+ const Shader *p_shader,
+ const Vector &p_specialization_constants,
+ const String &p_extra_name_suffix,
+ const String &p_forced_id) {
+ String id;
+ if (p_forced_id == "") {
+ HashingContext hc;
+ hc.start(HashingContext::HASH_MD5);
+ hc.update(p_blob);
+ Vector hash_bin = hc.finish();
+ String hash_str = String::hex_encode_buffer(hash_bin.ptr(), hash_bin.size());
+ } else {
+ id = p_forced_id;
+ }
+
+ Vector sc_str_pieces;
+ for (const Shader::SpecializationConstant &sc : p_shader->specialization_constants) {
+ uint32_t int_value = sc.constant.int_value;
+ for (const PipelineSpecializationConstant &psc : p_specialization_constants) {
+ if (psc.constant_id == sc.constant.constant_id) {
+ int_value = psc.int_value;
+ break;
+ }
+ }
+ sc_str_pieces.push_back(itos(sc.constant.constant_id) + "=" + itos(int_value));
+ }
+
+ String res = p_shader->name.replace(":", "-");
+ res += "." + id;
+ res += "." + String("_").join(sc_str_pieces);
+ if (p_extra_name_suffix != "") {
+ res += "." + p_extra_name_suffix;
+ }
+ return res;
+}
+
+void RenderingDeviceD3D12::_save_pso_blob(
+ ID3D12PipelineState *p_pso,
+ const Shader *p_shader,
+ const Vector &p_specialization_constants) {
+ ComPtr pso_blob;
+ p_pso->GetCachedBlob(pso_blob.GetAddressOf());
+ Vector pso_vector;
+ pso_vector.resize(pso_blob->GetBufferSize());
+ memcpy(pso_vector.ptrw(), pso_blob->GetBufferPointer(), pso_blob->GetBufferSize());
+
+ String base_filename = _build_pipeline_blob_filename(pso_vector, p_shader, p_specialization_constants);
+
+ Ref fa = FileAccess::open("pso." + base_filename + ".bin", FileAccess::WRITE);
+ fa->store_buffer((const uint8_t *)pso_blob->GetBufferPointer(), pso_blob->GetBufferSize());
+}
+
+void RenderingDeviceD3D12::_save_stages_bytecode(
+ const HashMap> &p_stages_bytecode,
+ const Shader *p_shader,
+ const RID p_shader_rid,
+ const Vector &p_specialization_constants) {
+ for (const KeyValue> &E : p_stages_bytecode) {
+ ShaderStage stage = E.key;
+ const Vector &bytecode = E.value;
+
+ String base_filename = _build_pipeline_blob_filename(bytecode, p_shader, p_specialization_constants, shader_stage_names[stage], itos(p_shader_rid.get_id()));
+
+ Ref fa = FileAccess::open("dxil." + base_filename + ".bin", FileAccess::WRITE);
+ fa->store_buffer(bytecode.ptr(), bytecode.size());
+ }
+}
+#endif
+
+/*************************/
+/**** RENDER PIPELINE ****/
+/*************************/
+
+RID RenderingDeviceD3D12::render_pipeline_create(RID p_shader, FramebufferFormatID p_framebuffer_format, VertexFormatID p_vertex_format, RenderPrimitive p_render_primitive, const PipelineRasterizationState &p_rasterization_state, const PipelineMultisampleState &p_multisample_state, const PipelineDepthStencilState &p_depth_stencil_state, const PipelineColorBlendState &p_blend_state, BitField p_dynamic_state_flags, uint32_t p_for_render_pass, const Vector &p_specialization_constants) {
+#ifdef DEV_ENABLED
+//#define DEBUG_CREATE_DEBUG_PSO
+//#define DEBUG_SAVE_PSO_BLOBS
+//#define DEBUG_SAVE_DXIL_BLOBS
+#endif
+ _THREAD_SAFE_METHOD_
+
+ // Needs a shader.
+ Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_NULL_V(shader, RID());
+
+ ERR_FAIL_COND_V_MSG(shader->is_compute, RID(),
+ "Compute shaders can't be used in render pipelines");
+
+ if (p_framebuffer_format == INVALID_ID) {
+ // If nothing provided, use an empty one (no attachments).
+ p_framebuffer_format = framebuffer_format_create(Vector());
+ }
+ ERR_FAIL_COND_V(!framebuffer_formats.has(p_framebuffer_format), RID());
+ const FramebufferFormat &fb_format = framebuffer_formats[p_framebuffer_format];
+ const FramebufferPass &pass = fb_format.passes[p_for_render_pass];
+
+ { // Validate shader vs framebuffer.
+
+ ERR_FAIL_COND_V_MSG(p_for_render_pass >= uint32_t(fb_format.passes.size()), RID(), "Render pass requested for pipeline creation (" + itos(p_for_render_pass) + ") is out of bounds");
+ uint32_t output_mask = 0;
+ for (int i = 0; i < pass.color_attachments.size(); i++) {
+ if (pass.color_attachments[i] != FramebufferPass::ATTACHMENT_UNUSED) {
+ output_mask |= 1 << i;
+ }
+ }
+ ERR_FAIL_COND_V_MSG(shader->fragment_output_mask != output_mask, RID(),
+ "Mismatch fragment shader output mask (" + itos(shader->fragment_output_mask) + ") and framebuffer color output mask (" + itos(output_mask) + ") when binding both in render pipeline.");
+ }
+
+ CD3DX12_PIPELINE_STATE_STREAM pipeline_desc;
+ RenderPipeline::DynamicParams dyn_params;
+
+ // Attachment formats.
+ {
+ for (int i = 0; i < pass.color_attachments.size(); i++) {
+ int32_t attachment = pass.color_attachments[i];
+ if (attachment == FramebufferPass::ATTACHMENT_UNUSED) {
+ (&pipeline_desc.RTVFormats)->RTFormats[i] = DXGI_FORMAT_UNKNOWN;
+ } else {
+ (&pipeline_desc.RTVFormats)->RTFormats[i] = d3d12_formats[fb_format.attachments[attachment].format].general_format;
+ }
+ }
+ (&pipeline_desc.RTVFormats)->NumRenderTargets = pass.color_attachments.size();
+
+ if (pass.depth_attachment == FramebufferPass::ATTACHMENT_UNUSED) {
+ pipeline_desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
+ } else {
+ pipeline_desc.DSVFormat = d3d12_formats[fb_format.attachments[pass.depth_attachment].format].dsv_format;
+ }
+ }
+
+ // Vertex.
+ if (p_vertex_format != INVALID_ID) {
+ // Uses vertices, else it does not.
+ ERR_FAIL_COND_V(!vertex_formats.has(p_vertex_format), RID());
+ const VertexDescriptionCache &vd = vertex_formats[p_vertex_format];
+
+ (&pipeline_desc.InputLayout)->pInputElementDescs = vd.elements_desc.ptr();
+ (&pipeline_desc.InputLayout)->NumElements = vd.elements_desc.size();
+
+ // Validate with inputs.
+ for (uint32_t i = 0; i < 64; i++) {
+ if (!(shader->vertex_input_mask & (1ULL << i))) {
+ continue;
+ }
+ bool found = false;
+ for (int j = 0; j < vd.vertex_formats.size(); j++) {
+ if (vd.vertex_formats[j].location == i) {
+ found = true;
+ }
+ }
+
+ ERR_FAIL_COND_V_MSG(!found, RID(),
+ "Shader vertex input location (" + itos(i) + ") not provided in vertex input description for pipeline creation.");
+ }
+
+ } else {
+ // Does not use vertices.
+
+ ERR_FAIL_COND_V_MSG(shader->vertex_input_mask != 0, RID(),
+ "Shader contains vertex inputs, but no vertex input description was provided for pipeline creation.");
+ }
+
+ // Input assembly & tessellation.
+
+ ERR_FAIL_INDEX_V(p_render_primitive, RENDER_PRIMITIVE_MAX, RID());
+
+ static const D3D12_PRIMITIVE_TOPOLOGY_TYPE topology_types[RENDER_PRIMITIVE_MAX] = {
+ D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT,
+ D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
+ D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
+ D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
+ D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
+ D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
+ D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
+ D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
+ D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
+ D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
+ D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH,
+ };
+
+ static const D3D12_PRIMITIVE_TOPOLOGY topologies[RENDER_PRIMITIVE_MAX] = {
+ D3D_PRIMITIVE_TOPOLOGY_POINTLIST,
+ D3D_PRIMITIVE_TOPOLOGY_LINELIST,
+ D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ,
+ D3D_PRIMITIVE_TOPOLOGY_LINESTRIP,
+ D3D_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ,
+ D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
+ D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ,
+ D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
+ D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ,
+ D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
+ D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST,
+ };
+
+ pipeline_desc.PrimitiveTopologyType = topology_types[p_render_primitive];
+ if (p_render_primitive == RENDER_PRIMITIVE_TESSELATION_PATCH) {
+ ERR_FAIL_COND_V(p_rasterization_state.patch_control_points < 1 || p_rasterization_state.patch_control_points > 32, RID()); // Is there any way to get the true point count limit?
+ dyn_params.primitive_topology = (D3D12_PRIMITIVE_TOPOLOGY)((int)D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST + p_rasterization_state.patch_control_points);
+ } else {
+ dyn_params.primitive_topology = topologies[p_render_primitive];
+ }
+ if (p_render_primitive == RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_RESTART_INDEX) {
+ // TODO: This is right for 16-bit indices; for 32-bit there's a different enum value to set, but we don't know at this point.
+ pipeline_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF;
+ } else {
+ pipeline_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
+ }
+
+ // Rasterization.
+ (&pipeline_desc.RasterizerState)->DepthClipEnable = !p_rasterization_state.enable_depth_clamp;
+ // In D3D12, discard can be supported with some extra effort (empty pixel shader + disable depth/stencil test); that said, unsupported by now.
+ ERR_FAIL_COND_V(p_rasterization_state.discard_primitives, RID());
+ (&pipeline_desc.RasterizerState)->FillMode = p_rasterization_state.wireframe ? D3D12_FILL_MODE_WIREFRAME : D3D12_FILL_MODE_SOLID;
+ static const D3D12_CULL_MODE cull_mode[3] = {
+ D3D12_CULL_MODE_NONE,
+ D3D12_CULL_MODE_FRONT,
+ D3D12_CULL_MODE_BACK,
+ };
+
+ ERR_FAIL_INDEX_V(p_rasterization_state.cull_mode, 3, RID());
+ (&pipeline_desc.RasterizerState)->CullMode = cull_mode[p_rasterization_state.cull_mode];
+ (&pipeline_desc.RasterizerState)->FrontCounterClockwise = p_rasterization_state.front_face == POLYGON_FRONT_FACE_COUNTER_CLOCKWISE;
+ // In D3D12, there's still a point in setting up depth bias with no depth buffer, but just zeroing (disabling) it all in such case is closer to Vulkan.
+ if (p_rasterization_state.depth_bias_enabled && fb_format.passes[p_for_render_pass].depth_attachment != FramebufferPass::ATTACHMENT_UNUSED) {
+ (&pipeline_desc.RasterizerState)->DepthBias = p_rasterization_state.depth_bias_constant_factor;
+ (&pipeline_desc.RasterizerState)->DepthBiasClamp = p_rasterization_state.depth_bias_clamp;
+ (&pipeline_desc.RasterizerState)->SlopeScaledDepthBias = p_rasterization_state.depth_bias_slope_factor;
+ } else {
+ (&pipeline_desc.RasterizerState)->DepthBias = 0;
+ (&pipeline_desc.RasterizerState)->DepthBiasClamp = 0.0f;
+ (&pipeline_desc.RasterizerState)->SlopeScaledDepthBias = 0.0f;
+ }
+
+ (&pipeline_desc.RasterizerState)->ForcedSampleCount = 0;
+ (&pipeline_desc.RasterizerState)->ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
+ (&pipeline_desc.RasterizerState)->MultisampleEnable = rasterization_sample_count[p_multisample_state.sample_count] != 1;
+ (&pipeline_desc.RasterizerState)->AntialiasedLineEnable = true;
+
+ // In D3D12, there's no line width.
+ ERR_FAIL_COND_V(!Math::is_equal_approx(p_rasterization_state.line_width, 1.0f), RID());
+
+ // Multisample.
+ ERR_FAIL_COND_V(p_multisample_state.enable_sample_shading, RID()); // How one enables this in D3D12?
+ if ((&pipeline_desc.RTVFormats)->NumRenderTargets || pipeline_desc.DSVFormat != DXGI_FORMAT_UNKNOWN) {
+ uint32_t sample_count = MIN(
+ fb_format.max_supported_sample_count,
+ rasterization_sample_count[p_multisample_state.sample_count]);
+ (&pipeline_desc.SampleDesc)->Count = sample_count;
+ } else {
+ (&pipeline_desc.SampleDesc)->Count = 1;
+ }
+ if ((&pipeline_desc.SampleDesc)->Count > 1) {
+ (&pipeline_desc.SampleDesc)->Quality = DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN;
+ } else {
+ (&pipeline_desc.SampleDesc)->Quality = 0;
+ }
+ if (p_multisample_state.sample_mask.size()) {
+ // Use sample mask.
+ ERR_FAIL_COND_V(rasterization_sample_count[p_multisample_state.sample_count] != (uint32_t)p_multisample_state.sample_mask.size(), RID());
+ for (int i = 1; i < p_multisample_state.sample_mask.size(); i++) {
+ // In D3D12 there's a single sample mask for every pixel.
+ ERR_FAIL_COND_V(p_multisample_state.sample_mask[i] != p_multisample_state.sample_mask[0], RID());
+ }
+ pipeline_desc.SampleMask = p_multisample_state.sample_mask[0];
+ } else {
+ pipeline_desc.SampleMask = 0xffffffff;
+ }
+
+ // Depth stencil.
+
+ if (pass.depth_attachment == FramebufferPass::ATTACHMENT_UNUSED) {
+ (&pipeline_desc.DepthStencilState)->DepthEnable = false;
+ (&pipeline_desc.DepthStencilState)->StencilEnable = false;
+ } else {
+ (&pipeline_desc.DepthStencilState)->DepthEnable = p_depth_stencil_state.enable_depth_test;
+ (&pipeline_desc.DepthStencilState)->DepthWriteMask = p_depth_stencil_state.enable_depth_write ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
+ ERR_FAIL_INDEX_V(p_depth_stencil_state.depth_compare_operator, COMPARE_OP_MAX, RID());
+ (&pipeline_desc.DepthStencilState)->DepthFunc = compare_operators[p_depth_stencil_state.depth_compare_operator];
+ (&pipeline_desc.DepthStencilState)->DepthBoundsTestEnable = p_depth_stencil_state.enable_depth_range;
+ (&pipeline_desc.DepthStencilState)->StencilEnable = p_depth_stencil_state.enable_stencil;
+
+ // In D3D12 some elements can't be different across front and back.
+ ERR_FAIL_COND_V(p_depth_stencil_state.front_op.compare_mask != p_depth_stencil_state.back_op.compare_mask, RID());
+ ERR_FAIL_COND_V(p_depth_stencil_state.front_op.write_mask != p_depth_stencil_state.back_op.write_mask, RID());
+ ERR_FAIL_COND_V(p_depth_stencil_state.front_op.reference != p_depth_stencil_state.back_op.reference, RID());
+ (&pipeline_desc.DepthStencilState)->StencilReadMask = p_depth_stencil_state.front_op.compare_mask;
+ (&pipeline_desc.DepthStencilState)->StencilWriteMask = p_depth_stencil_state.front_op.write_mask;
+
+ ERR_FAIL_INDEX_V(p_depth_stencil_state.front_op.fail, STENCIL_OP_MAX, RID());
+ (&pipeline_desc.DepthStencilState)->FrontFace.StencilFailOp = stencil_operations[p_depth_stencil_state.front_op.fail];
+ ERR_FAIL_INDEX_V(p_depth_stencil_state.front_op.pass, STENCIL_OP_MAX, RID());
+ (&pipeline_desc.DepthStencilState)->FrontFace.StencilPassOp = stencil_operations[p_depth_stencil_state.front_op.pass];
+ ERR_FAIL_INDEX_V(p_depth_stencil_state.front_op.depth_fail, STENCIL_OP_MAX, RID());
+ (&pipeline_desc.DepthStencilState)->FrontFace.StencilDepthFailOp = stencil_operations[p_depth_stencil_state.front_op.depth_fail];
+ ERR_FAIL_INDEX_V(p_depth_stencil_state.front_op.compare, COMPARE_OP_MAX, RID());
+ (&pipeline_desc.DepthStencilState)->FrontFace.StencilFunc = compare_operators[p_depth_stencil_state.front_op.compare];
+
+ ERR_FAIL_INDEX_V(p_depth_stencil_state.back_op.fail, STENCIL_OP_MAX, RID());
+ (&pipeline_desc.DepthStencilState)->BackFace.StencilFailOp = stencil_operations[p_depth_stencil_state.back_op.fail];
+ ERR_FAIL_INDEX_V(p_depth_stencil_state.back_op.pass, STENCIL_OP_MAX, RID());
+ (&pipeline_desc.DepthStencilState)->BackFace.StencilPassOp = stencil_operations[p_depth_stencil_state.back_op.pass];
+ ERR_FAIL_INDEX_V(p_depth_stencil_state.back_op.depth_fail, STENCIL_OP_MAX, RID());
+ (&pipeline_desc.DepthStencilState)->BackFace.StencilDepthFailOp = stencil_operations[p_depth_stencil_state.back_op.depth_fail];
+ ERR_FAIL_INDEX_V(p_depth_stencil_state.back_op.compare, COMPARE_OP_MAX, RID());
+ (&pipeline_desc.DepthStencilState)->BackFace.StencilFunc = compare_operators[p_depth_stencil_state.back_op.compare];
+
+ dyn_params.depth_bounds_min = p_depth_stencil_state.enable_depth_range ? p_depth_stencil_state.depth_range_min : 0.0f;
+ dyn_params.depth_bounds_max = p_depth_stencil_state.enable_depth_range ? p_depth_stencil_state.depth_range_max : 1.0f;
+ dyn_params.stencil_reference = p_depth_stencil_state.front_op.reference;
+ }
+
+ // Blend state.
+ (&pipeline_desc.BlendState)->AlphaToCoverageEnable = p_multisample_state.enable_alpha_to_coverage;
+ {
+ ERR_FAIL_COND_V(p_blend_state.attachments.size() < pass.color_attachments.size(), RID());
+
+ bool all_attachments_same_blend = true;
+ for (int i = 0; i < pass.color_attachments.size(); i++) {
+ const PipelineColorBlendState::Attachment &bs = p_blend_state.attachments[i];
+ D3D12_RENDER_TARGET_BLEND_DESC &bd = (&pipeline_desc.BlendState)->RenderTarget[i];
+
+ bd.BlendEnable = bs.enable_blend;
+ bd.LogicOpEnable = p_blend_state.enable_logic_op;
+ bd.LogicOp = logic_operations[p_blend_state.logic_op];
+
+ ERR_FAIL_INDEX_V(bs.src_color_blend_factor, BLEND_FACTOR_MAX, RID());
+ bd.SrcBlend = blend_factors[bs.src_color_blend_factor];
+ ERR_FAIL_INDEX_V(bs.dst_color_blend_factor, BLEND_FACTOR_MAX, RID());
+ bd.DestBlend = blend_factors[bs.dst_color_blend_factor];
+ ERR_FAIL_INDEX_V(bs.color_blend_op, BLEND_OP_MAX, RID());
+ bd.BlendOp = blend_operations[bs.color_blend_op];
+
+ ERR_FAIL_INDEX_V(bs.src_alpha_blend_factor, BLEND_FACTOR_MAX, RID());
+ bd.SrcBlendAlpha = blend_factors[bs.src_alpha_blend_factor];
+ ERR_FAIL_INDEX_V(bs.dst_alpha_blend_factor, BLEND_FACTOR_MAX, RID());
+ bd.DestBlendAlpha = blend_factors[bs.dst_alpha_blend_factor];
+ ERR_FAIL_INDEX_V(bs.alpha_blend_op, BLEND_OP_MAX, RID());
+ bd.BlendOpAlpha = blend_operations[bs.alpha_blend_op];
+
+ if (bs.write_r) {
+ bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_RED;
+ }
+ if (bs.write_g) {
+ bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_GREEN;
+ }
+ if (bs.write_b) {
+ bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_BLUE;
+ }
+ if (bs.write_a) {
+ bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_ALPHA;
+ }
+
+ if (i > 0 && all_attachments_same_blend) {
+ all_attachments_same_blend = &(&pipeline_desc.BlendState)->RenderTarget[i] == &(&pipeline_desc.BlendState)->RenderTarget[0];
+ }
+ }
+
+ // Per D3D12 docs, if logic op used, independent blending is not supported.
+ ERR_FAIL_COND_V(p_blend_state.enable_logic_op && !all_attachments_same_blend, RID());
+
+ (&pipeline_desc.BlendState)->IndependentBlendEnable = !all_attachments_same_blend;
+ }
+
+ dyn_params.blend_constant = p_blend_state.blend_constant;
+
+ // Stages bytecodes + specialization constants.
+
+ pipeline_desc.pRootSignature = shader->root_signature.Get();
+
+#ifdef DEBUG_CREATE_DEBUG_PSO
+ pipeline_desc.Flags = D3D12_PIPELINE_STATE_FLAG_TOOL_DEBUG;
+#endif
+
+ HashMap> final_stages_bytecode;
+ Error err = _apply_specialization_constants(shader, p_specialization_constants, final_stages_bytecode);
+ ERR_FAIL_COND_V(err, RID());
+
+#ifdef DEV_ENABLED
+ // Ensure signing worked.
+ for (KeyValue> &E : final_stages_bytecode) {
+ bool any_non_zero = false;
+ for (int j = 0; j < 16; j++) {
+ if (E.value.ptr()[4 + j]) {
+ any_non_zero = true;
+ break;
+ }
+ }
+ DEV_ASSERT(any_non_zero);
+ }
+#endif
+
+ if (shader->stages_bytecode.has(SHADER_STAGE_VERTEX)) {
+ pipeline_desc.VS = D3D12_SHADER_BYTECODE{
+ final_stages_bytecode[SHADER_STAGE_VERTEX].ptr(),
+ (SIZE_T)final_stages_bytecode[SHADER_STAGE_VERTEX].size()
+ };
+ }
+ if (shader->stages_bytecode.has(SHADER_STAGE_FRAGMENT)) {
+ pipeline_desc.PS = D3D12_SHADER_BYTECODE{
+ final_stages_bytecode[SHADER_STAGE_FRAGMENT].ptr(),
+ (SIZE_T)final_stages_bytecode[SHADER_STAGE_FRAGMENT].size()
+ };
+ }
+
+ RenderPipeline pipeline;
+ {
+ ComPtr device2;
+ device.As(&device2);
+ HRESULT res = {};
+ if (device2) {
+ D3D12_PIPELINE_STATE_STREAM_DESC pssd = {};
+ pssd.pPipelineStateSubobjectStream = &pipeline_desc;
+ pssd.SizeInBytes = sizeof(pipeline_desc);
+ res = device2->CreatePipelineState(&pssd, IID_PPV_ARGS(pipeline.pso.GetAddressOf()));
+ } else {
+ // Some features won't be available (like depth bounds).
+ // TODO: Check and/or report error then?
+ D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = pipeline_desc.GraphicsDescV0();
+ res = device->CreateGraphicsPipelineState(&desc, IID_PPV_ARGS(pipeline.pso.GetAddressOf()));
+ }
+ ERR_FAIL_COND_V_MSG(res, RID(), "CreateGraphicsPipelineState failed with error " + vformat("0x%08ux", res) + " for shader '" + shader->name + "'.");
+
+#ifdef DEBUG_SAVE_PSO_BLOBS
+ _save_pso_blob(pipeline.pso.Get(), shader, p_specialization_constants);
+#endif
+#ifdef DEBUG_SAVE_DXIL_BLOBS
+ _save_stages_bytecode(final_stages_bytecode, shader, p_shader, p_specialization_constants);
+#endif
+ }
+
+ {
+ Vector> bindings;
+ bindings.resize(shader->sets.size());
+ for (int i = 0; i < shader->sets.size(); i++) {
+ bindings.write[i].resize(shader->sets[i].uniforms.size());
+ for (int j = 0; j < shader->sets[i].uniforms.size(); j++) {
+ bindings.write[i].write[j] = shader->sets[i].uniforms[j].binding;
+ }
+ }
+ pipeline_bindings[next_pipeline_binding_id] = bindings;
+ pipeline.bindings_id = next_pipeline_binding_id;
+ next_pipeline_binding_id++;
+ }
+
+ pipeline.root_signature_crc = shader->root_signature_crc;
+ pipeline.set_formats = shader->set_formats;
+ pipeline.shader = p_shader;
+ pipeline.spirv_push_constant_size = shader->spirv_push_constant_size;
+ pipeline.dxil_push_constant_size = shader->dxil_push_constant_size;
+ pipeline.nir_runtime_data_root_param_idx = shader->nir_runtime_data_root_param_idx;
+ pipeline.dyn_params = dyn_params;
+
+#ifdef DEBUG_ENABLED
+ pipeline.validation.dynamic_state = p_dynamic_state_flags;
+ pipeline.validation.framebuffer_format = p_framebuffer_format;
+ pipeline.validation.render_pass = p_for_render_pass;
+ pipeline.validation.vertex_format = p_vertex_format;
+ pipeline.validation.uses_restart_indices = pipeline_desc.IBStripCutValue != D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
+
+ static const uint32_t primitive_divisor[RENDER_PRIMITIVE_MAX] = {
+ 1, 2, 1, 1, 1, 3, 1, 1, 1, 1, 1
+ };
+ pipeline.validation.primitive_divisor = primitive_divisor[p_render_primitive];
+ static const uint32_t primitive_minimum[RENDER_PRIMITIVE_MAX] = {
+ 1,
+ 2,
+ 2,
+ 2,
+ 2,
+ 3,
+ 3,
+ 3,
+ 3,
+ 3,
+ 1,
+ };
+ pipeline.validation.primitive_minimum = primitive_minimum[p_render_primitive];
+#endif
+ // Create ID to associate with this pipeline.
+ RID id = render_pipeline_owner.make_rid(pipeline);
+#ifdef DEV_ENABLED
+ set_resource_name(id, "RID:" + itos(id.get_id()));
+#endif
+ // Now add all the dependencies.
+ _add_dependency(id, p_shader);
+ return id;
+}
+
+bool RenderingDeviceD3D12::render_pipeline_is_valid(RID p_pipeline) {
+ _THREAD_SAFE_METHOD_
+ return render_pipeline_owner.owns(p_pipeline);
+}
+
+/**************************/
+/**** COMPUTE PIPELINE ****/
+/**************************/
+
+RID RenderingDeviceD3D12::compute_pipeline_create(RID p_shader, const Vector &p_specialization_constants) {
+#ifdef DEV_ENABLED
+//#define DEBUG_CREATE_DEBUG_PSO
+//#define DEBUG_SAVE_PSO_BLOBS
+//#define DEBUG_SAVE_DXIL_BLOBS
+#endif
+ _THREAD_SAFE_METHOD_
+
+ // Needs a shader.
+ Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_NULL_V(shader, RID());
+
+ ERR_FAIL_COND_V_MSG(!shader->is_compute, RID(),
+ "Non-compute shaders can't be used in compute pipelines");
+
+ CD3DX12_PIPELINE_STATE_STREAM pipeline_desc = {};
+
+ // Stages bytecodes + specialization constants.
+
+ pipeline_desc.pRootSignature = shader->root_signature.Get();
+
+#ifdef DEBUG_CREATE_DEBUG_PSO
+ pipeline_desc.Flags = D3D12_PIPELINE_STATE_FLAG_TOOL_DEBUG;
+#endif
+
+ HashMap> final_stages_bytecode;
+ Error err = _apply_specialization_constants(shader, p_specialization_constants, final_stages_bytecode);
+ ERR_FAIL_COND_V(err, RID());
+
+ pipeline_desc.CS = D3D12_SHADER_BYTECODE{
+ final_stages_bytecode[SHADER_STAGE_COMPUTE].ptr(),
+ (SIZE_T)final_stages_bytecode[SHADER_STAGE_COMPUTE].size()
+ };
+
+ ComputePipeline pipeline;
+ {
+ ComPtr device2;
+ device.As(&device2);
+ HRESULT res = {};
+ if (device2) {
+ D3D12_PIPELINE_STATE_STREAM_DESC pssd = {};
+ pssd.pPipelineStateSubobjectStream = &pipeline_desc;
+ pssd.SizeInBytes = sizeof(pipeline_desc);
+ res = device2->CreatePipelineState(&pssd, IID_PPV_ARGS(pipeline.pso.GetAddressOf()));
+ } else {
+ D3D12_COMPUTE_PIPELINE_STATE_DESC desc = pipeline_desc.ComputeDescV0();
+ res = device->CreateComputePipelineState(&desc, IID_PPV_ARGS(pipeline.pso.GetAddressOf()));
+ }
+ ERR_FAIL_COND_V_MSG(res, RID(), "CreateComputePipelineState failed with error " + vformat("0x%08ux", res) + " for shader '" + shader->name + "'.");
+
+#ifdef DEBUG_SAVE_PSO_BLOBS
+ _save_pso_blob(pipeline.pso.Get(), shader, p_specialization_constants);
+#endif
+#ifdef DEBUG_SAVE_DXIL_BLOBS
+ _save_stages_bytecode(final_stages_bytecode, shader, p_shader, p_specialization_constants);
+#endif
+ }
+
+ {
+ Vector> bindings;
+ bindings.resize(shader->sets.size());
+ for (int i = 0; i < shader->sets.size(); i++) {
+ bindings.write[i].resize(shader->sets[i].uniforms.size());
+ for (int j = 0; j < shader->sets[i].uniforms.size(); j++) {
+ bindings.write[i].write[j] = shader->sets[i].uniforms[j].binding;
+ }
+ }
+ pipeline_bindings[next_pipeline_binding_id] = bindings;
+ pipeline.bindings_id = next_pipeline_binding_id;
+ next_pipeline_binding_id++;
+ }
+
+ pipeline.root_signature_crc = shader->root_signature_crc;
+ pipeline.set_formats = shader->set_formats;
+ pipeline.shader = p_shader;
+ pipeline.spirv_push_constant_size = shader->spirv_push_constant_size;
+ pipeline.dxil_push_constant_size = shader->dxil_push_constant_size;
+ pipeline.local_group_size[0] = shader->compute_local_size[0];
+ pipeline.local_group_size[1] = shader->compute_local_size[1];
+ pipeline.local_group_size[2] = shader->compute_local_size[2];
+
+ // Create ID to associate with this pipeline.
+ RID id = compute_pipeline_owner.make_rid(pipeline);
+#ifdef DEV_ENABLED
+ set_resource_name(id, "RID:" + itos(id.get_id()));
+#endif
+ // Now add all the dependencies.
+ _add_dependency(id, p_shader);
+ return id;
+}
+
+bool RenderingDeviceD3D12::compute_pipeline_is_valid(RID p_pipeline) {
+ return compute_pipeline_owner.owns(p_pipeline);
+}
+
+/****************/
+/**** SCREEN ****/
+/****************/
+
+int RenderingDeviceD3D12::screen_get_width(DisplayServer::WindowID p_screen) const {
+ _THREAD_SAFE_METHOD_
+ ERR_FAIL_COND_V_MSG(local_device.is_valid(), -1, "Local devices have no screen");
+ return context->window_get_width(p_screen);
+}
+
+int RenderingDeviceD3D12::screen_get_height(DisplayServer::WindowID p_screen) const {
+ _THREAD_SAFE_METHOD_
+ ERR_FAIL_COND_V_MSG(local_device.is_valid(), -1, "Local devices have no screen");
+
+ return context->window_get_height(p_screen);
+}
+
+RenderingDevice::FramebufferFormatID RenderingDeviceD3D12::screen_get_framebuffer_format() const {
+ _THREAD_SAFE_METHOD_
+ ERR_FAIL_COND_V_MSG(local_device.is_valid(), INVALID_ID, "Local devices have no screen");
+
+ // Very hacky, but not used often per frame so I guess ok.
+ DXGI_FORMAT d3d12_format = context->get_screen_format();
+ DataFormat format = DATA_FORMAT_MAX;
+ for (int i = 0; i < DATA_FORMAT_MAX; i++) {
+ if (d3d12_format == d3d12_formats[i].general_format) {
+ format = DataFormat(i);
+ break;
+ }
+ }
+
+ ERR_FAIL_COND_V(format == DATA_FORMAT_MAX, INVALID_ID);
+
+ AttachmentFormat attachment;
+ attachment.format = format;
+ attachment.samples = TEXTURE_SAMPLES_1;
+ attachment.usage_flags = TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ Vector screen_attachment;
+ screen_attachment.push_back(attachment);
+ return const_cast(this)->framebuffer_format_create(screen_attachment);
+}
+
+/*******************/
+/**** DRAW LIST ****/
+/*******************/
+
+RenderingDevice::DrawListID RenderingDeviceD3D12::draw_list_begin_for_screen(DisplayServer::WindowID p_screen, const Color &p_clear_color) {
+ _THREAD_SAFE_METHOD_
+ ERR_FAIL_COND_V_MSG(local_device.is_valid(), INVALID_ID, "Local devices have no screen");
+
+ ERR_FAIL_COND_V_MSG(draw_list != nullptr, INVALID_ID, "Only one draw list can be active at the same time.");
+ ERR_FAIL_COND_V_MSG(compute_list != nullptr, INVALID_ID, "Only one draw/compute list can be active at the same time.");
+
+ if (!context->window_is_valid_swapchain(p_screen)) {
+ return INVALID_ID;
+ }
+
+ Size2i size = Size2i(context->window_get_width(p_screen), context->window_get_height(p_screen));
+
+ _draw_list_allocate(Rect2i(Vector2i(), size), 0, 0);
+
+ Vector clear_colors;
+ clear_colors.push_back(p_clear_color);
+
+ curr_screen_framebuffer = Framebuffer();
+ curr_screen_framebuffer.window_id = p_screen;
+ curr_screen_framebuffer.format_id = screen_get_framebuffer_format();
+ curr_screen_framebuffer.size = size;
+ curr_screen_framebuffer.screen_rtv_handle = context->window_get_framebuffer_rtv_handle(p_screen);
+
+ ID3D12GraphicsCommandList *command_list = frames[frame].draw_command_list.Get();
+ Error err = _draw_list_render_pass_begin(&curr_screen_framebuffer, INITIAL_ACTION_CLEAR, FINAL_ACTION_READ, INITIAL_ACTION_DROP, FINAL_ACTION_DISCARD, clear_colors, 0.0f, 0, Rect2i(), Point2i(), size, command_list, Vector());
+
+ if (err != OK) {
+ return INVALID_ID;
+ }
+
+ return int64_t(ID_TYPE_DRAW_LIST) << ID_BASE_SHIFT;
+}
+
+Error RenderingDeviceD3D12::_draw_list_render_pass_begin(Framebuffer *framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector &p_clear_colors, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, Point2i viewport_offset, Point2i viewport_size, ID3D12GraphicsCommandList *command_list, const Vector &p_storage_textures) {
+ const FramebufferFormat &fb_format = framebuffer_formats[framebuffer->format_id];
+
+ bool is_screen = framebuffer->window_id != DisplayServer::INVALID_WINDOW_ID;
+ if (!is_screen) {
+ ERR_FAIL_COND_V(fb_format.attachments.size() != framebuffer->texture_ids.size(), ERR_BUG);
+ }
+
+ CD3DX12_RECT region_rect(0, 0, framebuffer->size.x, framebuffer->size.y);
+ if (p_region != Rect2() && p_region != Rect2(Vector2(), viewport_size)) { // Check custom region.
+ Rect2i viewport(viewport_offset, viewport_size);
+ Rect2i regioni = p_region;
+ if (!viewport.encloses(regioni)) {
+ ERR_FAIL_V_MSG(ERR_INVALID_PARAMETER, "When supplying a custom region, it must be contained within the framebuffer rectangle");
+ }
+ viewport_offset = regioni.position;
+ viewport_size = regioni.size;
+
+ region_rect = CD3DX12_RECT(
+ p_region.position.x,
+ p_region.position.y,
+ p_region.position.x + p_region.size.x,
+ p_region.position.y + p_region.size.y);
+ }
+
+ if (p_initial_color_action == INITIAL_ACTION_CLEAR) { // Check clear values.
+ int color_count = 0;
+ if (is_screen) {
+ color_count = 1;
+
+ } else {
+ for (int i = 0; i < framebuffer->texture_ids.size(); i++) {
+ Texture *texture = texture_owner.get_or_null(framebuffer->texture_ids[i]);
+ if (!texture || (!(texture->usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) && !(i != 0 && texture->usage_flags & TEXTURE_USAGE_VRS_ATTACHMENT_BIT))) {
+ if (!texture || !texture->is_resolve_buffer) {
+ color_count++;
+ }
+ }
+ }
+ }
+ ERR_FAIL_COND_V_MSG(p_clear_colors.size() != color_count, ERR_INVALID_PARAMETER,
+ "Clear color values supplied (" + itos(p_clear_colors.size()) + ") differ from the amount required for framebuffer color attachments (" + itos(color_count) + ").");
+ }
+
+ struct SetupInfo {
+ enum {
+ ACTION_NONE,
+ ACTION_DISCARD,
+ ACTION_CLEAR,
+ } action = ACTION_NONE;
+ UINT num_rects = 0;
+ D3D12_RECT *rect_ptr = nullptr;
+ D3D12_RESOURCE_STATES new_state = {};
+
+ SetupInfo(InitialAction p_action, D3D12_RECT *p_region_rect, bool p_is_color) {
+ switch (p_action) {
+ case INITIAL_ACTION_CLEAR: {
+ action = ACTION_CLEAR;
+ } break;
+ case INITIAL_ACTION_CLEAR_REGION: {
+ action = ACTION_CLEAR;
+ num_rects = 1;
+ rect_ptr = p_region_rect;
+ } break;
+ case INITIAL_ACTION_CLEAR_REGION_CONTINUE: {
+ action = ACTION_CLEAR;
+ num_rects = 1;
+ rect_ptr = p_region_rect;
+ } break;
+ case INITIAL_ACTION_KEEP: {
+ } break;
+ case INITIAL_ACTION_DROP: {
+ action = ACTION_DISCARD; // TODO: Are we really intended to do a resource Discard() as initial action, when final action can already do?
+ } break;
+ case INITIAL_ACTION_CONTINUE: {
+ } break;
+ }
+ }
+ };
+
+ SetupInfo setup_color(p_initial_color_action, ®ion_rect, true);
+ SetupInfo setup_depth(p_initial_depth_action, ®ion_rect, false);
+
+ draw_list_bound_textures.clear();
+ draw_list_unbind_color_textures = p_final_color_action != FINAL_ACTION_CONTINUE;
+ draw_list_unbind_depth_textures = p_final_depth_action != FINAL_ACTION_CONTINUE;
+
+ ID3D12Resource **discards = (ID3D12Resource **)alloca(sizeof(ID3D12Resource *) * fb_format.attachments.size());
+ uint32_t num_discards = 0;
+
+ struct RTVClear {
+ D3D12_CPU_DESCRIPTOR_HANDLE handle;
+ Color color;
+ };
+ RTVClear *rtv_clears = (RTVClear *)alloca(sizeof(RTVClear) * fb_format.attachments.size());
+ uint32_t num_rtv_clears = 0;
+
+ bool dsv_clear = false;
+
+ DescriptorsHeap::Walker rtv_heap_walker = framebuffer->rtv_heap.make_walker();
+
+ int color_index = 0;
+ for (int i = 0; i < fb_format.attachments.size(); i++) {
+ RID texture_rid;
+ Texture *texture = nullptr;
+ if (!is_screen) {
+ texture_rid = framebuffer->texture_ids[i];
+ if (texture_rid.is_null()) {
+ color_index++;
+ continue;
+ }
+
+ texture = texture_owner.get_or_null(texture_rid);
+ ERR_FAIL_NULL_V(texture, ERR_BUG);
+
+ texture->bound = true;
+ draw_list_bound_textures.push_back(texture_rid);
+ }
+
+ // We can setup a framebuffer where we write to our VRS texture to set it up.
+ // We make the assumption here that if our texture is actually used as our VRS attachment,
+ // it is used as such for each subpass. This is fairly certain seeing the restrictions on subpasses (in Vulkan).
+ // [[VRS_EVERY_SUBPASS_OR_NONE]]
+ bool is_vrs = fb_format.attachments[i].usage_flags & TEXTURE_USAGE_VRS_ATTACHMENT_BIT && i == fb_format.passes[0].vrs_attachment;
+ if (is_vrs) {
+ DEV_ASSERT(!is_screen);
+
+ DEV_ASSERT(texture->owner_mipmaps == 1);
+ DEV_ASSERT(texture->owner_layers == 1);
+ _resource_transition_batch(texture, 0, texture->planes, D3D12_RESOURCE_STATE_SHADING_RATE_SOURCE);
+ } else {
+ if ((fb_format.attachments[i].usage_flags & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT)) {
+ if (!is_screen) { // Screen backbuffers are transitioned in prepare_buffers().
+ for (uint32_t j = 0; j < texture->layers; j++) {
+ for (uint32_t k = 0; k < texture->mipmaps; k++) {
+ uint32_t subresource = D3D12CalcSubresource(texture->base_mipmap + k, texture->base_layer + j, 0, texture->owner_mipmaps, texture->owner_layers);
+ _resource_transition_batch(texture, subresource, texture->planes, D3D12_RESOURCE_STATE_RENDER_TARGET);
+ }
+ }
+ }
+
+ if (setup_color.action == SetupInfo::ACTION_DISCARD) {
+ ID3D12Resource *resource = is_screen ? context->window_get_framebuffer_texture(framebuffer->window_id) : texture->resource;
+ discards[num_discards++] = resource;
+ } else if (setup_color.action == SetupInfo::ACTION_CLEAR) {
+ D3D12_CPU_DESCRIPTOR_HANDLE handle = is_screen ? framebuffer->screen_rtv_handle : rtv_heap_walker.get_curr_cpu_handle();
+ Color clear_color = color_index < p_clear_colors.size() ? p_clear_colors[color_index] : Color();
+ rtv_clears[num_rtv_clears++] = RTVClear{ handle, clear_color };
+ }
+
+ color_index++;
+ if (!is_screen) {
+ rtv_heap_walker.advance();
+ }
+ } else if ((fb_format.attachments[i].usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
+ DEV_ASSERT(!is_screen);
+
+ for (uint32_t j = 0; j < texture->layers; j++) {
+ for (uint32_t k = 0; k < texture->mipmaps; k++) {
+ uint32_t subresource = D3D12CalcSubresource(texture->base_mipmap + k, texture->base_layer + j, 0, texture->owner_mipmaps, texture->owner_layers);
+ _resource_transition_batch(texture, subresource, texture->planes, D3D12_RESOURCE_STATE_DEPTH_WRITE);
+ }
+ }
+
+ if (setup_depth.action == SetupInfo::ACTION_DISCARD) {
+ discards[num_discards++] = texture->resource;
+ } else if (setup_depth.action == SetupInfo::ACTION_CLEAR) {
+ dsv_clear = true;
+ }
+ }
+ }
+ }
+
+ for (int i = 0; i < p_storage_textures.size(); i++) {
+ Texture *texture = texture_owner.get_or_null(p_storage_textures[i]);
+ if (!texture) {
+ continue;
+ }
+ ERR_CONTINUE_MSG(!(texture->usage_flags & TEXTURE_USAGE_STORAGE_BIT), "Supplied storage texture " + itos(i) + " for draw list is not set to be used for storage.");
+ }
+
+ _resource_transitions_flush(frames[frame].draw_command_list.Get());
+
+ for (uint32_t i = 0; i < num_discards; i++) {
+ command_list->DiscardResource(discards[i], nullptr);
+ }
+ for (uint32_t i = 0; i < num_rtv_clears; i++) {
+ command_list->ClearRenderTargetView(
+ rtv_clears[i].handle,
+ rtv_clears[i].color.components,
+ setup_color.num_rects,
+ setup_color.rect_ptr);
+ }
+
+ if (dsv_clear) {
+ command_list->ClearDepthStencilView(
+ framebuffer->dsv_heap.get_heap()->GetCPUDescriptorHandleForHeapStart(),
+ D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL,
+ p_clear_depth,
+ p_clear_stencil,
+ setup_depth.num_rects,
+ setup_depth.rect_ptr);
+ }
+
+ {
+ CD3DX12_VIEWPORT viewport(
+ viewport_offset.x,
+ viewport_offset.y,
+ viewport_size.x,
+ viewport_size.y,
+ 0.0f,
+ 1.0f);
+ command_list->RSSetViewports(1, &viewport);
+
+ CD3DX12_RECT scissor(
+ viewport_offset.x,
+ viewport_offset.y,
+ viewport_offset.x + viewport_size.x,
+ viewport_offset.y + viewport_size.y);
+ command_list->RSSetScissorRects(1, &scissor);
+ }
+
+ draw_list_subpass_count = fb_format.passes.size();
+ draw_list_current_subpass = 0;
+ draw_list_final_color_action = p_final_color_action;
+ draw_list_final_depth_action = p_final_depth_action;
+ draw_list_framebuffer = framebuffer;
+ draw_list_viewport_size = viewport_size;
+
+ _draw_list_subpass_begin();
+
+ return OK;
+}
+
+RenderingDevice::DrawListID RenderingDeviceD3D12::draw_list_begin(RID p_framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const Vector &p_storage_textures) {
+ _THREAD_SAFE_METHOD_
+
+ ERR_FAIL_COND_V_MSG(draw_list != nullptr, INVALID_ID, "Only one draw list can be active at the same time.");
+ ERR_FAIL_COND_V_MSG(compute_list != nullptr && !compute_list->state.allow_draw_overlap, INVALID_ID, "Only one draw/compute list can be active at the same time.");
+
+ Framebuffer *framebuffer = framebuffer_owner.get_or_null(p_framebuffer);
+ ERR_FAIL_NULL_V(framebuffer, INVALID_ID);
+
+ ID3D12GraphicsCommandList *command_list = frames[frame].draw_command_list.Get();
+ Error err = _draw_list_render_pass_begin(framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, Point2i(), framebuffer->size, command_list, p_storage_textures);
+
+ if (err != OK) {
+ return INVALID_ID;
+ }
+
+ _draw_list_allocate(Rect2i(Point2i(), framebuffer->size), 0, 0);
+
+ return int64_t(ID_TYPE_DRAW_LIST) << ID_BASE_SHIFT;
+}
+
+Error RenderingDeviceD3D12::draw_list_begin_split(RID p_framebuffer, uint32_t p_splits, DrawListID *r_split_ids, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const Vector &p_storage_textures) {
+ _THREAD_SAFE_METHOD_
+
+ ERR_FAIL_COND_V_MSG(draw_list != nullptr, ERR_BUSY, "Only one draw list can be active at the same time.");
+ ERR_FAIL_COND_V_MSG(compute_list != nullptr && !compute_list->state.allow_draw_overlap, ERR_BUSY, "Only one draw/compute list can be active at the same time.");
+
+ ERR_FAIL_COND_V(p_splits < 1, ERR_INVALID_DECLARATION);
+
+ Framebuffer *framebuffer = framebuffer_owner.get_or_null(p_framebuffer);
+ ERR_FAIL_NULL_V(framebuffer, ERR_INVALID_DECLARATION);
+
+ ID3D12GraphicsCommandList *frame_command_list = frames[frame].draw_command_list.Get();
+ Error err = _draw_list_render_pass_begin(framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, Point2i(), framebuffer->size, frame_command_list, p_storage_textures);
+
+ if (err != OK) {
+ return ERR_CANT_CREATE;
+ }
+
+ err = _draw_list_allocate(Rect2i(Point2i(), framebuffer->size), p_splits, 0);
+ if (err != OK) {
+ return err;
+ }
+
+ for (uint32_t i = 0; i < p_splits; i++) {
+ // In Vulkan, we'd be setting viewports and scissors for each split here;
+ // D3D12 doesn't need it (it's even forbidden, for that matter).
+
+ r_split_ids[i] = (int64_t(ID_TYPE_SPLIT_DRAW_LIST) << ID_BASE_SHIFT) + i;
+ }
+
+ return OK;
+}
+
+RenderingDeviceD3D12::DrawList *RenderingDeviceD3D12::_get_draw_list_ptr(DrawListID p_id) {
+ if (p_id < 0) {
+ return nullptr;
+ }
+
+ if (!draw_list) {
+ return nullptr;
+ } else if (p_id == (int64_t(ID_TYPE_DRAW_LIST) << ID_BASE_SHIFT)) {
+ if (draw_list_split) {
+ return nullptr;
+ }
+ return draw_list;
+ } else if (p_id >> DrawListID(ID_BASE_SHIFT) == ID_TYPE_SPLIT_DRAW_LIST) {
+ if (!draw_list_split) {
+ return nullptr;
+ }
+
+ uint64_t index = p_id & ((DrawListID(1) << DrawListID(ID_BASE_SHIFT)) - 1); // Mask.
+
+ if (index >= draw_list_count) {
+ return nullptr;
+ }
+
+ return &draw_list[index];
+ } else {
+ return nullptr;
+ }
+}
+
+void RenderingDeviceD3D12::draw_list_set_blend_constants(DrawListID p_list, const Color &p_color) {
+ DrawList *dl = _get_draw_list_ptr(p_list);
+ ERR_FAIL_NULL(dl);
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_MSG(!dl->validation.active, "Submitted Draw Lists can no longer be modified.");
+#endif
+
+ dl->command_list->OMSetBlendFactor(p_color.components);
+}
+
+void RenderingDeviceD3D12::draw_list_bind_render_pipeline(DrawListID p_list, RID p_render_pipeline) {
+ DrawList *dl = _get_draw_list_ptr(p_list);
+ ERR_FAIL_NULL(dl);
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_MSG(!dl->validation.active, "Submitted Draw Lists can no longer be modified.");
+#endif
+
+ const RenderPipeline *pipeline = render_pipeline_owner.get_or_null(p_render_pipeline);
+ ERR_FAIL_NULL(pipeline);
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND(pipeline->validation.framebuffer_format != draw_list_framebuffer->format_id && pipeline->validation.render_pass != draw_list_current_subpass);
+#endif
+
+ if (p_render_pipeline == dl->state.pipeline) {
+ return; // Redundant state, return.
+ }
+
+ dl->state.pipeline = p_render_pipeline;
+ dl->state.pso = pipeline->pso.Get();
+
+ dl->command_list->IASetPrimitiveTopology(pipeline->dyn_params.primitive_topology);
+ dl->command_list->OMSetBlendFactor(pipeline->dyn_params.blend_constant.components);
+ dl->command_list->OMSetStencilRef(pipeline->dyn_params.stencil_reference);
+
+ ID3D12GraphicsCommandList1 *command_list_1 = nullptr;
+ dl->command_list->QueryInterface(&command_list_1);
+ if (command_list_1) {
+ command_list_1->OMSetDepthBounds(pipeline->dyn_params.depth_bounds_min, pipeline->dyn_params.depth_bounds_max);
+ command_list_1->Release();
+ }
+
+ Shader *shader = shader_owner.get_or_null(pipeline->shader);
+
+ if (dl->state.pipeline_shader != pipeline->shader) {
+ if (dl->state.root_signature_crc != pipeline->root_signature_crc) {
+ dl->command_list->SetGraphicsRootSignature(shader->root_signature.Get());
+ dl->state.root_signature_crc = pipeline->root_signature_crc;
+
+ // Root signature changed, so current descriptor set bindings become invalid.
+ for (uint32_t i = 0; i < dl->state.set_count; i++) {
+ dl->state.sets[i].bound = false;
+ }
+
+ if (pipeline->nir_runtime_data_root_param_idx != UINT32_MAX) {
+ // Set the viewport size part of the DXIL-NIR runtime data, which is the only we know to need currently.
+ constexpr dxil_spirv_vertex_runtime_data dummy_data = {};
+ uint32_t offset = constexpr((char *)&dummy_data.viewport_width - (char *)&dummy_data) / 4;
+ dl->command_list->SetGraphicsRoot32BitConstants(pipeline->nir_runtime_data_root_param_idx, 2, &draw_list_viewport_size, offset);
+ }
+ }
+
+ const uint32_t *pformats = pipeline->set_formats.ptr(); // Pipeline set formats.
+ dl->state.set_count = pipeline->set_formats.size(); // Update set count.
+ for (uint32_t i = 0; i < dl->state.set_count; i++) {
+ dl->state.sets[i].pipeline_expected_format = pformats[i];
+#ifdef DEV_ENABLED
+ dl->state.sets[i]._pipeline_expected_format = pformats[i] ? &uniform_set_format_cache_reverse[pformats[i] - 1]->key().uniform_info : nullptr;
+#endif
+ }
+
+ if (pipeline->spirv_push_constant_size) {
+#ifdef DEBUG_ENABLED
+ dl->validation.pipeline_push_constant_supplied = false;
+#endif
+ }
+
+ dl->state.pipeline_shader = pipeline->shader;
+ dl->state.pipeline_dxil_push_constant_size = pipeline->dxil_push_constant_size;
+ dl->state.pipeline_bindings_id = pipeline->bindings_id;
+#ifdef DEV_ENABLED
+ dl->state._shader = shader;
+#endif
+ }
+
+#ifdef DEBUG_ENABLED
+ // Update render pass pipeline info.
+ dl->validation.pipeline_active = true;
+ dl->validation.pipeline_dynamic_state = pipeline->validation.dynamic_state;
+ dl->validation.pipeline_vertex_format = pipeline->validation.vertex_format;
+ dl->validation.pipeline_uses_restart_indices = pipeline->validation.uses_restart_indices;
+ dl->validation.pipeline_primitive_divisor = pipeline->validation.primitive_divisor;
+ dl->validation.pipeline_primitive_minimum = pipeline->validation.primitive_minimum;
+ dl->validation.pipeline_spirv_push_constant_size = pipeline->spirv_push_constant_size;
+#endif
+}
+
+void RenderingDeviceD3D12::draw_list_bind_uniform_set(DrawListID p_list, RID p_uniform_set, uint32_t p_index) {
+ DrawList *dl = _get_draw_list_ptr(p_list);
+ ERR_FAIL_NULL(dl);
+
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_MSG(!dl->validation.active, "Submitted Draw Lists can no longer be modified.");
+#endif
+
+ const UniformSet *uniform_set = uniform_set_owner.get_or_null(p_uniform_set);
+ ERR_FAIL_NULL(uniform_set);
+
+ if (p_index > dl->state.set_count) {
+ dl->state.set_count = p_index;
+ }
+
+ dl->state.sets[p_index].bound = false; // Needs rebind.
+ dl->state.sets[p_index].uniform_set_format = uniform_set->format;
+ dl->state.sets[p_index].uniform_set = p_uniform_set;
+#ifdef DEV_ENABLED
+ dl->state.sets[p_index]._uniform_set = uniform_set_owner.get_or_null(p_uniform_set);
+#endif
+
+#ifdef DEBUG_ENABLED
+ { // Validate that textures bound are not attached as framebuffer bindings.
+ uint32_t attachable_count = uniform_set->attachable_textures.size();
+ const UniformSet::AttachableTexture *attachable_ptr = uniform_set->attachable_textures.ptr();
+ uint32_t bound_count = draw_list_bound_textures.size();
+ const RID *bound_ptr = draw_list_bound_textures.ptr();
+ for (uint32_t i = 0; i < attachable_count; i++) {
+ for (uint32_t j = 0; j < bound_count; j++) {
+ ERR_FAIL_COND_MSG(attachable_ptr[i].texture == bound_ptr[j],
+ "Attempted to use the same texture in framebuffer attachment and a uniform (set: " + itos(p_index) + ", binding: " + itos(attachable_ptr[i].bind) + "), this is not allowed.");
+ }
+ }
+ }
+#endif
+}
+
+void RenderingDeviceD3D12::draw_list_bind_vertex_array(DrawListID p_list, RID p_vertex_array) {
+ DrawList *dl = _get_draw_list_ptr(p_list);
+ ERR_FAIL_NULL(dl);
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_MSG(!dl->validation.active, "Submitted Draw Lists can no longer be modified.");
+#endif
+
+ const VertexArray *vertex_array = vertex_array_owner.get_or_null(p_vertex_array);
+ ERR_FAIL_NULL(vertex_array);
+
+ if (dl->state.vertex_array == p_vertex_array) {
+ return; // Already set.
+ }
+
+ dl->state.vertex_array = p_vertex_array;
+
+#ifdef DEBUG_ENABLED
+ dl->validation.vertex_format = vertex_array->description;
+ dl->validation.vertex_max_instances_allowed = vertex_array->max_instances_allowed;
+#endif
+ dl->validation.vertex_array_size = vertex_array->vertex_count;
+
+ for (Buffer *buffer : vertex_array->unique_buffers) {
+ _resource_transition_batch(buffer, 0, 1, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
+ }
+ _resource_transitions_flush(dl->command_list);
+
+ dl->command_list->IASetVertexBuffers(0, vertex_array->views.size(), vertex_array->views.ptr());
+}
+
+void RenderingDeviceD3D12::draw_list_bind_index_array(DrawListID p_list, RID p_index_array) {
+ DrawList *dl = _get_draw_list_ptr(p_list);
+ ERR_FAIL_NULL(dl);
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_MSG(!dl->validation.active, "Submitted Draw Lists can no longer be modified.");
+#endif
+
+ const IndexArray *index_array = index_array_owner.get_or_null(p_index_array);
+ ERR_FAIL_NULL(index_array);
+
+ if (dl->state.index_array == p_index_array) {
+ return; // Already set.
+ }
+
+ dl->state.index_array = p_index_array;
+#ifdef DEBUG_ENABLED
+ dl->validation.index_array_max_index = index_array->max_index;
+#endif
+ dl->validation.index_array_size = index_array->indices;
+ dl->validation.index_array_offset = index_array->offset;
+
+ _resource_transition_batch(index_array->buffer, 0, 1, D3D12_RESOURCE_STATE_INDEX_BUFFER);
+ _resource_transitions_flush(dl->command_list);
+
+ dl->command_list->IASetIndexBuffer(&index_array->view);
+}
+
+void RenderingDeviceD3D12::draw_list_set_line_width(DrawListID p_list, float p_width) {
+ DrawList *dl = _get_draw_list_ptr(p_list);
+ ERR_FAIL_NULL(dl);
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_MSG(!dl->validation.active, "Submitted Draw Lists can no longer be modified.");
+#endif
+
+ if (!Math::is_equal_approx(p_width, 1.0f)) {
+ ERR_FAIL_MSG("Setting line widths other than 1.0 is not supported by the Direct3D 12 rendering driver.");
+ }
+}
+
+void RenderingDeviceD3D12::_bind_uniform_set(UniformSet *p_uniform_set, const Shader::Set &p_shader_set, const Vector &p_bindings, ID3D12GraphicsCommandList *p_command_list, bool p_for_compute) {
+ using SetRootDescriptorTableFn = void (STDMETHODCALLTYPE ID3D12GraphicsCommandList::*)(UINT, D3D12_GPU_DESCRIPTOR_HANDLE);
+ SetRootDescriptorTableFn set_root_desc_table_fn = p_for_compute ? &ID3D12GraphicsCommandList::SetComputeRootDescriptorTable : &ID3D12GraphicsCommandList1::SetGraphicsRootDescriptorTable;
+
+ // If this set's descriptors have already been set for the current execution and a compatible root signature, reuse!
+ uint32_t root_sig_crc = p_for_compute ? compute_list->state.root_signature_crc : draw_list->state.root_signature_crc;
+ UniformSet::RecentBind *last_bind = nullptr;
+ for (int i = 0; i < ARRAY_SIZE(p_uniform_set->recent_binds); i++) {
+ if (p_uniform_set->recent_binds[i].execution_index == frames[frame].execution_index) {
+ if (p_uniform_set->recent_binds[i].root_signature_crc == root_sig_crc) {
+ for (const RootDescriptorTable &table : p_uniform_set->recent_binds[i].root_tables.resources) {
+ (p_command_list->*set_root_desc_table_fn)(table.root_param_idx, table.start_gpu_handle);
+ }
+ for (const RootDescriptorTable &table : p_uniform_set->recent_binds[i].root_tables.samplers) {
+ (p_command_list->*set_root_desc_table_fn)(table.root_param_idx, table.start_gpu_handle);
+ }
+#ifdef DEV_ENABLED
+ p_uniform_set->recent_binds[i].uses++;
+ frames[frame].uniform_set_reused++;
+#endif
+ return;
+ } else {
+ if (!last_bind || p_uniform_set->recent_binds[i].uses < last_bind->uses) {
+ // Prefer this one since it's been used less or we still haven't a better option.
+ last_bind = &p_uniform_set->recent_binds[i];
+ }
+ }
+ } else {
+ // Prefer this one since it's unused.
+ last_bind = &p_uniform_set->recent_binds[i];
+ last_bind->uses = 0;
+ }
+ }
+
+ struct {
+ DescriptorsHeap::Walker *resources = nullptr;
+ DescriptorsHeap::Walker *samplers = nullptr;
+ } frame_heap_walkers;
+ frame_heap_walkers.resources = &frames[frame].desc_heap_walkers.resources;
+ frame_heap_walkers.samplers = &frames[frame].desc_heap_walkers.samplers;
+
+ struct {
+ DescriptorsHeap::Walker resources;
+ DescriptorsHeap::Walker samplers;
+ } set_heap_walkers;
+ set_heap_walkers.resources = p_uniform_set->desc_heaps.resources.make_walker();
+ set_heap_walkers.samplers = p_uniform_set->desc_heaps.samplers.make_walker();
+
+#ifdef DEV_ENABLED
+ // Whether we have stages where the uniform is actually used should match
+ // whether we have any root signature locations for it.
+ for (int i = 0; i < p_shader_set.uniforms.size(); i++) {
+ bool has_rs_locations = false;
+ if (p_bindings[i].root_sig_locations.resource.root_param_idx != UINT32_MAX ||
+ p_bindings[i].root_sig_locations.sampler.root_param_idx != UINT32_MAX) {
+ has_rs_locations = true;
+ break;
+ }
+
+ bool has_stages = p_bindings[i].stages;
+
+ DEV_ASSERT(has_rs_locations == has_stages);
+ }
+#endif
+
+ last_bind->root_tables.resources.reserve(p_shader_set.num_root_params.resources);
+ last_bind->root_tables.resources.clear();
+ last_bind->root_tables.samplers.reserve(p_shader_set.num_root_params.samplers);
+ last_bind->root_tables.samplers.clear();
+ last_bind->uses++;
+
+ struct {
+ RootDescriptorTable *resources = nullptr;
+ RootDescriptorTable *samplers = nullptr;
+ } tables;
+ for (int i = 0; i < p_shader_set.uniforms.size(); i++) {
+ const Shader::ShaderUniformInfo &uniform_info = p_shader_set.uniforms[i];
+
+ uint32_t num_resource_descs = 0;
+ uint32_t num_sampler_descs = 0;
+ bool srv_uav_ambiguity = false;
+ _add_descriptor_count_for_uniform(uniform_info.info.type, uniform_info.info.length, false, num_resource_descs, num_sampler_descs, srv_uav_ambiguity);
+
+ bool resource_used = false;
+ if (p_bindings[i].stages) {
+ {
+ const UniformBindingInfo::RootSignatureLocation &rs_loc_resource = p_bindings[i].root_sig_locations.resource;
+ if (rs_loc_resource.root_param_idx != UINT32_MAX) { // Location used?
+ DEV_ASSERT(num_resource_descs);
+ DEV_ASSERT(!(srv_uav_ambiguity && (p_bindings[i].res_class != RES_CLASS_SRV && p_bindings[i].res_class != RES_CLASS_UAV))); // [[SRV_UAV_AMBIGUITY]]
+
+ bool must_flush_table = tables.resources && rs_loc_resource.root_param_idx != tables.resources->root_param_idx;
+ if (must_flush_table) {
+ // Check the root signature data has been filled ordered.
+ DEV_ASSERT(rs_loc_resource.root_param_idx > tables.resources->root_param_idx);
+
+ (p_command_list->*set_root_desc_table_fn)(tables.resources->root_param_idx, tables.resources->start_gpu_handle);
+ tables.resources = nullptr;
+ }
+
+ if (unlikely(frame_heap_walkers.resources->get_free_handles() < num_resource_descs)) {
+ if (!frames[frame].desc_heaps_exhausted_reported.resources) {
+ frames[frame].desc_heaps_exhausted_reported.resources = true;
+ ERR_FAIL_MSG("Cannot bind uniform set because there's no enough room in current frame's RESOURCES descriptor heap.\n"
+ "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
+ } else {
+ return;
+ }
+ }
+
+ if (!tables.resources) {
+ DEV_ASSERT(last_bind->root_tables.resources.size() < last_bind->root_tables.resources.get_capacity());
+ last_bind->root_tables.resources.resize(last_bind->root_tables.resources.size() + 1);
+ tables.resources = &last_bind->root_tables.resources[last_bind->root_tables.resources.size() - 1];
+ tables.resources->root_param_idx = rs_loc_resource.root_param_idx;
+ tables.resources->start_gpu_handle = frame_heap_walkers.resources->get_curr_gpu_handle();
+ }
+
+ // If there is ambiguity and it didn't clarify as SRVs, skip them, which come first. [[SRV_UAV_AMBIGUITY]]
+ if (srv_uav_ambiguity && p_bindings[i].res_class != RES_CLASS_SRV) {
+ set_heap_walkers.resources.advance(num_resource_descs);
+ }
+
+ // TODO: Batch to avoid multiple calls where possible (in any case, flush before setting root descriptor tables, or even batch that as well).
+ device->CopyDescriptorsSimple(
+ num_resource_descs,
+ frame_heap_walkers.resources->get_curr_cpu_handle(),
+ set_heap_walkers.resources.get_curr_cpu_handle(),
+ D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
+ frame_heap_walkers.resources->advance(num_resource_descs);
+
+ // If there is ambiguity and it didn't clarify as UAVs, skip them, which come later. [[SRV_UAV_AMBIGUITY]]
+ if (srv_uav_ambiguity && p_bindings[i].res_class != RES_CLASS_UAV) {
+ set_heap_walkers.resources.advance(num_resource_descs);
+ }
+
+ resource_used = true;
+ }
+ }
+
+ {
+ const UniformBindingInfo::RootSignatureLocation &rs_loc_sampler = p_bindings[i].root_sig_locations.sampler;
+ if (rs_loc_sampler.root_param_idx != UINT32_MAX) { // Location used?
+ DEV_ASSERT(num_sampler_descs);
+ DEV_ASSERT(!srv_uav_ambiguity); // [[SRV_UAV_AMBIGUITY]]
+
+ bool must_flush_table = tables.samplers && rs_loc_sampler.root_param_idx != tables.samplers->root_param_idx;
+ if (must_flush_table) {
+ // Check the root signature data has been filled ordered.
+ DEV_ASSERT(rs_loc_sampler.root_param_idx > tables.samplers->root_param_idx);
+
+ (p_command_list->*set_root_desc_table_fn)(tables.samplers->root_param_idx, tables.samplers->start_gpu_handle);
+ tables.samplers = nullptr;
+ }
+
+ if (unlikely(frame_heap_walkers.samplers->get_free_handles() < num_sampler_descs)) {
+ if (!frames[frame].desc_heaps_exhausted_reported.samplers) {
+ frames[frame].desc_heaps_exhausted_reported.samplers = true;
+ ERR_FAIL_MSG("Cannot bind uniform set because there's no enough room in current frame's SAMPLERS descriptors heap.\n"
+ "Please increase the value of the rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame project setting.");
+ } else {
+ return;
+ }
+ }
+
+ if (!tables.samplers) {
+ DEV_ASSERT(last_bind->root_tables.samplers.size() < last_bind->root_tables.samplers.get_capacity());
+ last_bind->root_tables.samplers.resize(last_bind->root_tables.samplers.size() + 1);
+ tables.samplers = &last_bind->root_tables.samplers[last_bind->root_tables.samplers.size() - 1];
+ tables.samplers->root_param_idx = rs_loc_sampler.root_param_idx;
+ tables.samplers->start_gpu_handle = frame_heap_walkers.samplers->get_curr_gpu_handle();
+ }
+
+ // TODO: Batch to avoid multiple calls where possible (in any case, flush before setting root descriptor tables, or even batch that as well).
+ device->CopyDescriptorsSimple(
+ num_sampler_descs,
+ frame_heap_walkers.samplers->get_curr_cpu_handle(),
+ set_heap_walkers.samplers.get_curr_cpu_handle(),
+ D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
+ frame_heap_walkers.samplers->advance(num_sampler_descs);
+ }
+ }
+ }
+
+ // Uniform set descriptor heaps are always full (descriptors are created for every uniform in them) despite
+ // the shader variant a given set is created upon may not need all of them due to DXC optimizations.
+ // Therefore, at this point we have to advance through the descriptor set descriptor's heap unconditionally.
+
+ set_heap_walkers.resources.advance(num_resource_descs);
+ if (srv_uav_ambiguity) {
+ DEV_ASSERT(num_resource_descs);
+ if (!resource_used) {
+ set_heap_walkers.resources.advance(num_resource_descs); // Additional skip, since both SRVs and UAVs have to be bypassed.
+ }
+ }
+
+ set_heap_walkers.samplers.advance(num_sampler_descs);
+ }
+
+ DEV_ASSERT(set_heap_walkers.resources.is_at_eof());
+ DEV_ASSERT(set_heap_walkers.samplers.is_at_eof());
+
+ {
+ bool must_flush_table = tables.resources;
+ if (must_flush_table) {
+ (p_command_list->*set_root_desc_table_fn)(tables.resources->root_param_idx, tables.resources->start_gpu_handle);
+ }
+ }
+ {
+ bool must_flush_table = tables.samplers;
+ if (must_flush_table) {
+ (p_command_list->*set_root_desc_table_fn)(tables.samplers->root_param_idx, tables.samplers->start_gpu_handle);
+ }
+ }
+
+ last_bind->root_signature_crc = root_sig_crc;
+ last_bind->execution_index = frames[frame].execution_index;
+}
+
+void RenderingDeviceD3D12::_apply_uniform_set_resource_states(const UniformSet *p_uniform_set, const Shader::Set &p_shader_set) {
+ for (const UniformSet::StateRequirement &sr : p_uniform_set->resource_states) {
+#ifdef DEV_ENABLED
+ {
+ uint32_t stages = 0;
+ D3D12_RESOURCE_STATES wanted_state = {};
+ bool writable = false;
+ // Doing the full loop for debugging since the real one below may break early,
+ // but we want an exhaustive check
+ uint64_t inv_uniforms_mask = ~sr.shader_uniform_idx_mask; // Inverting the mask saves operations.
+ for (uint8_t bit = 0; inv_uniforms_mask != UINT64_MAX; bit++) {
+ uint64_t bit_mask = ((uint64_t)1 << bit);
+ if (likely((inv_uniforms_mask & bit_mask))) {
+ continue;
+ }
+ inv_uniforms_mask |= bit_mask;
+
+ const Shader::ShaderUniformInfo &info = p_shader_set.uniforms[bit];
+ if (unlikely(!info.binding.stages)) {
+ continue;
+ }
+
+ D3D12_RESOURCE_STATES required_states = sr.states;
+
+ // Resolve a case of SRV/UAV ambiguity now. [[SRV_UAV_AMBIGUITY]]
+ if ((required_states & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE) && (required_states & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)) {
+ if (info.binding.res_class == RES_CLASS_SRV) {
+ required_states &= ~D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
+ } else {
+ required_states = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
+ }
+ }
+
+ if (stages) { // Second occurrence at least?
+ CRASH_COND_MSG(info.info.writable != writable, "A resource is used in the same uniform set both as R/O and R/W. That's not supported and shouldn't happen.");
+ CRASH_COND_MSG(required_states != wanted_state, "A resource is used in the same uniform set with different resource states. The code needs to be enhanced to support that.");
+ } else {
+ wanted_state = required_states;
+ stages |= info.binding.stages;
+ writable = info.info.writable;
+ }
+
+ DEV_ASSERT((wanted_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS) == (bool)(wanted_state & D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
+
+ if (wanted_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS || wanted_state == D3D12_RESOURCE_STATE_RENDER_TARGET) {
+ if (!sr.is_buffer) {
+ Texture *texture = (Texture *)sr.resource;
+ CRASH_COND_MSG(texture->resource != texture->owner_resource, "The texture format used for UAV or RTV must be the main one.");
+ }
+ }
+ }
+ }
+#endif
+
+ // We may have assumed D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE for a resource,
+ // because at uniform set creation time we couldn't know for sure which stages
+ // it would be used in (due to the fact that a set can be created against a different,
+ // albeit compatible, shader, which may make a different usage in the end).
+ // However, now we know and can exclude up to one unneeded state.
+
+ // TODO: If subresources involved already in the needed state, or scheduled for it,
+ // maybe it's more optimal not to do anything here
+
+ uint32_t stages = 0;
+ D3D12_RESOURCE_STATES wanted_state = {};
+ uint64_t inv_uniforms_mask = ~sr.shader_uniform_idx_mask; // Inverting the mask saves operations.
+ for (uint8_t bit = 0; inv_uniforms_mask != UINT64_MAX; bit++) {
+ uint64_t bit_mask = ((uint64_t)1 << bit);
+ if (likely((inv_uniforms_mask & bit_mask))) {
+ continue;
+ }
+ inv_uniforms_mask |= bit_mask;
+
+ const Shader::ShaderUniformInfo &info = p_shader_set.uniforms[bit];
+ if (unlikely(!info.binding.stages)) {
+ continue;
+ }
+
+ if (!stages) {
+ D3D12_RESOURCE_STATES required_states = sr.states;
+
+ // Resolve a case of SRV/UAV ambiguity now. [[SRV_UAV_AMBIGUITY]]
+ if ((required_states & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE) && (required_states & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)) {
+ if (info.binding.res_class == RES_CLASS_SRV) {
+ required_states &= ~D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
+ } else {
+ required_states = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
+ }
+ }
+
+ wanted_state = required_states;
+
+ if (!(wanted_state & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE)) {
+ // By now, we already know the resource is used, and with no PS/NON_PS disjuntive; no need to check further.
+ break;
+ }
+ }
+
+ stages |= info.binding.stages;
+
+ if (stages == (SHADER_STAGE_VERTEX_BIT | SHADER_STAGE_FRAGMENT_BIT) || stages == SHADER_STAGE_COMPUTE_BIT) {
+ // By now, we already know the resource is used, and as both PS/NON_PS; no need to check further.
+ break;
+ }
+ }
+
+ if (likely(wanted_state)) {
+ if ((wanted_state & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE)) {
+ if (stages == SHADER_STAGE_VERTEX_BIT || stages == SHADER_STAGE_COMPUTE_BIT) {
+ D3D12_RESOURCE_STATES unneeded_states = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
+ wanted_state &= ~unneeded_states;
+ } else if (stages == SHADER_STAGE_FRAGMENT_BIT) {
+ D3D12_RESOURCE_STATES unneeded_states = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
+ wanted_state &= ~unneeded_states;
+ }
+ }
+
+ if (likely(wanted_state)) {
+ if (sr.is_buffer) {
+ _resource_transition_batch(sr.resource, 0, 1, wanted_state);
+ } else {
+ Texture *texture = (Texture *)sr.resource;
+ for (uint32_t i = 0; i < texture->layers; i++) {
+ for (uint32_t j = 0; j < texture->mipmaps; j++) {
+ uint32_t subresource = D3D12CalcSubresource(texture->base_mipmap + j, texture->base_layer + i, 0, texture->owner_mipmaps, texture->owner_layers);
+ _resource_transition_batch(texture, subresource, texture->planes, wanted_state, texture->owner_resource);
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+void RenderingDeviceD3D12::draw_list_set_push_constant(DrawListID p_list, const void *p_data, uint32_t p_data_size) {
+ DrawList *dl = _get_draw_list_ptr(p_list);
+ ERR_FAIL_NULL(dl);
+
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_MSG(!dl->validation.active, "Submitted Draw Lists can no longer be modified.");
+#endif
+
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_MSG(p_data_size != dl->validation.pipeline_spirv_push_constant_size,
+ "This render pipeline requires (" + itos(dl->validation.pipeline_spirv_push_constant_size) + ") bytes of push constant data, supplied: (" + itos(p_data_size) + ")");
+#endif
+ if (dl->state.pipeline_dxil_push_constant_size) {
+ dl->command_list->SetGraphicsRoot32BitConstants(0, p_data_size / sizeof(uint32_t), p_data, 0);
+ }
+#ifdef DEBUG_ENABLED
+ dl->validation.pipeline_push_constant_supplied = true;
+#endif
+}
+
+void RenderingDeviceD3D12::draw_list_draw(DrawListID p_list, bool p_use_indices, uint32_t p_instances, uint32_t p_procedural_vertices) {
+ DrawList *dl = _get_draw_list_ptr(p_list);
+ ERR_FAIL_NULL(dl);
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_MSG(!dl->validation.active, "Submitted Draw Lists can no longer be modified.");
+#endif
+
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_MSG(!dl->validation.pipeline_active,
+ "No render pipeline was set before attempting to draw.");
+ if (dl->validation.pipeline_vertex_format != INVALID_ID) {
+ // Pipeline uses vertices, validate format.
+ ERR_FAIL_COND_MSG(dl->validation.vertex_format == INVALID_ID,
+ "No vertex array was bound, and render pipeline expects vertices.");
+ // Make sure format is right.
+ ERR_FAIL_COND_MSG(dl->validation.pipeline_vertex_format != dl->validation.vertex_format,
+ "The vertex format used to create the pipeline does not match the vertex format bound.");
+ // Make sure number of instances is valid.
+ ERR_FAIL_COND_MSG(p_instances > dl->validation.vertex_max_instances_allowed,
+ "Number of instances requested (" + itos(p_instances) + " is larger than the maximum number supported by the bound vertex array (" + itos(dl->validation.vertex_max_instances_allowed) + ").");
+ }
+
+ if (dl->validation.pipeline_spirv_push_constant_size) {
+ // Using push constants, check that they were supplied.
+ ERR_FAIL_COND_MSG(!dl->validation.pipeline_push_constant_supplied,
+ "The shader in this pipeline requires a push constant to be set before drawing, but it's not present.");
+ }
+#endif
+
+ // Bind descriptor sets.
+
+ Shader *shader = shader_owner.get_or_null(dl->state.pipeline_shader);
+ struct SetToBind {
+ uint32_t set;
+ UniformSet *uniform_set;
+ const Shader::Set *shader_set;
+ };
+ SetToBind *sets_to_bind = (SetToBind *)alloca(sizeof(SetToBind) * dl->state.set_count);
+ uint32_t num_sets_to_bind = 0;
+ for (uint32_t i = 0; i < dl->state.set_count; i++) {
+ if (dl->state.sets[i].pipeline_expected_format == 0) {
+ continue; // Nothing expected by this pipeline.
+ }
+#ifdef DEBUG_ENABLED
+ if (dl->state.sets[i].pipeline_expected_format != dl->state.sets[i].uniform_set_format) {
+ if (dl->state.sets[i].uniform_set_format == 0) {
+ ERR_FAIL_MSG("Uniforms were never supplied for set (" + itos(i) + ") at the time of drawing, which are required by the pipeline");
+ } else if (uniform_set_owner.owns(dl->state.sets[i].uniform_set)) {
+ UniformSet *us = uniform_set_owner.get_or_null(dl->state.sets[i].uniform_set);
+ ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + "):\n" + _shader_uniform_debug(us->shader_id, us->shader_set) + "\nare not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(dl->state.pipeline_shader));
+ } else {
+ ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + ", which was was just freed) are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(dl->state.pipeline_shader));
+ }
+ }
+#endif
+ UniformSet *uniform_set = uniform_set_owner.get_or_null(dl->state.sets[i].uniform_set);
+ const Shader::Set &shader_set = shader->sets[i];
+ _apply_uniform_set_resource_states(uniform_set, shader_set);
+ if (!dl->state.sets[i].bound) {
+ sets_to_bind[num_sets_to_bind].set = i;
+ sets_to_bind[num_sets_to_bind].uniform_set = uniform_set;
+ sets_to_bind[num_sets_to_bind].shader_set = &shader_set;
+ num_sets_to_bind++;
+ dl->state.sets[i].bound = true;
+ }
+ }
+
+ _resource_transitions_flush(dl->command_list);
+
+ for (uint32_t i = 0; i < num_sets_to_bind; i++) {
+ _bind_uniform_set(sets_to_bind[i].uniform_set, *sets_to_bind[i].shader_set, pipeline_bindings[dl->state.pipeline_bindings_id][sets_to_bind[i].set], dl->command_list, false);
+ }
+
+ if (dl->state.bound_pso != dl->state.pso) {
+ dl->command_list->SetPipelineState(dl->state.pso);
+ dl->state.bound_pso = dl->state.pso;
+ }
+ if (p_use_indices) {
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_MSG(p_procedural_vertices > 0,
+ "Procedural vertices can't be used together with indices.");
+
+ ERR_FAIL_COND_MSG(!dl->validation.index_array_size,
+ "Draw command requested indices, but no index buffer was set.");
+
+ ERR_FAIL_COND_MSG(dl->validation.pipeline_uses_restart_indices != dl->validation.index_buffer_uses_restart_indices,
+ "The usage of restart indices in index buffer does not match the render primitive in the pipeline.");
+#endif
+ uint32_t to_draw = dl->validation.index_array_size;
+
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_MSG(to_draw < dl->validation.pipeline_primitive_minimum,
+ "Too few indices (" + itos(to_draw) + ") for the render primitive set in the render pipeline (" + itos(dl->validation.pipeline_primitive_minimum) + ").");
+
+ ERR_FAIL_COND_MSG((to_draw % dl->validation.pipeline_primitive_divisor) != 0,
+ "Index amount (" + itos(to_draw) + ") must be a multiple of the amount of indices required by the render primitive (" + itos(dl->validation.pipeline_primitive_divisor) + ").");
+#endif
+
+ dl->command_list->DrawIndexedInstanced(to_draw, p_instances, dl->validation.index_array_offset, 0, 0);
+ } else {
+ uint32_t to_draw;
+
+ if (p_procedural_vertices > 0) {
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_MSG(dl->validation.pipeline_vertex_format != INVALID_ID,
+ "Procedural vertices requested, but pipeline expects a vertex array.");
+#endif
+ to_draw = p_procedural_vertices;
+ } else {
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_MSG(dl->validation.pipeline_vertex_format == INVALID_ID,
+ "Draw command lacks indices, but pipeline format does not use vertices.");
+#endif
+ to_draw = dl->validation.vertex_array_size;
+ }
+
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_MSG(to_draw < dl->validation.pipeline_primitive_minimum,
+ "Too few vertices (" + itos(to_draw) + ") for the render primitive set in the render pipeline (" + itos(dl->validation.pipeline_primitive_minimum) + ").");
+
+ ERR_FAIL_COND_MSG((to_draw % dl->validation.pipeline_primitive_divisor) != 0,
+ "Vertex amount (" + itos(to_draw) + ") must be a multiple of the amount of vertices required by the render primitive (" + itos(dl->validation.pipeline_primitive_divisor) + ").");
+#endif
+
+ dl->command_list->DrawInstanced(to_draw, p_instances, 0, 0);
+ }
+}
+
+void RenderingDeviceD3D12::draw_list_enable_scissor(DrawListID p_list, const Rect2 &p_rect) {
+ DrawList *dl = _get_draw_list_ptr(p_list);
+
+ ERR_FAIL_NULL(dl);
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_MSG(!dl->validation.active, "Submitted Draw Lists can no longer be modified.");
+#endif
+ Rect2i rect = p_rect;
+ rect.position += dl->viewport.position;
+
+ rect = dl->viewport.intersection(rect);
+
+ if (rect.get_area() == 0) {
+ return;
+ }
+ CD3DX12_RECT scissor(
+ rect.position.x,
+ rect.position.y,
+ rect.position.x + rect.size.width,
+ rect.position.y + rect.size.height);
+
+ dl->command_list->RSSetScissorRects(1, &scissor);
+}
+
+void RenderingDeviceD3D12::draw_list_disable_scissor(DrawListID p_list) {
+ DrawList *dl = _get_draw_list_ptr(p_list);
+ ERR_FAIL_NULL(dl);
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_MSG(!dl->validation.active, "Submitted Draw Lists can no longer be modified.");
+#endif
+
+ CD3DX12_RECT scissor(
+ dl->viewport.position.x,
+ dl->viewport.position.y,
+ dl->viewport.position.x + dl->viewport.size.width,
+ dl->viewport.position.y + dl->viewport.size.height);
+ dl->command_list->RSSetScissorRects(1, &scissor);
+}
+
+uint32_t RenderingDeviceD3D12::draw_list_get_current_pass() {
+ return draw_list_current_subpass;
+}
+
+void RenderingDeviceD3D12::_draw_list_subpass_begin() { // [[MANUAL_SUBPASSES]]
+ const FramebufferFormat &fb_format = framebuffer_formats[draw_list_framebuffer->format_id];
+ const FramebufferPass &pass = fb_format.passes[draw_list_current_subpass];
+
+ ID3D12GraphicsCommandList *command_list = frames[frame].draw_command_list.Get();
+
+ bool is_screen = draw_list_framebuffer->window_id != DisplayServer::INVALID_WINDOW_ID;
+
+ if (is_screen) {
+ DEV_ASSERT(!draw_list_framebuffer->dsv_heap.get_descriptor_count());
+ command_list->OMSetRenderTargets(1, &draw_list_framebuffer->screen_rtv_handle, true, nullptr);
+ } else {
+ D3D12_CPU_DESCRIPTOR_HANDLE *rtv_handles = (D3D12_CPU_DESCRIPTOR_HANDLE *)alloca(sizeof(D3D12_CPU_DESCRIPTOR_HANDLE) * pass.color_attachments.size());
+ DescriptorsHeap::Walker rtv_heap_walker = draw_list_framebuffer->rtv_heap.make_walker();
+ for (int i = 0; i < pass.color_attachments.size(); i++) {
+ uint32_t attachment = pass.color_attachments[i];
+ if (attachment == FramebufferPass::ATTACHMENT_UNUSED) {
+ if (!frames[frame].null_rtv_handle.ptr) {
+ // No null descriptor-handle created for this frame yet.
+
+ if (frames[frame].desc_heap_walkers.rtv.is_at_eof()) {
+ if (!frames[frame].desc_heaps_exhausted_reported.rtv) {
+ frames[frame].desc_heaps_exhausted_reported.rtv = true;
+ ERR_FAIL_MSG("Cannot begin subpass because there's no enough room in current frame's RENDER TARGET descriptors heap.\n"
+ "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
+ } else {
+ return;
+ }
+ }
+
+ D3D12_RENDER_TARGET_VIEW_DESC rtv_desc_null = {};
+ rtv_desc_null.Format = DXGI_FORMAT_R8_UINT;
+ rtv_desc_null.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
+ frames[frame].null_rtv_handle = frames[frame].desc_heap_walkers.rtv.get_curr_cpu_handle();
+ device->CreateRenderTargetView(nullptr, &rtv_desc_null, frames[frame].null_rtv_handle);
+ frames[frame].desc_heap_walkers.rtv.advance();
+ }
+ rtv_handles[i] = frames[frame].null_rtv_handle;
+ } else {
+ uint32_t rt_index = draw_list_framebuffer->attachments_handle_inds[attachment];
+ rtv_heap_walker.rewind();
+ rtv_heap_walker.advance(rt_index);
+ rtv_handles[i] = rtv_heap_walker.get_curr_cpu_handle();
+ }
+ }
+
+ D3D12_CPU_DESCRIPTOR_HANDLE dsv_handle = {};
+ {
+ DescriptorsHeap::Walker dsv_heap_walker = draw_list_framebuffer->dsv_heap.make_walker();
+ if (pass.depth_attachment != FramebufferPass::ATTACHMENT_UNUSED) {
+ uint32_t ds_index = draw_list_framebuffer->attachments_handle_inds[pass.depth_attachment];
+ dsv_heap_walker.rewind();
+ dsv_heap_walker.advance(ds_index);
+ dsv_handle = dsv_heap_walker.get_curr_cpu_handle();
+ }
+ }
+
+ command_list->OMSetRenderTargets(pass.color_attachments.size(), rtv_handles, false, dsv_handle.ptr ? &dsv_handle : nullptr);
+
+ // [[VRS_EVERY_SUBPASS_OR_NONE]]
+ if (context->get_vrs_capabilities().ss_image_supported && draw_list_current_subpass == 0) {
+ if (execution_index != vrs_state_execution_index) {
+ vrs_state = {};
+ }
+
+ Texture *vrs_texture = nullptr;
+ RID vrs_texture_id;
+ if (pass.vrs_attachment != FramebufferPass::ATTACHMENT_UNUSED) {
+ vrs_texture_id = draw_list_framebuffer->texture_ids[pass.vrs_attachment];
+ vrs_texture = texture_owner.get_or_null(vrs_texture_id);
+ if (!vrs_texture) {
+ vrs_texture_id = RID();
+ }
+ }
+
+ if (vrs_texture_id != vrs_state.texture_bound) {
+ ID3D12GraphicsCommandList5 *command_list_5 = nullptr;
+ command_list->QueryInterface(&command_list_5);
+ DEV_ASSERT(command_list_5);
+
+ if (vrs_texture_id.is_valid()) {
+ if (!vrs_state.configured) {
+ static const D3D12_SHADING_RATE_COMBINER combiners[D3D12_RS_SET_SHADING_RATE_COMBINER_COUNT] = {
+ D3D12_SHADING_RATE_COMBINER_PASSTHROUGH,
+ D3D12_SHADING_RATE_COMBINER_OVERRIDE,
+ };
+ command_list_5->RSSetShadingRate(D3D12_SHADING_RATE_1X1, combiners);
+ vrs_state.configured = true;
+
+ command_list_5->RSSetShadingRateImage(vrs_texture->resource);
+ vrs_state.texture_bound = vrs_texture_id;
+ }
+ } else {
+ command_list_5->RSSetShadingRateImage(nullptr);
+ vrs_state.texture_bound = RID();
+ }
+
+ command_list_5->Release();
+ }
+
+ vrs_state_execution_index = execution_index;
+ }
+ }
+}
+
+void RenderingDeviceD3D12::_draw_list_subpass_end() { // [[MANUAL_SUBPASSES]]
+ const FramebufferFormat &fb_format = framebuffer_formats[draw_list_framebuffer->format_id];
+ const FramebufferPass &pass = fb_format.passes[draw_list_current_subpass];
+
+ ID3D12GraphicsCommandList *command_list = frames[frame].draw_command_list.Get();
+
+ struct Resolve {
+ ID3D12Resource *src_res;
+ uint32_t src_subres;
+ ID3D12Resource *dst_res;
+ uint32_t dst_subres;
+ DXGI_FORMAT format;
+ };
+ Resolve *resolves = (Resolve *)alloca(sizeof(Resolve) * pass.resolve_attachments.size());
+ uint32_t num_resolves = 0;
+
+ for (int i = 0; i < pass.resolve_attachments.size(); i++) {
+ int32_t color_index = pass.color_attachments[i];
+ int32_t resolve_index = pass.resolve_attachments[i];
+ DEV_ASSERT((color_index == FramebufferPass::ATTACHMENT_UNUSED) == (resolve_index == FramebufferPass::ATTACHMENT_UNUSED));
+ if (color_index == FramebufferPass::ATTACHMENT_UNUSED || draw_list_framebuffer->texture_ids[color_index].is_null()) {
+ continue;
+ }
+
+ Texture *src_tex = texture_owner.get_or_null(draw_list_framebuffer->texture_ids[color_index]);
+ uint32_t src_subresource = D3D12CalcSubresource(src_tex->base_mipmap, src_tex->base_layer, 0, src_tex->owner_mipmaps, src_tex->owner_layers);
+ _resource_transition_batch(src_tex, src_subresource, src_tex->planes, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
+
+ Texture *dst_tex = texture_owner.get_or_null(draw_list_framebuffer->texture_ids[resolve_index]);
+ uint32_t dst_subresource = D3D12CalcSubresource(dst_tex->base_mipmap, dst_tex->base_layer, 0, dst_tex->owner_mipmaps, dst_tex->owner_layers);
+ _resource_transition_batch(dst_tex, dst_subresource, dst_tex->planes, D3D12_RESOURCE_STATE_RESOLVE_DEST);
+
+ resolves[num_resolves].src_res = src_tex->resource;
+ resolves[num_resolves].src_subres = src_subresource;
+ resolves[num_resolves].dst_res = dst_tex->resource;
+ resolves[num_resolves].dst_subres = dst_subresource;
+ resolves[num_resolves].format = d3d12_formats[src_tex->format].general_format;
+ num_resolves++;
+ }
+
+ _resource_transitions_flush(command_list);
+
+ for (uint32_t i = 0; i < num_resolves; i++) {
+ command_list->ResolveSubresource(resolves[i].dst_res, resolves[i].dst_subres, resolves[i].src_res, resolves[i].src_subres, resolves[i].format);
+ }
+}
+
+RenderingDevice::DrawListID RenderingDeviceD3D12::draw_list_switch_to_next_pass() {
+ _THREAD_SAFE_METHOD_
+ ERR_FAIL_COND_V(draw_list == nullptr, INVALID_ID);
+ ERR_FAIL_COND_V(draw_list_current_subpass >= draw_list_subpass_count - 1, INVALID_FORMAT_ID);
+
+ _draw_list_subpass_end();
+ draw_list_current_subpass++;
+ _draw_list_subpass_begin();
+
+ Rect2i viewport;
+ _draw_list_free(&viewport);
+
+ _draw_list_allocate(viewport, 0, draw_list_current_subpass);
+
+ return int64_t(ID_TYPE_DRAW_LIST) << ID_BASE_SHIFT;
+}
+
+Error RenderingDeviceD3D12::draw_list_switch_to_next_pass_split(uint32_t p_splits, DrawListID *r_split_ids) {
+ _THREAD_SAFE_METHOD_
+ ERR_FAIL_COND_V(draw_list == nullptr, ERR_INVALID_PARAMETER);
+ ERR_FAIL_COND_V(draw_list_current_subpass >= draw_list_subpass_count - 1, ERR_INVALID_PARAMETER);
+
+ _draw_list_subpass_end();
+ draw_list_current_subpass++;
+ _draw_list_subpass_begin();
+
+ Rect2i viewport;
+ _draw_list_free(&viewport);
+
+ _draw_list_allocate(viewport, p_splits, draw_list_current_subpass);
+
+ for (uint32_t i = 0; i < p_splits; i++) {
+ r_split_ids[i] = (int64_t(ID_TYPE_SPLIT_DRAW_LIST) << ID_BASE_SHIFT) + i;
+ }
+
+ return OK;
+}
+
+Error RenderingDeviceD3D12::_draw_list_allocate(const Rect2i &p_viewport, uint32_t p_splits, uint32_t p_subpass) {
+ if (p_splits == 0) {
+ draw_list = memnew(DrawList);
+ draw_list->command_list = frames[frame].draw_command_list.Get();
+ draw_list->viewport = p_viewport;
+ draw_list_count = 0;
+ draw_list_split = false;
+ } else {
+ if (p_splits > (uint32_t)split_draw_list_allocators.size()) {
+ uint32_t from = split_draw_list_allocators.size();
+ split_draw_list_allocators.resize(p_splits);
+ for (uint32_t i = from; i < p_splits; i++) {
+ HRESULT res = device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_BUNDLE, IID_PPV_ARGS(&split_draw_list_allocators.write[i].command_allocator));
+ ERR_FAIL_COND_V_MSG(res, ERR_CANT_CREATE, "CreateCommandAllocator failed with error " + vformat("0x%08ux", res) + ".");
+
+ for (int j = 0; j < frame_count; j++) {
+ ID3D12GraphicsCommandList *command_list = nullptr;
+
+ res = device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_BUNDLE, split_draw_list_allocators[i].command_allocator, nullptr, IID_PPV_ARGS(&command_list));
+ ERR_FAIL_COND_V_MSG(res, ERR_CANT_CREATE, "CreateCommandList failed with error " + vformat("0x%08ux", res) + ".");
+
+ split_draw_list_allocators.write[i].command_lists.push_back(command_list);
+ }
+ }
+ }
+ draw_list = memnew_arr(DrawList, p_splits);
+ draw_list_count = p_splits;
+ draw_list_split = true;
+
+ for (uint32_t i = 0; i < p_splits; i++) {
+ ID3D12GraphicsCommandList *command_list = split_draw_list_allocators[i].command_lists[frame];
+
+ HRESULT res = frames[frame].setup_command_allocator->Reset();
+ ERR_FAIL_COND_V_MSG(ERR_CANT_CREATE, ERR_CANT_CREATE, "Command allocator Reset failed with error " + vformat("0x%08ux", res) + ".");
+ res = command_list->Reset(split_draw_list_allocators[i].command_allocator, nullptr);
+ if (res) {
+ memdelete_arr(draw_list);
+ draw_list = nullptr;
+ ERR_FAIL_V_MSG(ERR_CANT_CREATE, "Command allocator Reset failed with error " + vformat("0x%08ux", res) + ".");
+ }
+
+ draw_list[i].command_list = command_list;
+ draw_list[i].viewport = p_viewport;
+ }
+ }
+
+ return OK;
+}
+
+void RenderingDeviceD3D12::_draw_list_free(Rect2i *r_last_viewport) {
+ if (draw_list_split) {
+ // Send all command buffers.
+ for (uint32_t i = 0; i < draw_list_count; i++) {
+ draw_list[i].command_list->Close();
+ frames[frame].draw_command_list->ExecuteBundle(draw_list[i].command_list);
+ if (r_last_viewport) {
+ if (i == 0 || draw_list[i].viewport_set) {
+ *r_last_viewport = draw_list[i].viewport;
+ }
+ }
+ }
+
+ memdelete_arr(draw_list);
+ draw_list = nullptr;
+
+ } else {
+ if (r_last_viewport) {
+ *r_last_viewport = draw_list->viewport;
+ }
+ // Just end the list.
+ memdelete(draw_list);
+ draw_list = nullptr;
+ }
+
+ draw_list_count = 0;
+}
+
+void RenderingDeviceD3D12::draw_list_end(BitField p_post_barrier) {
+ _THREAD_SAFE_METHOD_
+
+ ERR_FAIL_COND_MSG(!draw_list, "Immediate draw list is already inactive.");
+
+ _draw_list_subpass_end();
+
+ const FramebufferFormat &fb_format = framebuffer_formats[draw_list_framebuffer->format_id];
+ bool is_screen = draw_list_framebuffer->window_id != DisplayServer::INVALID_WINDOW_ID;
+
+ ID3D12GraphicsCommandList *command_list = frames[frame].draw_command_list.Get();
+
+ for (int i = 0; i < fb_format.attachments.size(); i++) {
+ Texture *texture = nullptr;
+ if (!is_screen) {
+ texture = texture_owner.get_or_null(draw_list_framebuffer->texture_ids[i]);
+ }
+ if ((fb_format.attachments[i].usage_flags & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT)) {
+ switch (draw_list_final_color_action) {
+ case FINAL_ACTION_READ: {
+ // Nothing to do now.
+ } break;
+ case FINAL_ACTION_DISCARD: {
+ ID3D12Resource *resource = is_screen ? context->window_get_framebuffer_texture(draw_list_framebuffer->window_id) : texture->resource;
+ command_list->DiscardResource(resource, nullptr);
+ } break;
+ case FINAL_ACTION_CONTINUE: {
+ ERR_FAIL_COND(draw_list_unbind_color_textures); // Bug!
+ } break;
+ }
+ } else if ((fb_format.attachments[i].usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
+ ERR_FAIL_COND(is_screen); // Bug!
+ switch (draw_list_final_depth_action) {
+ case FINAL_ACTION_READ: {
+ // Nothing to do now.
+ } break;
+ case FINAL_ACTION_DISCARD: {
+ ID3D12Resource *resource = is_screen ? context->window_get_framebuffer_texture(draw_list_framebuffer->window_id) : texture->resource;
+ command_list->DiscardResource(resource, nullptr);
+ } break;
+ case FINAL_ACTION_CONTINUE: {
+ ERR_FAIL_COND(draw_list_unbind_depth_textures); // Bug!
+ } break;
+ }
+ }
+ }
+
+ draw_list_subpass_count = 0;
+ draw_list_current_subpass = 0;
+ draw_list_framebuffer = nullptr;
+
+ _draw_list_free();
+
+ for (int i = 0; i < draw_list_bound_textures.size(); i++) {
+ Texture *texture = texture_owner.get_or_null(draw_list_bound_textures[i]);
+ ERR_CONTINUE(!texture); // Wtf.
+ if (draw_list_unbind_color_textures && (texture->usage_flags & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT)) {
+ texture->bound = false;
+ }
+ if (draw_list_unbind_depth_textures && (texture->usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
+ texture->bound = false;
+ }
+ }
+ draw_list_bound_textures.clear();
+}
+
+/***********************/
+/**** COMPUTE LISTS ****/
+/***********************/
+
+RenderingDevice::ComputeListID RenderingDeviceD3D12::compute_list_begin(bool p_allow_draw_overlap) {
+ _THREAD_SAFE_METHOD_
+
+ ERR_FAIL_COND_V_MSG(!p_allow_draw_overlap && draw_list != nullptr, INVALID_ID, "Only one draw list can be active at the same time.");
+ ERR_FAIL_COND_V_MSG(compute_list != nullptr, INVALID_ID, "Only one draw/compute list can be active at the same time.");
+
+ compute_list = memnew(ComputeList);
+ compute_list->command_list = frames[frame].draw_command_list.Get();
+ compute_list->state.allow_draw_overlap = p_allow_draw_overlap;
+
+ return ID_TYPE_COMPUTE_LIST;
+}
+
+void RenderingDeviceD3D12::compute_list_bind_compute_pipeline(ComputeListID p_list, RID p_compute_pipeline) {
+ // Must be called within a compute list, the class mutex is locked during that time
+
+ ERR_FAIL_COND(p_list != ID_TYPE_COMPUTE_LIST);
+ ERR_FAIL_NULL(compute_list);
+
+ ComputeList *cl = compute_list;
+
+ const ComputePipeline *pipeline = compute_pipeline_owner.get_or_null(p_compute_pipeline);
+ ERR_FAIL_NULL(pipeline);
+
+ if (p_compute_pipeline == cl->state.pipeline) {
+ return; // Redundant state, return.
+ }
+
+ cl->state.pipeline = p_compute_pipeline;
+ cl->state.pso = pipeline->pso.Get();
+
+ Shader *shader = shader_owner.get_or_null(pipeline->shader);
+
+ if (cl->state.pipeline_shader != pipeline->shader) {
+ if (cl->state.root_signature_crc != pipeline->root_signature_crc) {
+ cl->command_list->SetComputeRootSignature(shader->root_signature.Get());
+ cl->state.root_signature_crc = pipeline->root_signature_crc;
+ // Root signature changed, so current descriptor set bindings become invalid.
+ for (uint32_t i = 0; i < cl->state.set_count; i++) {
+ cl->state.sets[i].bound = false;
+ }
+ }
+
+ const uint32_t *pformats = pipeline->set_formats.ptr(); // Pipeline set formats.
+ cl->state.set_count = pipeline->set_formats.size(); // Update set count.
+ for (uint32_t i = 0; i < cl->state.set_count; i++) {
+ cl->state.sets[i].pipeline_expected_format = pformats[i];
+#ifdef DEV_ENABLED
+ cl->state.sets[i]._pipeline_expected_format = pformats[i] ? &uniform_set_format_cache_reverse[pformats[i] - 1]->key().uniform_info : nullptr;
+#endif
+ }
+
+ if (pipeline->spirv_push_constant_size) {
+#ifdef DEBUG_ENABLED
+ cl->validation.pipeline_push_constant_supplied = false;
+#endif
+ }
+
+ cl->state.pipeline_shader = pipeline->shader;
+ cl->state.pipeline_dxil_push_constant_size = pipeline->dxil_push_constant_size;
+ cl->state.pipeline_bindings_id = pipeline->bindings_id;
+ cl->state.local_group_size[0] = pipeline->local_group_size[0];
+ cl->state.local_group_size[1] = pipeline->local_group_size[1];
+ cl->state.local_group_size[2] = pipeline->local_group_size[2];
+#ifdef DEV_ENABLED
+ cl->state._shader = shader;
+#endif
+ }
+
+#ifdef DEBUG_ENABLED
+ // Update compute pass pipeline info.
+ cl->validation.pipeline_active = true;
+ cl->validation.pipeline_spirv_push_constant_size = pipeline->spirv_push_constant_size;
+#endif
+}
+
+void RenderingDeviceD3D12::compute_list_bind_uniform_set(ComputeListID p_list, RID p_uniform_set, uint32_t p_index) {
+ // Must be called within a compute list, the class mutex is locked during that time
+
+ ERR_FAIL_COND(p_list != ID_TYPE_COMPUTE_LIST);
+ ERR_FAIL_NULL(compute_list);
+
+ ComputeList *cl = compute_list;
+
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_MSG(!cl->validation.active, "Submitted Compute Lists can no longer be modified.");
+#endif
+
+ UniformSet *uniform_set = uniform_set_owner.get_or_null(p_uniform_set);
+ ERR_FAIL_NULL(uniform_set);
+
+ if (p_index > cl->state.set_count) {
+ cl->state.set_count = p_index;
+ }
+
+ cl->state.sets[p_index].bound = false; // Needs rebind.
+ cl->state.sets[p_index].uniform_set_format = uniform_set->format;
+ cl->state.sets[p_index].uniform_set = p_uniform_set;
+#ifdef DEV_ENABLED
+ cl->state.sets[p_index]._uniform_set = uniform_set_owner.get_or_null(p_uniform_set);
+#endif
+}
+
+void RenderingDeviceD3D12::compute_list_set_push_constant(ComputeListID p_list, const void *p_data, uint32_t p_data_size) {
+ ERR_FAIL_COND(p_list != ID_TYPE_COMPUTE_LIST);
+ ERR_FAIL_NULL(compute_list);
+
+ ComputeList *cl = compute_list;
+
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_MSG(!cl->validation.active, "Submitted Compute Lists can no longer be modified.");
+#endif
+
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_MSG(p_data_size != cl->validation.pipeline_spirv_push_constant_size,
+ "This render pipeline requires (" + itos(cl->validation.pipeline_spirv_push_constant_size) + ") bytes of push constant data, supplied: (" + itos(p_data_size) + ")");
+#endif
+ if (cl->state.pipeline_dxil_push_constant_size) {
+ cl->command_list->SetComputeRoot32BitConstants(0, p_data_size / sizeof(uint32_t), p_data, 0);
+ }
+#ifdef DEBUG_ENABLED
+ cl->validation.pipeline_push_constant_supplied = true;
+#endif
+}
+
+void RenderingDeviceD3D12::compute_list_dispatch(ComputeListID p_list, uint32_t p_x_groups, uint32_t p_y_groups, uint32_t p_z_groups) {
+ // Must be called within a compute list, the class mutex is locked during that time
+
+ ERR_FAIL_COND(p_list != ID_TYPE_COMPUTE_LIST);
+ ERR_FAIL_NULL(compute_list);
+
+ ComputeList *cl = compute_list;
+
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_MSG(p_x_groups == 0, "Dispatch amount of X compute groups (" + itos(p_x_groups) + ") is zero.");
+ ERR_FAIL_COND_MSG(p_z_groups == 0, "Dispatch amount of Z compute groups (" + itos(p_z_groups) + ") is zero.");
+ ERR_FAIL_COND_MSG(p_y_groups == 0, "Dispatch amount of Y compute groups (" + itos(p_y_groups) + ") is zero.");
+ ERR_FAIL_COND_MSG(p_x_groups > D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION,
+ "Dispatch amount of X compute groups (" + itos(p_x_groups) + ") is larger than device limit (" + itos(D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION) + ")");
+ ERR_FAIL_COND_MSG(p_y_groups > D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION,
+ "Dispatch amount of Y compute groups (" + itos(p_x_groups) + ") is larger than device limit (" + itos(D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION) + ")");
+ ERR_FAIL_COND_MSG(p_z_groups > D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION,
+ "Dispatch amount of Z compute groups (" + itos(p_x_groups) + ") is larger than device limit (" + itos(D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION) + ")");
+
+ ERR_FAIL_COND_MSG(!cl->validation.active, "Submitted Compute Lists can no longer be modified.");
+#endif
+
+#ifdef DEBUG_ENABLED
+
+ ERR_FAIL_COND_MSG(!cl->validation.pipeline_active, "No compute pipeline was set before attempting to draw.");
+
+ if (cl->validation.pipeline_spirv_push_constant_size) {
+ // Using push constants, check that they were supplied.
+ ERR_FAIL_COND_MSG(!cl->validation.pipeline_push_constant_supplied,
+ "The shader in this pipeline requires a push constant to be set before drawing, but it's not present.");
+ }
+
+#endif
+
+ // Bind descriptor sets.
+ Shader *shader = shader_owner.get_or_null(cl->state.pipeline_shader);
+ struct SetToBind {
+ uint32_t set;
+ UniformSet *uniform_set;
+ const Shader::Set *shader_set;
+ };
+ SetToBind *sets_to_bind = (SetToBind *)alloca(sizeof(SetToBind) * cl->state.set_count);
+ uint32_t num_sets_to_bind = 0;
+ for (uint32_t i = 0; i < cl->state.set_count; i++) {
+ if (cl->state.sets[i].pipeline_expected_format == 0) {
+ continue; // Nothing expected by this pipeline.
+ }
+#ifdef DEBUG_ENABLED
+ if (cl->state.sets[i].pipeline_expected_format != cl->state.sets[i].uniform_set_format) {
+ if (cl->state.sets[i].uniform_set_format == 0) {
+ ERR_FAIL_MSG("Uniforms were never supplied for set (" + itos(i) + ") at the time of drawing, which are required by the pipeline");
+ } else if (uniform_set_owner.owns(cl->state.sets[i].uniform_set)) {
+ UniformSet *us = uniform_set_owner.get_or_null(cl->state.sets[i].uniform_set);
+ ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + "):\n" + _shader_uniform_debug(us->shader_id, us->shader_set) + "\nare not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(cl->state.pipeline_shader));
+ } else {
+ ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + ", which was was just freed) are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(cl->state.pipeline_shader));
+ }
+ }
+#endif
+ UniformSet *uniform_set = uniform_set_owner.get_or_null(cl->state.sets[i].uniform_set);
+ const Shader::Set &shader_set = shader->sets[i];
+ _apply_uniform_set_resource_states(uniform_set, shader_set);
+ if (!cl->state.sets[i].bound) {
+ sets_to_bind[num_sets_to_bind].set = i;
+ sets_to_bind[num_sets_to_bind].uniform_set = uniform_set;
+ sets_to_bind[num_sets_to_bind].shader_set = &shader_set;
+ num_sets_to_bind++;
+ cl->state.sets[i].bound = true;
+ }
+ }
+
+ _resource_transitions_flush(cl->command_list);
+
+ for (uint32_t i = 0; i < num_sets_to_bind; i++) {
+ _bind_uniform_set(sets_to_bind[i].uniform_set, *sets_to_bind[i].shader_set, pipeline_bindings[cl->state.pipeline_bindings_id][sets_to_bind[i].set], cl->command_list, true);
+ }
+
+ if (cl->state.bound_pso != cl->state.pso) {
+ cl->command_list->SetPipelineState(cl->state.pso);
+ cl->state.bound_pso = cl->state.pso;
+ }
+ cl->command_list->Dispatch(p_x_groups, p_y_groups, p_z_groups);
+}
+
+void RenderingDeviceD3D12::compute_list_dispatch_threads(ComputeListID p_list, uint32_t p_x_threads, uint32_t p_y_threads, uint32_t p_z_threads) {
+ ERR_FAIL_COND(p_list != ID_TYPE_COMPUTE_LIST);
+ ERR_FAIL_NULL(compute_list);
+
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_MSG(p_x_threads == 0, "Dispatch amount of X compute threads (" + itos(p_x_threads) + ") is zero.");
+ ERR_FAIL_COND_MSG(p_y_threads == 0, "Dispatch amount of Y compute threads (" + itos(p_y_threads) + ") is zero.");
+ ERR_FAIL_COND_MSG(p_z_threads == 0, "Dispatch amount of Z compute threads (" + itos(p_z_threads) + ") is zero.");
+#endif
+
+ ComputeList *cl = compute_list;
+
+#ifdef DEBUG_ENABLED
+
+ ERR_FAIL_COND_MSG(!cl->validation.pipeline_active, "No compute pipeline was set before attempting to draw.");
+
+ if (cl->validation.pipeline_spirv_push_constant_size) {
+ // Using push constants, check that they were supplied.
+ ERR_FAIL_COND_MSG(!cl->validation.pipeline_push_constant_supplied,
+ "The shader in this pipeline requires a push constant to be set before drawing, but it's not present.");
+ }
+
+#endif
+
+ compute_list_dispatch(p_list, (p_x_threads - 1) / cl->state.local_group_size[0] + 1, (p_y_threads - 1) / cl->state.local_group_size[1] + 1, (p_z_threads - 1) / cl->state.local_group_size[2] + 1);
+}
+
+void RenderingDeviceD3D12::compute_list_dispatch_indirect(ComputeListID p_list, RID p_buffer, uint32_t p_offset) {
+ ERR_FAIL_COND(p_list != ID_TYPE_COMPUTE_LIST);
+ ERR_FAIL_NULL(compute_list);
+
+ ComputeList *cl = compute_list;
+ Buffer *buffer = storage_buffer_owner.get_or_null(p_buffer);
+ ERR_FAIL_NULL(buffer);
+
+ ERR_FAIL_COND_MSG(!(buffer->usage & D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT), "Buffer provided was not created to do indirect dispatch.");
+
+ ERR_FAIL_COND_MSG(p_offset + 12 > buffer->size, "Offset provided (+12) is past the end of buffer.");
+
+#ifdef DEBUG_ENABLED
+
+ ERR_FAIL_COND_MSG(!cl->validation.pipeline_active, "No compute pipeline was set before attempting to draw.");
+
+ if (cl->validation.pipeline_spirv_push_constant_size) {
+ // Using push constants, check that they were supplied.
+ ERR_FAIL_COND_MSG(!cl->validation.pipeline_push_constant_supplied,
+ "The shader in this pipeline requires a push constant to be set before drawing, but it's not present.");
+ }
+
+#endif
+
+ // Bind descriptor sets.
+
+ Shader *shader = shader_owner.get_or_null(cl->state.pipeline_shader);
+ struct SetToBind {
+ uint32_t set;
+ UniformSet *uniform_set;
+ const Shader::Set *shader_set;
+ };
+ SetToBind *sets_to_bind = (SetToBind *)alloca(sizeof(SetToBind) * cl->state.set_count);
+ uint32_t num_sets_to_bind = 0;
+ for (uint32_t i = 0; i < cl->state.set_count; i++) {
+ if (cl->state.sets[i].pipeline_expected_format == 0) {
+ continue; // Nothing expected by this pipeline.
+ }
+#ifdef DEBUG_ENABLED
+ if (cl->state.sets[i].pipeline_expected_format != cl->state.sets[i].uniform_set_format) {
+ if (cl->state.sets[i].uniform_set_format == 0) {
+ ERR_FAIL_MSG("Uniforms were never supplied for set (" + itos(i) + ") at the time of drawing, which are required by the pipeline");
+ } else if (uniform_set_owner.owns(cl->state.sets[i].uniform_set)) {
+ UniformSet *us = uniform_set_owner.get_or_null(cl->state.sets[i].uniform_set);
+ ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + "):\n" + _shader_uniform_debug(us->shader_id, us->shader_set) + "\nare not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(cl->state.pipeline_shader));
+ } else {
+ ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + ", which was was just freed) are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(cl->state.pipeline_shader));
+ }
+ }
+#endif
+ UniformSet *uniform_set = uniform_set_owner.get_or_null(cl->state.sets[i].uniform_set);
+ const Shader::Set &shader_set = shader->sets[i];
+ _apply_uniform_set_resource_states(uniform_set, shader_set);
+ if (!cl->state.sets[i].bound) {
+ sets_to_bind[num_sets_to_bind].set = i;
+ sets_to_bind[num_sets_to_bind].uniform_set = uniform_set;
+ sets_to_bind[num_sets_to_bind].shader_set = &shader_set;
+ num_sets_to_bind++;
+ cl->state.sets[i].bound = true;
+ }
+ }
+
+ _resource_transition_batch(buffer, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
+
+ _resource_transitions_flush(cl->command_list);
+
+ for (uint32_t i = 0; i < num_sets_to_bind; i++) {
+ _bind_uniform_set(sets_to_bind[i].uniform_set, *sets_to_bind[i].shader_set, pipeline_bindings[cl->state.pipeline_bindings_id][sets_to_bind[i].set], cl->command_list, true);
+ }
+
+ if (cl->state.bound_pso != cl->state.pso) {
+ cl->command_list->SetPipelineState(cl->state.pso);
+ cl->state.bound_pso = cl->state.pso;
+ }
+ cl->command_list->ExecuteIndirect(indirect_dispatch_cmd_sig.Get(), 1, buffer->resource, p_offset, nullptr, 0);
+}
+
+void RenderingDeviceD3D12::compute_list_add_barrier(ComputeListID p_list) {
+ // Must be called within a compute list, the class mutex is locked during that time
+
+#ifdef FORCE_FULL_BARRIER
+ full_barrier();
+#else
+ // Due to D3D12 resource-wise barriers, this is no op.
+#endif
+}
+
+void RenderingDeviceD3D12::compute_list_end(BitField p_post_barrier) {
+ ERR_FAIL_NULL(compute_list);
+
+#ifdef FORCE_FULL_BARRIER
+ full_barrier();
+#endif
+
+ memdelete(compute_list);
+ compute_list = nullptr;
+}
+
+void RenderingDeviceD3D12::barrier(BitField p_from, BitField p_to) {
+ // Due to D3D12 resource-wise barriers, this is no op.
+}
+
+void RenderingDeviceD3D12::full_barrier() {
+#ifndef DEBUG_ENABLED
+ ERR_PRINT("Full barrier is debug-only, should not be used in production");
+#endif
+
+ // In the resource barriers world, we can force a full barrier by discarding some resource, as per
+ // https://microsoft.github.io/DirectX-Specs/d3d/D3D12EnhancedBarriers.html#synchronous-copy-discard-and-resolve.
+ frames[frame].draw_command_list->DiscardResource(texture_owner.get_or_null(aux_resource)->resource, nullptr);
+}
+
+void RenderingDeviceD3D12::_free_internal(RID p_id) {
+#ifdef DEV_ENABLED
+ String resource_name;
+ if (resource_names.has(p_id)) {
+ resource_name = resource_names[p_id];
+ resource_names.erase(p_id);
+ }
+#endif
+
+ // Push everything so it's disposed of next time this frame index is processed (means, it's safe to do it).
+ if (texture_owner.owns(p_id)) {
+ Texture *texture = texture_owner.get_or_null(p_id);
+ frames[frame].textures_to_dispose_of.push_back(*texture);
+ texture_owner.free(p_id);
+ } else if (framebuffer_owner.owns(p_id)) {
+ Framebuffer *framebuffer = framebuffer_owner.get_or_null(p_id);
+ frames[frame].framebuffers_to_dispose_of.push_back(*framebuffer);
+
+ if (framebuffer->invalidated_callback != nullptr) {
+ framebuffer->invalidated_callback(framebuffer->invalidated_callback_userdata);
+ }
+ framebuffer_owner.free(p_id);
+ } else if (sampler_owner.owns(p_id)) {
+ sampler_owner.free(p_id);
+ } else if (vertex_buffer_owner.owns(p_id)) {
+ Buffer *vertex_buffer = vertex_buffer_owner.get_or_null(p_id);
+ frames[frame].buffers_to_dispose_of.push_back(*vertex_buffer);
+ vertex_buffer_owner.free(p_id);
+ } else if (vertex_array_owner.owns(p_id)) {
+ vertex_array_owner.free(p_id);
+ } else if (index_buffer_owner.owns(p_id)) {
+ IndexBuffer *index_buffer = index_buffer_owner.get_or_null(p_id);
+ frames[frame].buffers_to_dispose_of.push_back(*index_buffer);
+ index_buffer_owner.free(p_id);
+ } else if (index_array_owner.owns(p_id)) {
+ index_array_owner.free(p_id);
+ } else if (shader_owner.owns(p_id)) {
+ Shader *shader = shader_owner.get_or_null(p_id);
+ frames[frame].shaders_to_dispose_of.push_back(*shader);
+ shader_owner.free(p_id);
+ } else if (uniform_buffer_owner.owns(p_id)) {
+ Buffer *uniform_buffer = uniform_buffer_owner.get_or_null(p_id);
+ frames[frame].buffers_to_dispose_of.push_back(*uniform_buffer);
+ uniform_buffer_owner.free(p_id);
+ } else if (texture_buffer_owner.owns(p_id)) {
+ TextureBuffer *texture_buffer = texture_buffer_owner.get_or_null(p_id);
+ frames[frame].buffers_to_dispose_of.push_back(texture_buffer->buffer);
+ texture_buffer_owner.free(p_id);
+ } else if (storage_buffer_owner.owns(p_id)) {
+ Buffer *storage_buffer = storage_buffer_owner.get_or_null(p_id);
+ frames[frame].buffers_to_dispose_of.push_back(*storage_buffer);
+ storage_buffer_owner.free(p_id);
+ } else if (uniform_set_owner.owns(p_id)) {
+ UniformSet *uniform_set = uniform_set_owner.get_or_null(p_id);
+ uniform_set_owner.free(p_id);
+
+ if (uniform_set->invalidated_callback != nullptr) {
+ uniform_set->invalidated_callback(uniform_set->invalidated_callback_userdata);
+ }
+ } else if (render_pipeline_owner.owns(p_id)) {
+ RenderPipeline *pipeline = render_pipeline_owner.get_or_null(p_id);
+ frames[frame].render_pipelines_to_dispose_of.push_back(*pipeline);
+ render_pipeline_owner.free(p_id);
+ } else if (compute_pipeline_owner.owns(p_id)) {
+ ComputePipeline *pipeline = compute_pipeline_owner.get_or_null(p_id);
+ frames[frame].compute_pipelines_to_dispose_of.push_back(*pipeline);
+ compute_pipeline_owner.free(p_id);
+ } else {
+#ifdef DEV_ENABLED
+ ERR_PRINT("Attempted to free invalid ID: " + itos(p_id.get_id()) + " " + resource_name);
+#else
+ ERR_PRINT("Attempted to free invalid ID: " + itos(p_id.get_id()));
+#endif
+ }
+}
+
+void RenderingDeviceD3D12::free(RID p_id) {
+ _THREAD_SAFE_METHOD_
+
+ _free_dependencies(p_id); // Recursively erase dependencies first, to avoid potential API problems.
+ _free_internal(p_id);
+}
+
+void RenderingDeviceD3D12::set_resource_name(RID p_id, const String p_name) {
+ if (texture_owner.owns(p_id)) {
+ Texture *texture = texture_owner.get_or_null(p_id);
+ // Don't set the source texture's name when calling on a texture view.
+ if (texture->owner.is_null()) {
+ context->set_object_name(texture->resource, p_name);
+ }
+ } else if (framebuffer_owner.owns(p_id)) {
+ // No D3D12 object to name.
+ } else if (sampler_owner.owns(p_id)) {
+ // No D3D12 object to name.
+ } else if (shader_owner.owns(p_id)) {
+ Shader *shader = shader_owner.get_or_null(p_id);
+ context->set_object_name(shader->root_signature.Get(), p_name + " Root Signature");
+ } else if (uniform_set_owner.owns(p_id)) {
+ // No D3D12 object to name.
+ } else if (render_pipeline_owner.owns(p_id)) {
+ RenderPipeline *pipeline = render_pipeline_owner.get_or_null(p_id);
+ context->set_object_name(pipeline->pso.Get(), p_name);
+ } else if (compute_pipeline_owner.owns(p_id)) {
+ ComputePipeline *pipeline = compute_pipeline_owner.get_or_null(p_id);
+ context->set_object_name(pipeline->pso.Get(), p_name);
+ } else {
+ Buffer *buffer = _get_buffer_from_owner(p_id);
+ if (buffer) {
+ context->set_object_name(buffer->resource, p_name);
+ } else {
+ ERR_PRINT("Attempted to name invalid ID: " + itos(p_id.get_id()));
+ return;
+ }
+ }
+#ifdef DEV_ENABLED
+ resource_names[p_id] = p_name;
+#endif
+}
+
+void RenderingDeviceD3D12::draw_command_begin_label(String p_label_name, const Color p_color) {
+ _THREAD_SAFE_METHOD_
+ context->command_begin_label(frames[frame].draw_command_list.Get(), p_label_name, p_color);
+}
+
+void RenderingDeviceD3D12::draw_command_insert_label(String p_label_name, const Color p_color) {
+ _THREAD_SAFE_METHOD_
+ context->command_insert_label(frames[frame].draw_command_list.Get(), p_label_name, p_color);
+}
+
+void RenderingDeviceD3D12::draw_command_end_label() {
+ _THREAD_SAFE_METHOD_
+ context->command_end_label(frames[frame].draw_command_list.Get());
+}
+
+String RenderingDeviceD3D12::get_device_vendor_name() const {
+ return context->get_device_vendor_name();
+}
+
+String RenderingDeviceD3D12::get_device_name() const {
+ return context->get_device_name();
+}
+
+RenderingDevice::DeviceType RenderingDeviceD3D12::get_device_type() const {
+ return context->get_device_type();
+}
+
+String RenderingDeviceD3D12::get_device_api_version() const {
+ return context->get_device_api_version();
+}
+
+String RenderingDeviceD3D12::get_device_pipeline_cache_uuid() const {
+ return context->get_device_pipeline_cache_uuid();
+}
+
+void RenderingDeviceD3D12::_finalize_command_bufers() {
+ if (draw_list) {
+ ERR_PRINT("Found open draw list at the end of the frame, this should never happen (further drawing will likely not work).");
+ }
+
+ if (compute_list) {
+ ERR_PRINT("Found open compute list at the end of the frame, this should never happen (further compute will likely not work).");
+ }
+
+ { // Complete the setup buffer (that needs to be processed before anything else).
+ frames[frame].setup_command_list->Close();
+ frames[frame].draw_command_list->Close();
+ }
+}
+
+void RenderingDeviceD3D12::_begin_frame() {
+ // Erase pending resources.
+ _free_pending_resources(frame);
+
+ HRESULT res = frames[frame].setup_command_allocator->Reset();
+ ERR_FAIL_COND_MSG(res, "Command allocator Reset failed with error " + vformat("0x%08ux", res) + ".");
+ res = frames[frame].setup_command_list->Reset(frames[frame].setup_command_allocator.Get(), nullptr);
+ ERR_FAIL_COND_MSG(res, "Command list Reset failed with error " + vformat("0x%08ux", res) + ".");
+ res = frames[frame].draw_command_allocator->Reset();
+ ERR_FAIL_COND_MSG(res, "Command allocator Reset failed with error " + vformat("0x%08ux", res) + ".");
+ res = frames[frame].draw_command_list->Reset(frames[frame].draw_command_allocator.Get(), nullptr);
+ ERR_FAIL_COND_MSG(res, "Command list Reset failed with error " + vformat("0x%08ux", res) + ".");
+
+ ID3D12DescriptorHeap *heaps[] = {
+ frames[frame].desc_heaps.resources.get_heap(),
+ frames[frame].desc_heaps.samplers.get_heap(),
+ };
+ frames[frame].draw_command_list->SetDescriptorHeaps(2, heaps);
+
+ frames[frame].desc_heap_walkers.resources.rewind();
+ frames[frame].desc_heap_walkers.samplers.rewind();
+ frames[frame].desc_heap_walkers.aux.rewind();
+ frames[frame].desc_heap_walkers.rtv.rewind();
+ frames[frame].desc_heaps_exhausted_reported = {};
+ frames[frame].null_rtv_handle = {};
+
+#ifdef DEBUG_COUNT_BARRIERS
+ print_verbose(vformat("Last frame: %d barriers (%d batches); %.1f ms", frame_barriers_count, frame_barriers_batches_count, frame_barriers_cpu_time * 0.001f));
+ frame_barriers_count = 0;
+ frame_barriers_batches_count = 0;
+ frame_barriers_cpu_time = 0;
+#endif
+
+ if (local_device.is_null()) {
+ context->append_command_list(frames[frame].draw_command_list.Get());
+ context->set_setup_list(frames[frame].setup_command_list.Get()); // Append now so it's added before everything else.
+ }
+
+ // Advance current frame.
+ frames_drawn++;
+ // Advance staging buffer if used.
+ if (staging_buffer_used) {
+ staging_buffer_current = (staging_buffer_current + 1) % staging_buffer_blocks.size();
+ staging_buffer_used = false;
+ }
+
+ context->get_allocator()->SetCurrentFrameIndex(Engine::get_singleton()->get_frames_drawn());
+ if (frames[frame].timestamp_count) {
+ frames[frame].setup_command_list->ResolveQueryData(frames[frame].timestamp_heap.Get(), D3D12_QUERY_TYPE_TIMESTAMP, 0, frames[frame].timestamp_count, frames[frame].timestamp_result_values_buffer.resource, 0);
+ uint64_t *gpu_timestamps = nullptr;
+ res = frames[frame].timestamp_result_values_buffer.resource->Map(0, nullptr, (void **)&gpu_timestamps);
+ if (SUCCEEDED(res)) {
+ memcpy(frames[frame].timestamp_result_values.ptr(), gpu_timestamps, sizeof(uint64_t) * frames[frame].timestamp_count);
+ frames[frame].timestamp_result_values_buffer.resource->Unmap(0, nullptr);
+ }
+ SWAP(frames[frame].timestamp_names, frames[frame].timestamp_result_names);
+ SWAP(frames[frame].timestamp_cpu_values, frames[frame].timestamp_cpu_result_values);
+ }
+
+ frames[frame].timestamp_result_count = frames[frame].timestamp_count;
+ frames[frame].timestamp_count = 0;
+ frames[frame].index = Engine::get_singleton()->get_frames_drawn();
+ frames[frame].execution_index = execution_index;
+#ifdef DEV_ENABLED
+ frames[frame].uniform_set_reused = 0;
+#endif
+}
+
+void RenderingDeviceD3D12::swap_buffers() {
+ ERR_FAIL_COND_MSG(local_device.is_valid(), "Local devices can't swap buffers.");
+ _THREAD_SAFE_METHOD_
+
+ context->postpare_buffers(frames[frame].draw_command_list.Get());
+ screen_prepared = false;
+
+ _finalize_command_bufers();
+
+ context->swap_buffers();
+ execution_index++;
+
+ frame = (frame + 1) % frame_count;
+
+ _begin_frame();
+}
+
+void RenderingDeviceD3D12::submit() {
+ _THREAD_SAFE_METHOD_
+
+ ERR_FAIL_COND_MSG(local_device.is_null(), "Only local devices can submit and sync.");
+ ERR_FAIL_COND_MSG(local_device_processing, "device already submitted, call sync to wait until done.");
+
+ _finalize_command_bufers();
+
+ ID3D12CommandList *command_lists[2] = { frames[frame].setup_command_list.Get(), frames[frame].draw_command_list.Get() };
+ context->local_device_push_command_lists(local_device, command_lists, 2);
+ execution_index++;
+
+ local_device_processing = true;
+}
+
+void RenderingDeviceD3D12::sync() {
+ _THREAD_SAFE_METHOD_
+
+ ERR_FAIL_COND_MSG(local_device.is_null(), "Only local devices can submit and sync.");
+ ERR_FAIL_COND_MSG(!local_device_processing, "sync can only be called after a submit");
+
+ context->local_device_sync(local_device);
+ _begin_frame();
+ local_device_processing = false;
+}
+
+#ifdef USE_SMALL_ALLOCS_POOL
+D3D12MA::Pool *RenderingDeviceD3D12::_find_or_create_small_allocs_pool(D3D12_HEAP_TYPE p_heap_type, D3D12_HEAP_FLAGS p_heap_flags) {
+ D3D12_HEAP_FLAGS effective_heap_flags = p_heap_flags;
+ if (context->get_allocator()->GetD3D12Options().ResourceHeapTier != D3D12_RESOURCE_HEAP_TIER_1) {
+ // Heap tier 2 allows mixing resource types liberally.
+ effective_heap_flags &= ~(D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS | D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES | D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES);
+ }
+
+ AllocPoolKey pool_key;
+ pool_key.heap_type = p_heap_type;
+ pool_key.heap_flags = effective_heap_flags;
+ if (small_allocs_pools.has(pool_key.key)) {
+ return small_allocs_pools[pool_key.key].Get();
+ }
+
+#ifdef DEV_ENABLED
+ print_verbose("Creating D3D12MA small objects pool for heap type " + itos(p_heap_type) + " and heap flags " + itos(p_heap_flags));
+#endif
+
+ D3D12MA::POOL_DESC poolDesc = {};
+ poolDesc.HeapProperties.Type = p_heap_type;
+ poolDesc.HeapFlags = effective_heap_flags;
+
+ ComPtr pool;
+ HRESULT res = context->get_allocator()->CreatePool(&poolDesc, pool.GetAddressOf());
+ small_allocs_pools[pool_key.key] = pool; // Don't try to create it again if failed the first time.
+ ERR_FAIL_COND_V_MSG(res, nullptr, "CreatePool failed with error " + vformat("0x%08ux", res) + ".");
+
+ return pool.Get();
+}
+#endif
+
+void RenderingDeviceD3D12::_free_pending_resources(int p_frame) {
+ // Free in dependency usage order, so nothing weird happens.
+ // Pipelines.
+ while (frames[p_frame].render_pipelines_to_dispose_of.front()) {
+ RenderPipeline *rp = &frames[p_frame].render_pipelines_to_dispose_of.front()->get();
+ pipeline_bindings.erase(rp->bindings_id);
+ frames[p_frame].render_pipelines_to_dispose_of.pop_front();
+ }
+ while (frames[p_frame].compute_pipelines_to_dispose_of.front()) {
+ ComputePipeline *cp = &frames[p_frame].compute_pipelines_to_dispose_of.front()->get();
+ pipeline_bindings.erase(cp->bindings_id);
+ frames[p_frame].compute_pipelines_to_dispose_of.pop_front();
+ }
+
+ // Shaders.
+ frames[p_frame].shaders_to_dispose_of.clear();
+
+ // Framebuffers.
+ frames[p_frame].framebuffers_to_dispose_of.clear();
+
+ // Textures.
+ while (frames[p_frame].textures_to_dispose_of.front()) {
+ Texture *texture = &frames[p_frame].textures_to_dispose_of.front()->get();
+
+ if (texture->bound) {
+ WARN_PRINT("Deleted a texture while it was bound.");
+ }
+ if (texture->owner.is_null()) {
+ // Actually owns the image and the allocation too.
+ image_memory -= texture->allocation->GetSize();
+ for (uint32_t i = 0; i < texture->aliases.size(); i++) {
+ if (texture->aliases[i]) {
+ texture->aliases[i]->Release();
+ }
+ }
+ texture->resource->Release();
+ texture->resource = nullptr;
+ texture->allocation->Release();
+ texture->allocation = nullptr;
+ }
+ frames[p_frame].textures_to_dispose_of.pop_front();
+ }
+
+ // Buffers.
+ while (frames[p_frame].buffers_to_dispose_of.front()) {
+ _buffer_free(&frames[p_frame].buffers_to_dispose_of.front()->get());
+
+ frames[p_frame].buffers_to_dispose_of.pop_front();
+ }
+}
+
+void RenderingDeviceD3D12::prepare_screen_for_drawing() {
+ _THREAD_SAFE_METHOD_
+ context->prepare_buffers(frames[frame].draw_command_list.Get());
+ screen_prepared = true;
+}
+
+uint32_t RenderingDeviceD3D12::get_frame_delay() const {
+ return frame_count;
+}
+
+uint64_t RenderingDeviceD3D12::get_memory_usage(MemoryType p_type) const {
+ if (p_type == MEMORY_BUFFERS) {
+ return buffer_memory;
+ } else if (p_type == MEMORY_TEXTURES) {
+ return image_memory;
+ } else {
+ D3D12MA::TotalStatistics stats;
+ context->get_allocator()->CalculateStatistics(&stats);
+ return stats.Total.Stats.BlockBytes;
+ }
+}
+
+void RenderingDeviceD3D12::_flush(bool p_flush_current_frame) {
+ if (local_device.is_valid() && !p_flush_current_frame) {
+ return; // Flushing previous frames has no effect with local device.
+ }
+
+ if (p_flush_current_frame) {
+ frames[frame].setup_command_list->Close();
+ frames[frame].draw_command_list->Close();
+ }
+
+ if (local_device.is_valid()) {
+ ID3D12CommandList *command_lists[2] = { frames[frame].setup_command_list.Get(), frames[frame].draw_command_list.Get() };
+ context->local_device_push_command_lists(local_device, command_lists, 2);
+ execution_index++;
+ context->local_device_sync(local_device);
+
+ HRESULT res = frames[frame].setup_command_allocator->Reset();
+ ERR_FAIL_COND_MSG(res, "Command allocator Reset failed with error " + vformat("0x%08ux", res) + ".");
+ res = frames[frame].setup_command_list->Reset(frames[frame].setup_command_allocator.Get(), nullptr);
+ ERR_FAIL_COND_MSG(res, "Command allocator Reset failed with error " + vformat("0x%08ux", res) + ".");
+ res = frames[frame].draw_command_allocator->Reset();
+ ERR_FAIL_COND_MSG(res, "Command allocator Reset failed with error " + vformat("0x%08ux", res) + ".");
+ res = frames[frame].draw_command_list->Reset(frames[frame].draw_command_allocator.Get(), nullptr);
+ ERR_FAIL_COND_MSG(res, "Command allocator Reset failed with error " + vformat("0x%08ux", res) + ".");
+
+ ID3D12DescriptorHeap *heaps[] = {
+ frames[frame].desc_heaps.resources.get_heap(),
+ frames[frame].desc_heaps.samplers.get_heap(),
+ };
+ frames[frame].draw_command_list->SetDescriptorHeaps(2, heaps);
+ frames[frame].desc_heap_walkers.resources.rewind();
+ frames[frame].desc_heap_walkers.samplers.rewind();
+ frames[frame].desc_heap_walkers.aux.rewind();
+ frames[frame].desc_heap_walkers.rtv.rewind();
+ frames[frame].desc_heaps_exhausted_reported = {};
+ frames[frame].null_rtv_handle = {};
+ frames[frame].execution_index = execution_index;
+ } else {
+ context->flush(p_flush_current_frame, p_flush_current_frame);
+ // Re-create the setup command.
+ if (p_flush_current_frame) {
+ execution_index++;
+
+ HRESULT res = frames[frame].setup_command_allocator->Reset();
+ ERR_FAIL_COND_MSG(res, "Command allocator Reset failed with error " + vformat("0x%08ux", res) + ".");
+ res = frames[frame].draw_command_allocator->Reset();
+ ERR_FAIL_COND_MSG(res, "Command allocator Reset failed with error " + vformat("0x%08ux", res) + ".");
+ res = frames[frame].setup_command_list->Reset(frames[frame].setup_command_allocator.Get(), nullptr);
+ ERR_FAIL_COND_MSG(res, "Command list Reset failed with error " + vformat("0x%08ux", res) + ".");
+ res = frames[frame].draw_command_list->Reset(frames[frame].draw_command_allocator.Get(), nullptr);
+ ERR_FAIL_COND_MSG(res, "Command list Reset failed with error " + vformat("0x%08ux", res) + ".");
+
+ ID3D12DescriptorHeap *heaps[] = {
+ frames[frame].desc_heaps.resources.get_heap(),
+ frames[frame].desc_heaps.samplers.get_heap(),
+ };
+ frames[frame].draw_command_list->SetDescriptorHeaps(2, heaps);
+
+ frames[frame].desc_heap_walkers.resources.rewind();
+ frames[frame].desc_heap_walkers.samplers.rewind();
+ frames[frame].desc_heap_walkers.aux.rewind();
+ frames[frame].desc_heap_walkers.rtv.rewind();
+ frames[frame].desc_heaps_exhausted_reported = {};
+ frames[frame].null_rtv_handle = {};
+ frames[frame].execution_index = execution_index;
+
+ context->set_setup_list(frames[frame].setup_command_list.Get()); // Append now so it's added before everything else.
+ context->append_command_list(frames[frame].draw_command_list.Get());
+ }
+ }
+}
+
+void RenderingDeviceD3D12::initialize(D3D12Context *p_context, bool p_local_device) {
+ // Get our device capabilities.
+ {
+ device_capabilities.version_major = p_context->get_feat_level_major();
+ device_capabilities.version_minor = p_context->get_feat_level_minor();
+ }
+
+ context = p_context;
+ device = p_context->get_device();
+ if (p_local_device) {
+ frame_count = 1;
+ local_device = p_context->local_device_create();
+ device = p_context->local_device_get_d3d12_device(local_device);
+ } else {
+ frame_count = p_context->get_swapchain_image_count() + 1;
+ }
+ limits = p_context->get_device_limits();
+ max_timestamp_query_elements = 256;
+
+ { // Create command signature for indirect dispatch.
+ D3D12_INDIRECT_ARGUMENT_DESC iarg_desc = {};
+ iarg_desc.Type = D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH;
+ D3D12_COMMAND_SIGNATURE_DESC cs_desc = {};
+ cs_desc.ByteStride = sizeof(D3D12_DISPATCH_ARGUMENTS);
+ cs_desc.NumArgumentDescs = 1;
+ cs_desc.pArgumentDescs = &iarg_desc;
+ cs_desc.NodeMask = 0;
+ HRESULT res = device->CreateCommandSignature(&cs_desc, nullptr, IID_PPV_ARGS(indirect_dispatch_cmd_sig.GetAddressOf()));
+ ERR_FAIL_COND_MSG(res, "CreateCommandSignature failed with error " + vformat("0x%08ux", res) + ".");
+ }
+
+ uint32_t resource_descriptors_per_frame = GLOBAL_DEF("rendering/rendering_device/d3d12/max_resource_descriptors_per_frame", 16384);
+ uint32_t sampler_descriptors_per_frame = GLOBAL_DEF("rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame", 1024);
+ uint32_t misc_descriptors_per_frame = GLOBAL_DEF("rendering/rendering_device/d3d12/max_misc_descriptors_per_frame", 512);
+
+ frames.resize(frame_count);
+ frame = 0;
+ // Create setup and frame buffers.
+ for (int i = 0; i < frame_count; i++) {
+ frames[i].index = 0;
+
+ { // Create descriptor heaps.
+ Error err = frames[i].desc_heaps.resources.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, resource_descriptors_per_frame, true);
+ ERR_FAIL_COND_MSG(err, "Creating the frame's RESOURCE descriptors heap failed.");
+
+ err = frames[i].desc_heaps.samplers.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, sampler_descriptors_per_frame, true);
+ ERR_FAIL_COND_MSG(err, "Creating the frame's SAMPLER descriptors heap failed.");
+
+ err = frames[i].desc_heaps.aux.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, misc_descriptors_per_frame, false);
+ ERR_FAIL_COND_MSG(err, "Creating the frame's AUX descriptors heap failed.");
+
+ err = frames[i].desc_heaps.rtv.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_RTV, misc_descriptors_per_frame, false);
+ ERR_FAIL_COND_MSG(err, "Creating the frame's RENDER TARGET descriptors heap failed.");
+
+ frames[i].desc_heap_walkers.resources = frames[i].desc_heaps.resources.make_walker();
+ frames[i].desc_heap_walkers.samplers = frames[i].desc_heaps.samplers.make_walker();
+ frames[i].desc_heap_walkers.aux = frames[i].desc_heaps.aux.make_walker();
+ frames[i].desc_heap_walkers.rtv = frames[i].desc_heaps.rtv.make_walker();
+ }
+
+ { // Create command allocators.
+ HRESULT res = device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(frames[i].setup_command_allocator.GetAddressOf()));
+ ERR_CONTINUE_MSG(res, "CreateCommandAllocator failed with error " + vformat("0x%08ux", res) + ".");
+
+ res = device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(frames[i].draw_command_allocator.GetAddressOf()));
+ ERR_CONTINUE_MSG(res, "CreateCommandAllocator failed with error " + vformat("0x%08ux", res) + ".");
+ }
+
+ { // Create command lists.
+ HRESULT res = device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, frames[i].setup_command_allocator.Get(), nullptr, IID_PPV_ARGS(frames[i].setup_command_list.GetAddressOf()));
+ ERR_CONTINUE_MSG(res, "CreateCommandList failed with error " + vformat("0x%08ux", res) + ".");
+
+ res = device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, frames[i].draw_command_allocator.Get(), nullptr, IID_PPV_ARGS(frames[i].draw_command_list.GetAddressOf()));
+ ERR_CONTINUE_MSG(res, "CreateCommandList failed with error " + vformat("0x%08ux", res) + ".");
+
+ if (i > 0) {
+ frames[i].setup_command_list->Close();
+ frames[i].draw_command_list->Close();
+ }
+ }
+
+ if (i == 0) {
+ ID3D12DescriptorHeap *heaps[] = {
+ frames[frame].desc_heaps.resources.get_heap(),
+ frames[frame].desc_heaps.samplers.get_heap(),
+ };
+ frames[frame].draw_command_list->SetDescriptorHeaps(2, heaps);
+ }
+
+ {
+ // Create query heap.
+ D3D12_QUERY_HEAP_DESC qh_desc = {};
+ qh_desc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
+ qh_desc.Count = max_timestamp_query_elements;
+ qh_desc.NodeMask = 0;
+ HRESULT res = device->CreateQueryHeap(&qh_desc, IID_PPV_ARGS(frames[i].timestamp_heap.GetAddressOf()));
+ ERR_CONTINUE_MSG(res, "CreateQueryHeap failed with error " + vformat("0x%08ux", res) + ".");
+
+ frames[i].timestamp_names.resize(max_timestamp_query_elements);
+ frames[i].timestamp_cpu_values.resize(max_timestamp_query_elements);
+ frames[i].timestamp_count = 0;
+ frames[i].timestamp_result_names.resize(max_timestamp_query_elements);
+ frames[i].timestamp_cpu_result_values.resize(max_timestamp_query_elements);
+ frames[i].timestamp_result_values.resize(max_timestamp_query_elements);
+ Error err = _buffer_allocate(&frames[i].timestamp_result_values_buffer, sizeof(uint64_t) * max_timestamp_query_elements, D3D12_RESOURCE_STATE_COMMON, D3D12_HEAP_TYPE_READBACK);
+ ERR_CONTINUE(err);
+ frames[i].timestamp_result_count = 0;
+ }
+ }
+
+ if (local_device.is_null()) {
+ context->set_setup_list(frames[0].setup_command_list.Get()); // Append now so it's added before everything else.
+ context->append_command_list(frames[0].draw_command_list.Get());
+ }
+
+ staging_buffer_block_size = GLOBAL_GET("rendering/rendering_device/staging_buffer/block_size_kb");
+ staging_buffer_block_size = MAX(4u, staging_buffer_block_size);
+ staging_buffer_block_size *= 1024; // Kb -> bytes.
+ staging_buffer_max_size = GLOBAL_GET("rendering/rendering_device/staging_buffer/max_size_mb");
+ staging_buffer_max_size = MAX(1u, staging_buffer_max_size);
+ staging_buffer_max_size *= 1024 * 1024;
+
+ if (staging_buffer_max_size < staging_buffer_block_size * 4) {
+ // Validate enough functions.
+ staging_buffer_max_size = staging_buffer_block_size * 4;
+ }
+ texture_upload_region_size_px = GLOBAL_GET("rendering/rendering_device/staging_buffer/texture_upload_region_size_px");
+ texture_upload_region_size_px = nearest_power_of_2_templated(texture_upload_region_size_px);
+
+ frames_drawn = frame_count; // Start from frame count, so everything else is immediately old.
+ execution_index = 1;
+
+ // Ensure current staging block is valid and at least one per frame exists.
+ staging_buffer_current = 0;
+ staging_buffer_used = false;
+
+ for (int i = 0; i < frame_count; i++) {
+ // Staging was never used, create a block.
+ Error err = _insert_staging_block();
+ ERR_CONTINUE(err != OK);
+ }
+
+ {
+ aux_resource = texture_create(TextureFormat(), TextureView());
+ ERR_FAIL_COND(!aux_resource.is_valid());
+ }
+
+ draw_list = nullptr;
+ draw_list_count = 0;
+ draw_list_split = false;
+
+ vrs_state_execution_index = 0;
+ vrs_state = {};
+
+ compute_list = nullptr;
+
+ glsl_type_singleton_init_or_ref();
+}
+
+dxil_validator *RenderingDeviceD3D12::get_dxil_validator_for_current_thread() {
+ MutexLock lock(dxil_mutex);
+
+ int thread_idx = WorkerThreadPool::get_singleton()->get_thread_index();
+ if (dxil_validators.has(thread_idx)) {
+ return dxil_validators[thread_idx];
+ }
+
+#ifdef DEV_ENABLED
+ print_verbose("Creating DXIL validator for worker thread index " + itos(thread_idx));
+#endif
+
+ dxil_validator *dxil_validator = dxil_create_validator(nullptr);
+ CRASH_COND(!dxil_validator);
+
+ dxil_validators.insert(thread_idx, dxil_validator);
+ return dxil_validator;
+}
+
+template
+void RenderingDeviceD3D12::_free_rids(T &p_owner, const char *p_type) {
+ List owned;
+ p_owner.get_owned_list(&owned);
+ if (owned.size()) {
+ if (owned.size() == 1) {
+ WARN_PRINT(vformat("1 RID of type \"%s\" was leaked.", p_type));
+ } else {
+ WARN_PRINT(vformat("%d RIDs of type \"%s\" were leaked.", owned.size(), p_type));
+ }
+ for (const RID &E : owned) {
+#ifdef DEV_ENABLED
+ if (resource_names.has(E)) {
+ print_line(String(" - ") + resource_names[E]);
+ }
+#endif
+ free(E);
+ }
+ }
+}
+
+void RenderingDeviceD3D12::capture_timestamp(const String &p_name) {
+ ERR_FAIL_COND_MSG(draw_list != nullptr, "Capturing timestamps during draw list creation is not allowed. Offending timestamp was: " + p_name);
+ ERR_FAIL_COND(frames[frame].timestamp_count >= max_timestamp_query_elements);
+
+ // This should be optional for profiling, else it will slow things down.
+ full_barrier();
+
+ frames[frame].draw_command_list->EndQuery(frames[frame].timestamp_heap.Get(), D3D12_QUERY_TYPE_TIMESTAMP, frames[frame].timestamp_count);
+ frames[frame].timestamp_names[frames[frame].timestamp_count] = p_name;
+ frames[frame].timestamp_cpu_values[frames[frame].timestamp_count] = OS::get_singleton()->get_ticks_usec();
+ frames[frame].timestamp_count++;
+}
+
+uint64_t RenderingDeviceD3D12::get_driver_resource(DriverResource p_resource, RID p_rid, uint64_t p_index) {
+ _THREAD_SAFE_METHOD_
+ return 0;
+}
+
+uint32_t RenderingDeviceD3D12::get_captured_timestamps_count() const {
+ return frames[frame].timestamp_result_count;
+}
+
+uint64_t RenderingDeviceD3D12::get_captured_timestamps_frame() const {
+ return frames[frame].index;
+}
+
+uint64_t RenderingDeviceD3D12::get_captured_timestamp_gpu_time(uint32_t p_index) const {
+ ERR_FAIL_UNSIGNED_INDEX_V(p_index, frames[frame].timestamp_result_count, 0);
+
+ return frames[frame].timestamp_result_values[p_index] / (double)limits.timestamp_frequency * 1000000000.0;
+}
+
+uint64_t RenderingDeviceD3D12::get_captured_timestamp_cpu_time(uint32_t p_index) const {
+ ERR_FAIL_UNSIGNED_INDEX_V(p_index, frames[frame].timestamp_result_count, 0);
+ return frames[frame].timestamp_cpu_result_values[p_index];
+}
+
+String RenderingDeviceD3D12::get_captured_timestamp_name(uint32_t p_index) const {
+ ERR_FAIL_UNSIGNED_INDEX_V(p_index, frames[frame].timestamp_result_count, String());
+ return frames[frame].timestamp_result_names[p_index];
+}
+
+uint64_t RenderingDeviceD3D12::limit_get(Limit p_limit) const {
+ switch (p_limit) {
+ case LIMIT_MAX_TEXTURES_PER_SHADER_STAGE:
+ return limits.max_srvs_per_shader_stage;
+ case LIMIT_MAX_UNIFORM_BUFFER_SIZE:
+ return 65536;
+ case LIMIT_MAX_VIEWPORT_DIMENSIONS_X:
+ case LIMIT_MAX_VIEWPORT_DIMENSIONS_Y:
+ return 16384; // Based on max. texture size. Maybe not correct.
+ case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X:
+ return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
+ case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Y:
+ return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
+ case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Z:
+ return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
+ case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_X:
+ return D3D12_CS_THREAD_GROUP_MAX_X;
+ case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Y:
+ return D3D12_CS_THREAD_GROUP_MAX_Y;
+ case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Z:
+ return D3D12_CS_THREAD_GROUP_MAX_Z;
+ case LIMIT_SUBGROUP_SIZE:
+ // Note in min/max. Shader model 6.6 supports it (see https://microsoft.github.io/DirectX-Specs/d3d/HLSL_SM_6_6_WaveSize.html),
+ // but at this time I don't know the implications on the transpilation to DXIL, etc.
+ case LIMIT_SUBGROUP_MIN_SIZE:
+ case LIMIT_SUBGROUP_MAX_SIZE: {
+ D3D12Context::SubgroupCapabilities subgroup_capabilities = context->get_subgroup_capabilities();
+ return subgroup_capabilities.size;
+ }
+ case LIMIT_SUBGROUP_IN_SHADERS: {
+ D3D12Context::SubgroupCapabilities subgroup_capabilities = context->get_subgroup_capabilities();
+ return subgroup_capabilities.supported_stages_flags_rd();
+ }
+ case LIMIT_SUBGROUP_OPERATIONS: {
+ D3D12Context::SubgroupCapabilities subgroup_capabilities = context->get_subgroup_capabilities();
+ return subgroup_capabilities.supported_operations_flags_rd();
+ }
+ case LIMIT_VRS_TEXEL_WIDTH:
+ case LIMIT_VRS_TEXEL_HEIGHT: {
+ return context->get_vrs_capabilities().ss_image_tile_size;
+ }
+ default:
+ // It's important to return a number that at least won't overflow any typical integer type.
+#ifdef DEV_ENABLED
+ WARN_PRINT("Returning maximum value for unknown limit " + itos(p_limit) + ".");
+#endif
+ return (uint64_t)1 << 30;
+ }
+}
+
+bool RenderingDeviceD3D12::has_feature(const Features p_feature) const {
+ switch (p_feature) {
+ case SUPPORTS_MULTIVIEW: {
+ D3D12Context::MultiviewCapabilities multiview_capabilies = context->get_multiview_capabilities();
+ return multiview_capabilies.is_supported && multiview_capabilies.max_view_count > 1;
+ } break;
+ case SUPPORTS_FSR_HALF_FLOAT: {
+ return context->get_shader_capabilities().native_16bit_ops && context->get_storage_buffer_capabilities().storage_buffer_16_bit_access_is_supported;
+ } break;
+ case SUPPORTS_ATTACHMENT_VRS: {
+ D3D12Context::VRSCapabilities vrs_capabilities = context->get_vrs_capabilities();
+ return vrs_capabilities.ss_image_supported;
+ } break;
+ case SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS: {
+ return true;
+ } break;
+ default: {
+ return false;
+ }
+ }
+}
+
+void RenderingDeviceD3D12::finalize() {
+ // Free all resources.
+
+ _flush(false);
+
+ free(aux_resource);
+
+ _free_rids(render_pipeline_owner, "Pipeline");
+ _free_rids(compute_pipeline_owner, "Compute");
+ _free_rids(uniform_set_owner, "UniformSet");
+ _free_rids(texture_buffer_owner, "TextureBuffer");
+ _free_rids(storage_buffer_owner, "StorageBuffer");
+ _free_rids(uniform_buffer_owner, "UniformBuffer");
+ _free_rids(shader_owner, "Shader");
+ _free_rids(index_array_owner, "IndexArray");
+ _free_rids(index_buffer_owner, "IndexBuffer");
+ _free_rids(vertex_array_owner, "VertexArray");
+ _free_rids(vertex_buffer_owner, "VertexBuffer");
+ _free_rids(framebuffer_owner, "Framebuffer");
+ _free_rids(sampler_owner, "Sampler");
+ {
+ // For textures it's a bit more difficult because they may be shared.
+ List owned;
+ texture_owner.get_owned_list(&owned);
+ if (owned.size()) {
+ if (owned.size() == 1) {
+ WARN_PRINT("1 RID of type \"Texture\" was leaked.");
+ } else {
+ WARN_PRINT(vformat("%d RIDs of type \"Texture\" were leaked.", owned.size()));
+ }
+ // Free shared first.
+ for (List::Element *E = owned.front(); E;) {
+ List::Element *N = E->next();
+ if (texture_is_shared(E->get())) {
+#ifdef DEV_ENABLED
+ if (resource_names.has(E->get())) {
+ print_line(String(" - ") + resource_names[E->get()]);
+ }
+#endif
+ free(E->get());
+ owned.erase(E);
+ }
+ E = N;
+ }
+ // Free non shared second, this will avoid an error trying to free unexisting textures due to dependencies.
+ for (const RID &E : owned) {
+#ifdef DEV_ENABLED
+ if (resource_names.has(E)) {
+ print_line(String(" - ") + resource_names[E]);
+ }
+#endif
+ free(E);
+ }
+ }
+ }
+
+ // Free everything pending.
+ for (int i = 0; i < frame_count; i++) {
+ int f = (frame + i) % frame_count;
+ _free_pending_resources(f);
+ frames[i].timestamp_result_values_buffer.allocation->Release();
+ frames[i].timestamp_result_values_buffer.resource->Release();
+ }
+
+ frames.clear();
+
+ pipeline_bindings.clear();
+ next_pipeline_binding_id = 1;
+
+ for (int i = 0; i < split_draw_list_allocators.size(); i++) {
+ for (int j = 0; i < split_draw_list_allocators[i].command_lists.size(); j++) {
+ split_draw_list_allocators[i].command_lists[j]->Release();
+ }
+ split_draw_list_allocators[i].command_allocator->Release();
+ }
+
+ res_barriers_requests.clear();
+ res_barriers.clear();
+
+ for (int i = 0; i < staging_buffer_blocks.size(); i++) {
+ staging_buffer_blocks[i].allocation->Release();
+ staging_buffer_blocks[i].resource->Release();
+ }
+#ifdef USE_SMALL_ALLOCS_POOL
+ small_allocs_pools.clear();
+#endif
+
+ indirect_dispatch_cmd_sig.Reset();
+
+ vertex_formats.clear();
+
+ framebuffer_formats.clear();
+
+ // All these should be clear at this point.
+ ERR_FAIL_COND(dependency_map.size());
+ ERR_FAIL_COND(reverse_dependency_map.size());
+
+ {
+ MutexLock lock(dxil_mutex);
+ for (const KeyValue &E : dxil_validators) {
+ dxil_destroy_validator(E.value);
+ }
+ }
+
+ glsl_type_singleton_decref();
+}
+
+RenderingDevice *RenderingDeviceD3D12::create_local_device() {
+ RenderingDeviceD3D12 *rd = memnew(RenderingDeviceD3D12);
+ rd->initialize(context, true);
+ return rd;
+}
+
+RenderingDeviceD3D12::RenderingDeviceD3D12() {
+ device_capabilities.device_family = DEVICE_DIRECTX;
+}
+
+RenderingDeviceD3D12::~RenderingDeviceD3D12() {
+ if (local_device.is_valid()) {
+ finalize();
+ context->local_device_free(local_device);
+ }
+}
diff --git a/drivers/d3d12/rendering_device_d3d12.h b/drivers/d3d12/rendering_device_d3d12.h
new file mode 100644
index 00000000000..92ae2f78fbb
--- /dev/null
+++ b/drivers/d3d12/rendering_device_d3d12.h
@@ -0,0 +1,1277 @@
+/**************************************************************************/
+/* rendering_device_d3d12.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef RENDERING_DEVICE_D3D12_H
+#define RENDERING_DEVICE_D3D12_H
+
+#include "core/os/thread_safe.h"
+#include "core/templates/local_vector.h"
+#include "core/templates/oa_hash_map.h"
+#include "core/templates/rid_owner.h"
+#include "drivers/d3d12/d3d12_context.h"
+#include "servers/rendering/rendering_device.h"
+
+#include
+
+using Microsoft::WRL::ComPtr;
+
+#define D3D12_BITCODE_OFFSETS_NUM_STAGES 3
+
+struct dxil_validator;
+
+class RenderingDeviceD3D12 : public RenderingDevice {
+ _THREAD_SAFE_CLASS_
+ // Miscellaneous tables that map
+ // our enums to enums used
+ // by DXGI/D3D12.
+
+ D3D12Context::DeviceLimits limits = {};
+ struct D3D12Format {
+ DXGI_FORMAT family = DXGI_FORMAT_UNKNOWN;
+ DXGI_FORMAT general_format = DXGI_FORMAT_UNKNOWN;
+ UINT swizzle = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+ DXGI_FORMAT dsv_format = DXGI_FORMAT_UNKNOWN;
+ };
+ static const D3D12Format d3d12_formats[DATA_FORMAT_MAX];
+ static const char *named_formats[DATA_FORMAT_MAX];
+ static const D3D12_COMPARISON_FUNC compare_operators[COMPARE_OP_MAX];
+ static const D3D12_STENCIL_OP stencil_operations[STENCIL_OP_MAX];
+ static const UINT rasterization_sample_count[TEXTURE_SAMPLES_MAX];
+ static const D3D12_LOGIC_OP logic_operations[RenderingDevice::LOGIC_OP_MAX];
+ static const D3D12_BLEND blend_factors[RenderingDevice::BLEND_FACTOR_MAX];
+ static const D3D12_BLEND_OP blend_operations[RenderingDevice::BLEND_OP_MAX];
+ static const D3D12_TEXTURE_ADDRESS_MODE address_modes[SAMPLER_REPEAT_MODE_MAX];
+ static const FLOAT sampler_border_colors[SAMPLER_BORDER_COLOR_MAX][4];
+ static const D3D12_RESOURCE_DIMENSION d3d12_texture_dimension[TEXTURE_TYPE_MAX];
+
+ // Functions used for format
+ // validation, and ensures the
+ // user passes valid data.
+
+ static int get_format_vertex_size(DataFormat p_format);
+ static uint32_t get_image_format_pixel_size(DataFormat p_format);
+ static void get_compressed_image_format_block_dimensions(DataFormat p_format, uint32_t &r_w, uint32_t &r_h);
+ uint32_t get_compressed_image_format_block_byte_size(DataFormat p_format);
+ static uint32_t get_compressed_image_format_pixel_rshift(DataFormat p_format);
+ static uint32_t get_image_format_plane_count(DataFormat p_format);
+ static uint32_t get_image_format_required_size(DataFormat p_format, uint32_t p_width, uint32_t p_height, uint32_t p_depth, uint32_t p_mipmaps, uint32_t *r_blockw = nullptr, uint32_t *r_blockh = nullptr, uint32_t *r_depth = nullptr);
+ static uint32_t get_image_required_mipmaps(uint32_t p_width, uint32_t p_height, uint32_t p_depth);
+ static bool format_has_stencil(DataFormat p_format);
+
+ Mutex dxil_mutex;
+ HashMap dxil_validators; // One per WorkerThreadPool thread used for shader compilation, plus one (-1) for all the other.
+
+ dxil_validator *get_dxil_validator_for_current_thread();
+
+ class DescriptorsHeap {
+ D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+ ComPtr heap;
+ uint32_t handle_size = 0;
+
+ public:
+ class Walker { // Texas Ranger.
+ friend class DescriptorsHeap;
+
+ uint32_t handle_size = 0;
+ uint32_t handle_count = 0;
+ D3D12_CPU_DESCRIPTOR_HANDLE first_cpu_handle = {};
+ D3D12_GPU_DESCRIPTOR_HANDLE first_gpu_handle = {};
+ uint32_t handle_index = 0;
+
+ public:
+ D3D12_CPU_DESCRIPTOR_HANDLE get_curr_cpu_handle();
+ D3D12_GPU_DESCRIPTOR_HANDLE get_curr_gpu_handle();
+ _FORCE_INLINE_ void rewind() { handle_index = 0; }
+ void advance(uint32_t p_count = 1);
+ uint32_t get_current_handle_index() const { return handle_index; }
+ uint32_t get_free_handles() { return handle_count - handle_index; }
+ bool is_at_eof() { return handle_index == handle_count; }
+ };
+
+ Error allocate(ID3D12Device *m_device, D3D12_DESCRIPTOR_HEAP_TYPE m_type, uint32_t m_descriptor_count, bool p_for_gpu);
+ uint32_t get_descriptor_count() const { return desc.NumDescriptors; }
+ ID3D12DescriptorHeap *get_heap() const { return heap.Get(); }
+
+ Walker make_walker() const;
+ };
+
+ /***************************/
+ /**** ID INFRASTRUCTURE ****/
+ /***************************/
+
+ enum IDType {
+ ID_TYPE_FRAMEBUFFER_FORMAT,
+ ID_TYPE_VERTEX_FORMAT,
+ ID_TYPE_DRAW_LIST,
+ ID_TYPE_SPLIT_DRAW_LIST,
+ ID_TYPE_COMPUTE_LIST,
+ ID_TYPE_MAX,
+ ID_BASE_SHIFT = 58 // 5 bits for ID types.
+ };
+
+ ComPtr device;
+
+ HashMap> dependency_map; // IDs to IDs that depend on it.
+ HashMap> reverse_dependency_map; // Same as above, but in reverse.
+
+ void _add_dependency(RID p_id, RID p_depends_on);
+ void _free_dependencies(RID p_id);
+
+ /******************/
+ /**** RESOURCE ****/
+ /******************/
+
+ class ResourceState {
+ D3D12_RESOURCE_STATES states = D3D12_RESOURCE_STATE_COMMON;
+
+ public:
+ void extend(D3D12_RESOURCE_STATES p_states_to_add);
+ D3D12_RESOURCE_STATES get_state_mask() const { return states; }
+
+ ResourceState() {}
+ ResourceState(D3D12_RESOURCE_STATES p_states) :
+ states(p_states) {}
+ };
+
+ struct Resource {
+ struct States {
+ // As many subresources as mipmaps * layers; planes (for depth-stencil) are tracked together.
+ LocalVector subresource_states; // Used only if not a view.
+ uint32_t last_batch_transitioned_to_uav = 0;
+ uint32_t last_batch_with_uav_barrier = 0;
+ };
+
+ ID3D12Resource *resource = nullptr;
+ D3D12MA::Allocation *allocation = nullptr;
+
+ States own_states; // Used only if not a view.
+ States *states = nullptr; // Non-null only if a view.
+
+ States *get_states_ptr() { return states ? states : &own_states; }
+ };
+
+ struct BarrierRequest {
+ static const uint32_t MAX_GROUPS = 4;
+ // Maybe this is too much data to have it locally. Benchmarking may reveal that
+ // cache would be used better by having a maximum of local subresource masks and beyond
+ // that have an allocated vector with the rest.
+ static const uint32_t MAX_SUBRESOURCES = 4096; // Must be multiple of 64.
+ ID3D12Resource *dx_resource;
+ uint8_t subres_mask_qwords;
+ uint8_t planes;
+ struct Group {
+ ResourceState state;
+ uint64_t subres_mask[MAX_SUBRESOURCES / 64];
+ } groups[MAX_GROUPS];
+ uint8_t groups_count;
+ static const D3D12_RESOURCE_STATES DELETED_GROUP = D3D12_RESOURCE_STATE_COMMON;
+ };
+ HashMap res_barriers_requests;
+
+ LocalVector res_barriers;
+ uint32_t res_barriers_count = 0;
+ uint32_t res_barriers_batch = 0;
+#ifdef DEV_ENABLED
+ int frame_barriers_count = 0;
+ int frame_barriers_batches_count = 0;
+ uint64_t frame_barriers_cpu_time = 0;
+#endif
+
+ void _resource_transition_batch(Resource *p_resource, uint32_t p_subresource, uint32_t p_num_planes, D3D12_RESOURCE_STATES p_new_state, ID3D12Resource *p_resource_override = nullptr);
+ void _resource_transitions_flush(ID3D12GraphicsCommandList *p_command_list);
+
+ /*****************/
+ /**** TEXTURE ****/
+ /*****************/
+
+ struct Texture : Resource {
+ D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
+ D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
+ D3D12_UNORDERED_ACCESS_VIEW_DESC owner_uav_desc = {}; // [[CROSS_FAMILY_ALIASING]].
+
+ TextureType type;
+ DataFormat format;
+ uint32_t planes = 1;
+ TextureSamples samples;
+ uint32_t width = 0;
+ uint32_t height = 0;
+ uint32_t depth = 0;
+ uint32_t layers = 0;
+ uint32_t mipmaps = 0;
+ uint32_t owner_layers = 0;
+ uint32_t owner_mipmaps = 0;
+ uint32_t usage_flags = 0;
+ uint32_t base_mipmap = 0;
+ uint32_t base_layer = 0;
+
+ Vector allowed_shared_formats;
+ TightLocalVector aliases; // [[CROSS_FAMILY_ALIASING]].
+ ID3D12Resource *owner_resource = nullptr; // Always the one of the main format passed to creation. [[CROSS_FAMILY_ALIASING]].
+
+ bool is_resolve_buffer = false;
+
+ bool bound = false; // Bound to framebffer.
+ RID owner;
+ };
+
+ RID_Owner texture_owner;
+ uint32_t texture_upload_region_size_px = 0;
+
+ Vector _texture_get_data_from_image(Texture *tex, uint32_t p_layer, bool p_2d = false);
+ Error _texture_update(Texture *p_texture, uint32_t p_layer, const Vector &p_data, BitField p_post_barrier, ID3D12GraphicsCommandList *p_command_list);
+
+ /*****************/
+ /**** SAMPLER ****/
+ /*****************/
+
+ RID_Owner sampler_owner;
+
+ /***************************/
+ /**** BUFFER MANAGEMENT ****/
+ /***************************/
+
+ // These are temporary buffers on CPU memory that hold
+ // the information until the CPU fetches it and places it
+ // either on GPU buffers, or images (textures). It ensures
+ // updates are properly synchronized with whatever the
+ // GPU is doing.
+ //
+ // The logic here is as follows, only 3 of these
+ // blocks are created at the beginning (one per frame)
+ // they can each belong to a frame (assigned to current when
+ // used) and they can only be reused after the same frame is
+ // recycled.
+ //
+ // When CPU requires to allocate more than what is available,
+ // more of these buffers are created. If a limit is reached,
+ // then a fence will ensure will wait for blocks allocated
+ // in previous frames are processed. If that fails, then
+ // another fence will ensure everything pending for the current
+ // frame is processed (effectively stalling).
+ //
+ // See the comments in the code to understand better how it works.
+
+ struct StagingBufferBlock {
+ ID3D12Resource *resource = nullptr; // Owned, but ComPtr would have too much overhead in a Vector.
+ D3D12MA::Allocation *allocation = nullptr;
+ uint64_t frame_used = 0;
+ uint32_t fill_amount = 0;
+ };
+
+ Vector staging_buffer_blocks;
+ int staging_buffer_current = 0;
+ uint32_t staging_buffer_block_size = 0;
+ uint64_t staging_buffer_max_size = 0;
+ bool staging_buffer_used = false;
+
+ Error _staging_buffer_allocate(uint32_t p_amount, uint32_t p_required_align, uint32_t &r_alloc_offset, uint32_t &r_alloc_size, bool p_can_segment = true);
+ Error _insert_staging_block();
+
+ struct Buffer : Resource {
+ uint32_t size = 0;
+ D3D12_RESOURCE_STATES usage = {};
+ uint32_t last_execution = 0;
+ };
+
+ Error _buffer_allocate(Buffer *p_buffer, uint32_t p_size, D3D12_RESOURCE_STATES p_usage, D3D12_HEAP_TYPE p_heap_type);
+ Error _buffer_free(Buffer *p_buffer);
+ Error _buffer_update(Buffer *p_buffer, size_t p_offset, const uint8_t *p_data, size_t p_data_size, bool p_use_draw_command_list = false, uint32_t p_required_align = 32);
+
+ /*********************/
+ /**** FRAMEBUFFER ****/
+ /*********************/
+
+ static D3D12_RENDER_TARGET_VIEW_DESC _make_rtv_for_texture(const RenderingDeviceD3D12::Texture *p_texture, uint32_t p_mipmap_offset = 0, uint32_t p_layer_offset = 0, uint32_t p_layers = UINT32_MAX);
+ static D3D12_DEPTH_STENCIL_VIEW_DESC _make_dsv_for_texture(const RenderingDeviceD3D12::Texture *p_texture);
+
+ // In Vulkan we'd create some structures the driver uses for render pass based rendering.
+ // (Dynamic rendering is supported on Vulkan 1.3+, though, but Godot is not using it.)
+ // In contrast, in D3D12 we'll go the dynamic rendering way, since it's more convenient
+ // and render pass based render setup is not available on every version.
+ // Therefore, we just need to keep the data at hand and use it where appropriate.
+
+ struct FramebufferFormat {
+ Vector attachments;
+ Vector passes;
+ Vector pass_samples;
+ uint32_t view_count = 1;
+ uint32_t max_supported_sample_count = 1;
+ };
+
+ bool _framebuffer_format_preprocess(FramebufferFormat *p_fb_format, uint32_t p_view_count);
+
+ HashMap framebuffer_formats;
+
+ struct Framebuffer {
+ DisplayServer::WindowID window_id = DisplayServer::INVALID_WINDOW_ID;
+ FramebufferFormatID format_id = 0;
+ Vector texture_ids; // Empty if for screen.
+ InvalidationCallback invalidated_callback = nullptr;
+ void *invalidated_callback_userdata = nullptr;
+ Vector attachments_handle_inds; // RTV heap index for color; DSV heap index for DSV.
+ Size2 size;
+ uint32_t view_count = 1;
+ DescriptorsHeap rtv_heap; // Used only if not for screen and some color attachments.
+ D3D12_CPU_DESCRIPTOR_HANDLE screen_rtv_handle = {}; // Used only if for screen.
+ DescriptorsHeap dsv_heap; // Used only if not for screen and some depth-stencil attachments.
+ };
+
+ RID_Owner framebuffer_owner;
+
+ /***********************/
+ /**** VERTEX BUFFER ****/
+ /***********************/
+
+ RID_Owner vertex_buffer_owner;
+
+ struct VertexDescriptionKey {
+ Vector vertex_formats;
+ bool operator==(const VertexDescriptionKey &p_key) const {
+ int vdc = vertex_formats.size();
+ int vdck = p_key.vertex_formats.size();
+
+ if (vdc != vdck) {
+ return false;
+ } else {
+ const VertexAttribute *a_ptr = vertex_formats.ptr();
+ const VertexAttribute *b_ptr = p_key.vertex_formats.ptr();
+ for (int i = 0; i < vdc; i++) {
+ const VertexAttribute &a = a_ptr[i];
+ const VertexAttribute &b = b_ptr[i];
+
+ if (a.location != b.location) {
+ return false;
+ }
+ if (a.offset != b.offset) {
+ return false;
+ }
+ if (a.format != b.format) {
+ return false;
+ }
+ if (a.stride != b.stride) {
+ return false;
+ }
+ if (a.frequency != b.frequency) {
+ return false;
+ }
+ }
+ return true; // They are equal.
+ }
+ }
+
+ uint32_t hash() const {
+ int vdc = vertex_formats.size();
+ uint32_t h = hash_murmur3_one_32(vdc);
+ const VertexAttribute *ptr = vertex_formats.ptr();
+ for (int i = 0; i < vdc; i++) {
+ const VertexAttribute &vd = ptr[i];
+ h = hash_murmur3_one_32(vd.location, h);
+ h = hash_murmur3_one_32(vd.offset, h);
+ h = hash_murmur3_one_32(vd.format, h);
+ h = hash_murmur3_one_32(vd.stride, h);
+ h = hash_murmur3_one_32(vd.frequency, h);
+ }
+ return hash_fmix32(h);
+ }
+ };
+
+ struct VertexDescriptionHash {
+ static _FORCE_INLINE_ uint32_t hash(const VertexDescriptionKey &p_key) {
+ return p_key.hash();
+ }
+ };
+
+ // This is a cache and it's never freed, it ensures that
+ // ID used for a specific format always remain the same.
+ HashMap vertex_format_cache;
+
+ struct VertexDescriptionCache {
+ Vector vertex_formats;
+ Vector elements_desc;
+ };
+
+ HashMap vertex_formats;
+
+ struct VertexArray {
+ Vector unique_buffers;
+ VertexFormatID description = 0;
+ int vertex_count = 0;
+ uint32_t max_instances_allowed = 0;
+ Vector views;
+ };
+
+ RID_Owner vertex_array_owner;
+
+ struct IndexBuffer : public Buffer {
+ uint32_t max_index = 0; // Used for validation.
+ uint32_t index_count = 0;
+ DXGI_FORMAT index_format = {};
+ bool supports_restart_indices = false;
+ };
+
+ RID_Owner index_buffer_owner;
+
+ struct IndexArray {
+ IndexBuffer *buffer = nullptr;
+ uint32_t max_index = 0; // Remember the maximum index here too, for validation.
+ uint32_t offset = 0;
+ uint32_t indices = 0;
+ bool supports_restart_indices = false;
+ D3D12_INDEX_BUFFER_VIEW view = {};
+ };
+
+ RID_Owner index_array_owner;
+
+ /****************/
+ /**** SHADER ****/
+ /****************/
+
+ static const uint32_t ROOT_SIGNATURE_SIZE = 256;
+ static const uint32_t PUSH_CONSTANT_SIZE = 128; // Mimicking Vulkan.
+
+ enum {
+ // We can only aim to set a maximum here, since depending on the shader
+ // there may be more or less root signature free for descriptor tables.
+ // Therefore, we'll have to rely on the final check at runtime, when building
+ // the root signature structure for a given shader.
+ // To be precise, these may be present or not, and their size vary statically:
+ // - Push constant (we'll assume this is always present to avoid reserving much
+ // more space for descriptor sets than needed for almost any imaginable case,
+ // given that most shader templates feature push constants).
+ // - NIR-DXIL runtime data.
+ MAX_UNIFORM_SETS = (ROOT_SIGNATURE_SIZE - PUSH_CONSTANT_SIZE) / sizeof(uint32_t),
+ };
+
+ enum ResourceClass {
+ RES_CLASS_INVALID,
+ RES_CLASS_CBV,
+ RES_CLASS_SRV,
+ RES_CLASS_UAV,
+ };
+
+ struct UniformBindingInfo {
+ uint32_t stages = 0; // Actual shader stages using the uniform (0 if totally optimized out).
+ ResourceClass res_class = RES_CLASS_INVALID;
+ struct RootSignatureLocation {
+ uint32_t root_param_idx = UINT32_MAX;
+ uint32_t range_idx = UINT32_MAX;
+ };
+ struct {
+ RootSignatureLocation resource;
+ RootSignatureLocation sampler;
+ } root_sig_locations;
+ };
+
+ struct UniformInfo {
+ UniformType type = UniformType::UNIFORM_TYPE_MAX;
+ bool writable = false;
+ int binding = 0;
+ int length = 0; // Size of arrays (in total elements), or ubos (in bytes * total elements).
+
+ bool operator!=(const UniformInfo &p_info) const {
+ return (binding != p_info.binding || type != p_info.type || writable != p_info.writable || length != p_info.length);
+ }
+
+ bool operator<(const UniformInfo &p_info) const {
+ if (binding != p_info.binding) {
+ return binding < p_info.binding;
+ }
+ if (type != p_info.type) {
+ return type < p_info.type;
+ }
+ if (writable != p_info.writable) {
+ return writable < p_info.writable;
+ }
+ return length < p_info.length;
+ }
+ };
+
+ struct UniformSetFormat {
+ Vector uniform_info;
+ bool operator<(const UniformSetFormat &p_format) const {
+ uint32_t size = uniform_info.size();
+ uint32_t psize = p_format.uniform_info.size();
+
+ if (size != psize) {
+ return size < psize;
+ }
+
+ const UniformInfo *infoptr = uniform_info.ptr();
+ const UniformInfo *pinfoptr = p_format.uniform_info.ptr();
+
+ for (uint32_t i = 0; i < size; i++) {
+ if (infoptr[i] != pinfoptr[i]) {
+ return infoptr[i] < pinfoptr[i];
+ }
+ }
+
+ return false;
+ }
+ };
+
+ // Always grows, never shrinks, ensuring unique IDs, but we assume
+ // the amount of formats will never be a problem, as the amount of shaders
+ // in a game is limited.
+ RBMap uniform_set_format_cache;
+ Vector::Element *> uniform_set_format_cache_reverse;
+
+ struct Shader {
+ struct ShaderUniformInfo {
+ UniformInfo info;
+ UniformBindingInfo binding;
+
+ bool operator<(const ShaderUniformInfo &p_info) const {
+ return *((UniformInfo *)this) < (const UniformInfo &)p_info;
+ }
+ };
+ struct Set {
+ Vector uniforms;
+ struct {
+ uint32_t resources = 0;
+ uint32_t samplers = 0;
+ } num_root_params;
+ };
+
+ uint64_t vertex_input_mask = 0; // Inputs used, this is mostly for validation.
+ uint32_t fragment_output_mask = 0;
+
+ uint32_t spirv_push_constant_size = 0;
+ uint32_t dxil_push_constant_size = 0;
+ uint32_t nir_runtime_data_root_param_idx = UINT32_MAX;
+
+ uint32_t compute_local_size[3] = { 0, 0, 0 };
+
+ struct SpecializationConstant {
+ PipelineSpecializationConstant constant;
+ uint64_t stages_bit_offsets[D3D12_BITCODE_OFFSETS_NUM_STAGES];
+ };
+
+ bool is_compute = false;
+ Vector sets;
+ Vector set_formats;
+ Vector specialization_constants;
+ uint32_t spirv_specialization_constants_ids_mask = 0;
+ HashMap