duckstation/src/util/d3d11_device.cpp
Stenzek eca113cd76
GPUDevice: Fix/improve compute shader support
Add multiple texture layout with/without UBO.
2025-04-06 23:16:02 +10:00

1197 lines
41 KiB
C++

// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: CC-BY-NC-ND-4.0
#include "d3d11_device.h"
#include "core/host.h" // TODO: Remove me
#include "d3d11_pipeline.h"
#include "d3d11_texture.h"
#include "d3d_common.h"
#include "common/align.h"
#include "common/assert.h"
#include "common/bitutils.h"
#include "common/error.h"
#include "common/file_system.h"
#include "common/log.h"
#include "common/path.h"
#include "common/string_util.h"
#include "fmt/format.h"
#include <array>
#include <d3dcompiler.h>
#include <dxgi1_5.h>
LOG_CHANNEL(GPUDevice);
// We need to synchronize instance creation because of adapter enumeration from the UI thread.
static std::mutex s_instance_mutex;
static constexpr std::array<float, 4> s_clear_color = {};
static constexpr GPUTexture::Format s_swap_chain_format = GPUTexture::Format::RGBA8;
void SetD3DDebugObjectName(ID3D11DeviceChild* obj, std::string_view name)
{
#ifdef ENABLE_GPU_OBJECT_NAMES
// WKPDID_D3DDebugObjectName
static constexpr GUID guid = {0x429b8c22, 0x9188, 0x4b0c, {0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}};
UINT existing_data_size;
HRESULT hr = obj->GetPrivateData(guid, &existing_data_size, nullptr);
if (SUCCEEDED(hr) && existing_data_size > 0)
return;
obj->SetPrivateData(guid, static_cast<UINT>(name.length()), name.data());
#endif
}
D3D11Device::D3D11Device()
{
m_render_api = RenderAPI::D3D11;
m_features.exclusive_fullscreen = true; // set so the caller can pass a mode to CreateDeviceAndSwapChain()
}
D3D11Device::~D3D11Device()
{
// Should all be torn down by now.
Assert(!m_device);
}
bool D3D11Device::CreateDeviceAndMainSwapChain(std::string_view adapter, FeatureMask disabled_features,
const WindowInfo& wi, GPUVSyncMode vsync_mode,
bool allow_present_throttle,
const ExclusiveFullscreenMode* exclusive_fullscreen_mode,
std::optional<bool> exclusive_fullscreen_control, Error* error)
{
std::unique_lock lock(s_instance_mutex);
UINT create_flags = 0;
if (m_debug_device)
create_flags |= D3D11_CREATE_DEVICE_DEBUG;
m_dxgi_factory = D3DCommon::CreateFactory(m_debug_device, error);
if (!m_dxgi_factory)
return false;
ComPtr<IDXGIAdapter1> dxgi_adapter = D3DCommon::GetAdapterByName(m_dxgi_factory.Get(), adapter);
m_max_feature_level = D3DCommon::GetDeviceMaxFeatureLevel(dxgi_adapter.Get());
static constexpr std::array<D3D_FEATURE_LEVEL, 4> requested_feature_levels = {
{D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0}};
ComPtr<ID3D11Device> temp_device;
ComPtr<ID3D11DeviceContext> temp_context;
HRESULT hr =
D3D11CreateDevice(dxgi_adapter.Get(), dxgi_adapter ? D3D_DRIVER_TYPE_UNKNOWN : D3D_DRIVER_TYPE_HARDWARE, nullptr,
create_flags, requested_feature_levels.data(), static_cast<UINT>(requested_feature_levels.size()),
D3D11_SDK_VERSION, temp_device.GetAddressOf(), nullptr, temp_context.GetAddressOf());
if (FAILED(hr))
{
Error::SetHResult(error, "Failed to create D3D device: ", hr);
return false;
}
else if (FAILED(hr = temp_device.As(&m_device)) || FAILED(hr = temp_context.As(&m_context)))
{
Error::SetHResult(error, "Failed to get D3D11.1 device: ", hr);
return false;
}
// just in case the max query failed, apparently happens for some people...
m_max_feature_level = std::max(m_max_feature_level, m_device->GetFeatureLevel());
// we re-grab these later, see below
dxgi_adapter.Reset();
temp_context.Reset();
temp_device.Reset();
if (m_debug_device && IsDebuggerPresent())
{
ComPtr<ID3D11InfoQueue> info;
hr = m_device.As(&info);
if (SUCCEEDED(hr))
{
info->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, TRUE);
info->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, TRUE);
}
}
#ifdef ENABLE_GPU_OBJECT_NAMES
if (m_debug_device)
m_context.As(&m_annotation);
#endif
ComPtr<IDXGIDevice> dxgi_device;
if (SUCCEEDED(m_device.As(&dxgi_device)) &&
SUCCEEDED(dxgi_device->GetParent(IID_PPV_ARGS(dxgi_adapter.GetAddressOf()))))
INFO_LOG("D3D Adapter: {}", D3DCommon::GetAdapterName(dxgi_adapter.Get()));
else
ERROR_LOG("Failed to obtain D3D adapter name.");
INFO_LOG("Max device feature level: {}",
D3DCommon::GetFeatureLevelString(D3DCommon::GetRenderAPIVersionForFeatureLevel(m_max_feature_level)));
SetFeatures(disabled_features);
if (!wi.IsSurfaceless())
{
m_main_swap_chain = CreateSwapChain(wi, vsync_mode, allow_present_throttle, exclusive_fullscreen_mode,
exclusive_fullscreen_control, error);
if (!m_main_swap_chain)
return false;
}
if (!CreateBuffers(error))
return false;
return true;
}
void D3D11Device::DestroyDevice()
{
std::unique_lock lock(s_instance_mutex);
DestroyBuffers();
m_main_swap_chain.reset();
m_context.Reset();
m_device.Reset();
}
void D3D11Device::SetFeatures(FeatureMask disabled_features)
{
const D3D_FEATURE_LEVEL feature_level = m_device->GetFeatureLevel();
m_render_api_version = D3DCommon::GetRenderAPIVersionForFeatureLevel(feature_level);
m_max_texture_size = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
m_max_multisamples = 1;
for (u32 multisamples = 2; multisamples < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; multisamples++)
{
UINT num_quality_levels;
if (SUCCEEDED(
m_device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, multisamples, &num_quality_levels)) &&
num_quality_levels > 0)
{
m_max_multisamples = multisamples;
}
}
m_features.dual_source_blend = !(disabled_features & FEATURE_MASK_DUAL_SOURCE_BLEND);
m_features.framebuffer_fetch = false;
m_features.per_sample_shading = (feature_level >= D3D_FEATURE_LEVEL_10_1);
m_features.noperspective_interpolation = true;
m_features.texture_copy_to_self = false;
m_features.texture_buffers = !(disabled_features & FEATURE_MASK_TEXTURE_BUFFERS);
m_features.texture_buffers_emulated_with_ssbo = false;
m_features.feedback_loops = false;
m_features.geometry_shaders = !(disabled_features & FEATURE_MASK_GEOMETRY_SHADERS);
m_features.compute_shaders =
(!(disabled_features & FEATURE_MASK_COMPUTE_SHADERS) && feature_level >= D3D_FEATURE_LEVEL_11_0);
m_features.partial_msaa_resolve = false;
m_features.memory_import = false;
m_features.exclusive_fullscreen = true;
m_features.explicit_present = false;
m_features.timed_present = false;
m_features.gpu_timing = true;
m_features.shader_cache = true;
m_features.pipeline_cache = false;
m_features.prefer_unused_textures = false;
m_features.raster_order_views = false;
if (!(disabled_features & FEATURE_MASK_RASTER_ORDER_VIEWS))
{
D3D11_FEATURE_DATA_D3D11_OPTIONS2 data = {};
m_features.raster_order_views =
(SUCCEEDED(m_device->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS2, &data, sizeof(data))) &&
data.ROVsSupported);
}
m_features.dxt_textures =
(!(disabled_features & FEATURE_MASK_COMPRESSED_TEXTURES) &&
(SupportsTextureFormat(GPUTexture::Format::BC1) && SupportsTextureFormat(GPUTexture::Format::BC2) &&
SupportsTextureFormat(GPUTexture::Format::BC3)));
m_features.bptc_textures =
(!(disabled_features & FEATURE_MASK_COMPRESSED_TEXTURES) && SupportsTextureFormat(GPUTexture::Format::BC7));
}
D3D11SwapChain::D3D11SwapChain(const WindowInfo& wi, GPUVSyncMode vsync_mode, bool allow_present_throttle,
const GPUDevice::ExclusiveFullscreenMode* fullscreen_mode)
: GPUSwapChain(wi, vsync_mode, allow_present_throttle)
{
if (fullscreen_mode)
InitializeExclusiveFullscreenMode(fullscreen_mode);
}
D3D11SwapChain::~D3D11SwapChain()
{
m_swap_chain_rtv.Reset();
DestroySwapChain();
}
bool D3D11SwapChain::InitializeExclusiveFullscreenMode(const GPUDevice::ExclusiveFullscreenMode* mode)
{
const D3DCommon::DXGIFormatMapping& fm = D3DCommon::GetFormatMapping(s_swap_chain_format);
const HWND window_hwnd = reinterpret_cast<HWND>(m_window_info.window_handle);
RECT client_rc{};
GetClientRect(window_hwnd, &client_rc);
// Little bit messy...
HRESULT hr;
ComPtr<IDXGIDevice> dxgi_dev;
if (FAILED((hr = D3D11Device::GetD3DDevice()->QueryInterface(IID_PPV_ARGS(dxgi_dev.GetAddressOf())))))
{
ERROR_LOG("Failed to get DXGIDevice from D3D device: {:08X}", static_cast<unsigned>(hr));
return false;
}
ComPtr<IDXGIAdapter> dxgi_adapter;
if (FAILED((hr = dxgi_dev->GetAdapter(dxgi_adapter.GetAddressOf()))))
{
ERROR_LOG("Failed to get DXGIAdapter from DXGIDevice: {:08X}", static_cast<unsigned>(hr));
return false;
}
m_fullscreen_mode = D3DCommon::GetRequestedExclusiveFullscreenModeDesc(
dxgi_adapter.Get(), client_rc, mode, fm.resource_format, m_fullscreen_output.GetAddressOf());
return m_fullscreen_mode.has_value();
}
u32 D3D11SwapChain::GetNewBufferCount(GPUVSyncMode vsync_mode)
{
// With vsync off, we only need two buffers. Same for blocking vsync.
// With triple buffering, we need three.
return (vsync_mode == GPUVSyncMode::Mailbox) ? 3 : 2;
}
bool D3D11SwapChain::CreateSwapChain(Error* error)
{
const D3DCommon::DXGIFormatMapping& fm = D3DCommon::GetFormatMapping(s_swap_chain_format);
const HWND window_hwnd = reinterpret_cast<HWND>(m_window_info.window_handle);
RECT client_rc{};
GetClientRect(window_hwnd, &client_rc);
// Using mailbox-style no-allow-tearing causes tearing in exclusive fullscreen.
if (IsExclusiveFullscreen() && m_vsync_mode == GPUVSyncMode::Mailbox)
{
WARNING_LOG("Using FIFO instead of Mailbox vsync due to exclusive fullscreen.");
m_vsync_mode = GPUVSyncMode::FIFO;
}
m_using_flip_model_swap_chain =
!Host::GetBoolSettingValue("Display", "UseBlitSwapChain", false) || IsExclusiveFullscreen();
IDXGIFactory5* const dxgi_factory = D3D11Device::GetDXGIFactory();
ID3D11Device1* const d3d_device = D3D11Device::GetD3DDevice();
DXGI_SWAP_CHAIN_DESC1 swap_chain_desc = {};
swap_chain_desc.Width = static_cast<u32>(client_rc.right - client_rc.left);
swap_chain_desc.Height = static_cast<u32>(client_rc.bottom - client_rc.top);
swap_chain_desc.Format = fm.resource_format;
swap_chain_desc.SampleDesc.Count = 1;
swap_chain_desc.BufferCount = GetNewBufferCount(m_vsync_mode);
swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swap_chain_desc.SwapEffect = m_using_flip_model_swap_chain ? DXGI_SWAP_EFFECT_FLIP_DISCARD : DXGI_SWAP_EFFECT_DISCARD;
HRESULT hr = S_OK;
if (IsExclusiveFullscreen())
{
DXGI_SWAP_CHAIN_DESC1 fs_sd_desc = swap_chain_desc;
DXGI_SWAP_CHAIN_FULLSCREEN_DESC fs_desc = {};
fs_sd_desc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
fs_sd_desc.Width = m_fullscreen_mode->Width;
fs_sd_desc.Height = m_fullscreen_mode->Height;
fs_desc.RefreshRate = m_fullscreen_mode->RefreshRate;
fs_desc.ScanlineOrdering = m_fullscreen_mode->ScanlineOrdering;
fs_desc.Scaling = m_fullscreen_mode->Scaling;
fs_desc.Windowed = FALSE;
VERBOSE_LOG("Creating a {}x{} exclusive fullscreen swap chain", fs_sd_desc.Width, fs_sd_desc.Height);
hr = dxgi_factory->CreateSwapChainForHwnd(d3d_device, window_hwnd, &fs_sd_desc, &fs_desc, m_fullscreen_output.Get(),
m_swap_chain.ReleaseAndGetAddressOf());
if (FAILED(hr))
{
WARNING_LOG("Failed to create fullscreen swap chain, trying windowed.");
m_fullscreen_output.Reset();
m_fullscreen_mode.reset();
m_using_allow_tearing = (m_using_flip_model_swap_chain && D3DCommon::SupportsAllowTearing(dxgi_factory));
}
}
if (!IsExclusiveFullscreen())
{
VERBOSE_LOG("Creating a {}x{} {} windowed swap chain", swap_chain_desc.Width, swap_chain_desc.Height,
m_using_flip_model_swap_chain ? "flip-discard" : "discard");
m_using_allow_tearing = (m_using_flip_model_swap_chain && !IsExclusiveFullscreen() &&
D3DCommon::SupportsAllowTearing(D3D11Device::GetDXGIFactory()));
if (m_using_allow_tearing)
swap_chain_desc.Flags |= DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
hr = dxgi_factory->CreateSwapChainForHwnd(d3d_device, window_hwnd, &swap_chain_desc, nullptr, nullptr,
m_swap_chain.ReleaseAndGetAddressOf());
}
if (FAILED(hr) && m_using_flip_model_swap_chain)
{
WARNING_LOG("Failed to create a flip-discard swap chain, trying discard.");
swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
swap_chain_desc.Flags = 0;
m_using_flip_model_swap_chain = false;
m_using_allow_tearing = false;
hr = dxgi_factory->CreateSwapChainForHwnd(d3d_device, window_hwnd, &swap_chain_desc, nullptr, nullptr,
m_swap_chain.ReleaseAndGetAddressOf());
if (FAILED(hr)) [[unlikely]]
{
Error::SetHResult(error, "CreateSwapChainForHwnd() failed: ", hr);
return false;
}
}
// we need the specific factory for the device, otherwise MakeWindowAssociation() is flaky.
ComPtr<IDXGIFactory> parent_factory;
if (FAILED(m_swap_chain->GetParent(IID_PPV_ARGS(parent_factory.GetAddressOf()))) ||
FAILED(parent_factory->MakeWindowAssociation(window_hwnd, DXGI_MWA_NO_WINDOW_CHANGES)))
{
WARNING_LOG("MakeWindowAssociation() to disable ALT+ENTER failed");
}
return true;
}
void D3D11SwapChain::DestroySwapChain()
{
if (!m_swap_chain)
return;
// switch out of fullscreen before destroying
BOOL is_fullscreen;
if (SUCCEEDED(m_swap_chain->GetFullscreenState(&is_fullscreen, nullptr)) && is_fullscreen)
m_swap_chain->SetFullscreenState(FALSE, nullptr);
m_swap_chain.Reset();
}
bool D3D11SwapChain::CreateRTV(Error* error)
{
ComPtr<ID3D11Texture2D> backbuffer;
HRESULT hr = m_swap_chain->GetBuffer(0, IID_PPV_ARGS(backbuffer.GetAddressOf()));
if (FAILED(hr)) [[unlikely]]
{
Error::SetHResult(error, "GetBuffer() failed: ", hr);
return false;
}
D3D11_TEXTURE2D_DESC backbuffer_desc;
backbuffer->GetDesc(&backbuffer_desc);
CD3D11_RENDER_TARGET_VIEW_DESC rtv_desc(D3D11_RTV_DIMENSION_TEXTURE2D, backbuffer_desc.Format, 0, 0,
backbuffer_desc.ArraySize);
hr = D3D11Device::GetD3DDevice()->CreateRenderTargetView(backbuffer.Get(), &rtv_desc,
m_swap_chain_rtv.ReleaseAndGetAddressOf());
if (FAILED(hr)) [[unlikely]]
{
Error::SetHResult(error, "CreateRenderTargetView(): ", hr);
m_swap_chain_rtv.Reset();
return false;
}
m_window_info.surface_width = static_cast<u16>(backbuffer_desc.Width);
m_window_info.surface_height = static_cast<u16>(backbuffer_desc.Height);
m_window_info.surface_format = s_swap_chain_format;
VERBOSE_LOG("Swap chain buffer size: {}x{}", m_window_info.surface_width, m_window_info.surface_height);
if (m_window_info.type == WindowInfo::Type::Win32)
{
BOOL fullscreen = FALSE;
DXGI_SWAP_CHAIN_DESC desc;
if (SUCCEEDED(m_swap_chain->GetFullscreenState(&fullscreen, nullptr)) && fullscreen &&
SUCCEEDED(m_swap_chain->GetDesc(&desc)))
{
m_window_info.surface_refresh_rate = static_cast<float>(desc.BufferDesc.RefreshRate.Numerator) /
static_cast<float>(desc.BufferDesc.RefreshRate.Denominator);
}
}
return true;
}
bool D3D11SwapChain::ResizeBuffers(u32 new_width, u32 new_height, float new_scale, Error* error)
{
m_window_info.surface_scale = new_scale;
if (m_window_info.surface_width == new_width && m_window_info.surface_height == new_height)
return true;
m_swap_chain_rtv.Reset();
HRESULT hr = m_swap_chain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN,
m_using_allow_tearing ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0);
if (FAILED(hr)) [[unlikely]]
{
Error::SetHResult(error, "ResizeBuffers() failed: ", hr);
return false;
}
return CreateRTV(error);
}
bool D3D11SwapChain::SetVSyncMode(GPUVSyncMode mode, bool allow_present_throttle, Error* error)
{
m_allow_present_throttle = allow_present_throttle;
// Using mailbox-style no-allow-tearing causes tearing in exclusive fullscreen.
if (mode == GPUVSyncMode::Mailbox && IsExclusiveFullscreen())
{
WARNING_LOG("Using FIFO instead of Mailbox vsync due to exclusive fullscreen.");
mode = GPUVSyncMode::FIFO;
}
if (m_vsync_mode == mode)
return true;
const u32 old_buffer_count = GetNewBufferCount(m_vsync_mode);
const u32 new_buffer_count = GetNewBufferCount(mode);
m_vsync_mode = mode;
if (old_buffer_count == new_buffer_count)
return true;
// Buffer count change => needs recreation.
m_swap_chain_rtv.Reset();
DestroySwapChain();
return CreateSwapChain(error) && CreateRTV(error);
}
bool D3D11SwapChain::IsExclusiveFullscreen() const
{
return m_fullscreen_mode.has_value();
}
std::unique_ptr<GPUSwapChain> D3D11Device::CreateSwapChain(const WindowInfo& wi, GPUVSyncMode vsync_mode,
bool allow_present_throttle,
const ExclusiveFullscreenMode* exclusive_fullscreen_mode,
std::optional<bool> exclusive_fullscreen_control,
Error* error)
{
std::unique_ptr<D3D11SwapChain> ret;
if (wi.type != WindowInfo::Type::Win32)
{
Error::SetStringView(error, "Cannot create a swap chain on non-win32 window.");
return ret;
}
ret = std::make_unique<D3D11SwapChain>(wi, vsync_mode, allow_present_throttle, exclusive_fullscreen_mode);
if (ret->CreateSwapChain(error) && ret->CreateRTV(error))
{
// Render a frame as soon as possible to clear out whatever was previously being displayed.
m_context->ClearRenderTargetView(ret->GetRTV(), s_clear_color.data());
ret->GetSwapChain()->Present(0, ret->IsUsingAllowTearing() ? DXGI_PRESENT_ALLOW_TEARING : 0);
}
else
{
ret.reset();
}
return ret;
}
std::string D3D11Device::GetDriverInfo() const
{
std::string ret = fmt::format("{} (Shader Model {})\n", D3DCommon::GetFeatureLevelString(m_render_api_version),
D3DCommon::GetShaderModelForFeatureLevelNumber(m_render_api_version));
ComPtr<IDXGIDevice> dxgi_dev;
if (SUCCEEDED(m_device.As(&dxgi_dev)))
{
ComPtr<IDXGIAdapter> dxgi_adapter;
if (SUCCEEDED(dxgi_dev->GetAdapter(dxgi_adapter.GetAddressOf())))
{
DXGI_ADAPTER_DESC desc;
if (SUCCEEDED(dxgi_adapter->GetDesc(&desc)))
{
fmt::format_to(std::back_inserter(ret), "VID: 0x{:04X} PID: 0x{:04X}\n", desc.VendorId, desc.DeviceId);
ret += StringUtil::WideStringToUTF8String(desc.Description);
ret += "\n";
const std::string driver_version(D3DCommon::GetDriverVersionFromLUID(desc.AdapterLuid));
if (!driver_version.empty())
{
ret += "Driver Version: ";
ret += driver_version;
}
}
}
}
return ret;
}
void D3D11Device::FlushCommands()
{
m_context->Flush();
EndTimestampQuery();
TrimTexturePool();
}
void D3D11Device::WaitForGPUIdle()
{
m_context->Flush();
EndTimestampQuery();
TrimTexturePool();
}
bool D3D11Device::CreateBuffers(Error* error)
{
if (!m_vertex_buffer.Create(D3D11_BIND_VERTEX_BUFFER, VERTEX_BUFFER_SIZE, VERTEX_BUFFER_SIZE, error) ||
!m_index_buffer.Create(D3D11_BIND_INDEX_BUFFER, INDEX_BUFFER_SIZE, INDEX_BUFFER_SIZE, error) ||
!m_uniform_buffer.Create(D3D11_BIND_CONSTANT_BUFFER, MIN_UNIFORM_BUFFER_SIZE, MAX_UNIFORM_BUFFER_SIZE, error))
{
ERROR_LOG("Failed to create vertex/index/uniform buffers.");
return false;
}
// Index buffer never changes :)
m_context->IASetIndexBuffer(m_index_buffer.GetD3DBuffer(), DXGI_FORMAT_R16_UINT, 0);
return true;
}
void D3D11Device::DestroyBuffers()
{
m_uniform_buffer.Destroy();
m_vertex_buffer.Destroy();
m_index_buffer.Destroy();
}
void D3D11Device::CopyTextureRegion(GPUTexture* dst, u32 dst_x, u32 dst_y, u32 dst_layer, u32 dst_level,
GPUTexture* src, u32 src_x, u32 src_y, u32 src_layer, u32 src_level, u32 width,
u32 height)
{
DebugAssert(src_level < src->GetLevels() && src_layer < src->GetLayers());
DebugAssert((src_x + width) <= src->GetMipWidth(src_level));
DebugAssert((src_y + height) <= src->GetMipHeight(src_level));
DebugAssert(dst_level < dst->GetLevels() && dst_layer < dst->GetLayers());
DebugAssert((dst_x + width) <= dst->GetMipWidth(dst_level));
DebugAssert((dst_y + height) <= dst->GetMipHeight(dst_level));
D3D11Texture* dst11 = static_cast<D3D11Texture*>(dst);
D3D11Texture* src11 = static_cast<D3D11Texture*>(src);
if (dst11->IsRenderTargetOrDepthStencil())
{
if (src11->GetState() == GPUTexture::State::Cleared)
{
if (src11->GetWidth() == dst11->GetWidth() && src11->GetHeight() == dst11->GetHeight())
{
// pass clear through
dst11->m_state = src11->m_state;
dst11->m_clear_value = src11->m_clear_value;
return;
}
}
else if (dst_x == 0 && dst_y == 0 && width == dst11->GetMipWidth(dst_level) &&
height == dst11->GetMipHeight(dst_level))
{
m_context->DiscardView(dst11->GetRTVOrDSV());
dst11->SetState(GPUTexture::State::Dirty);
}
dst11->CommitClear(m_context.Get());
}
src11->CommitClear(m_context.Get());
s_stats.num_copies++;
const CD3D11_BOX src_box(static_cast<LONG>(src_x), static_cast<LONG>(src_y), 0, static_cast<LONG>(src_x + width),
static_cast<LONG>(src_y + height), 1);
m_context->CopySubresourceRegion(dst11->GetD3DTexture(), D3D11CalcSubresource(dst_level, dst_layer, dst->GetLevels()),
dst_x, dst_y, 0, src11->GetD3DTexture(),
D3D11CalcSubresource(src_level, src_layer, src->GetLevels()), &src_box);
}
void D3D11Device::ResolveTextureRegion(GPUTexture* dst, u32 dst_x, u32 dst_y, u32 dst_layer, u32 dst_level,
GPUTexture* src, u32 src_x, u32 src_y, u32 width, u32 height)
{
DebugAssert((src_x + width) <= src->GetWidth());
DebugAssert((src_y + height) <= src->GetHeight());
DebugAssert(src->IsMultisampled());
DebugAssert(dst_level < dst->GetLevels() && dst_layer < dst->GetLayers());
DebugAssert((dst_x + width) <= dst->GetMipWidth(dst_level));
DebugAssert((dst_y + height) <= dst->GetMipHeight(dst_level));
DebugAssert(!dst->IsMultisampled() && src->IsMultisampled());
s_stats.num_copies++;
// DX11 can't resolve partial rects.
Assert(src_x == 0 && src_y == 0 && width == src->GetWidth() && height == src->GetHeight() && dst_x == 0 &&
dst_y == 0 && width == dst->GetMipWidth(dst_level) && height == dst->GetMipHeight(dst_level));
D3D11Texture* dst11 = static_cast<D3D11Texture*>(dst);
D3D11Texture* src11 = static_cast<D3D11Texture*>(src);
src11->CommitClear(m_context.Get());
dst11->CommitClear(m_context.Get());
m_context->ResolveSubresource(dst11->GetD3DTexture(), D3D11CalcSubresource(dst_level, dst_layer, dst->GetLevels()),
src11->GetD3DTexture(), 0, dst11->GetDXGIFormat());
}
bool D3D11Device::IsRenderTargetBound(const D3D11Texture* tex) const
{
if (tex->IsRenderTarget() || tex->HasFlag(GPUTexture::Flags::AllowBindAsImage))
{
for (u32 i = 0; i < m_num_current_render_targets; i++)
{
if (m_current_render_targets[i] == tex)
return true;
}
}
return false;
}
void D3D11Device::ClearRenderTarget(GPUTexture* t, u32 c)
{
D3D11Texture* const T = static_cast<D3D11Texture*>(t);
GPUDevice::ClearRenderTarget(T, c);
if (IsRenderTargetBound(T))
T->CommitClear(m_context.Get());
}
void D3D11Device::ClearDepth(GPUTexture* t, float d)
{
D3D11Texture* const T = static_cast<D3D11Texture*>(t);
GPUDevice::ClearDepth(T, d);
if (T == m_current_depth_target)
T->CommitClear(m_context.Get());
}
void D3D11Device::InvalidateRenderTarget(GPUTexture* t)
{
D3D11Texture* const T = static_cast<D3D11Texture*>(t);
GPUDevice::InvalidateRenderTarget(T);
if (T->IsDepthStencil() ? (m_current_depth_target == T) : IsRenderTargetBound(T))
T->CommitClear(m_context.Get());
}
GPUDevice::PresentResult D3D11Device::BeginPresent(GPUSwapChain* swap_chain, u32 clear_color)
{
D3D11SwapChain* const SC = static_cast<D3D11SwapChain*>(swap_chain);
// Check if we lost exclusive fullscreen. If so, notify the host, so it can switch to windowed mode.
// This might get called repeatedly if it takes a while to switch back, that's the host's problem.
BOOL is_fullscreen;
if (SC->IsExclusiveFullscreen() &&
(FAILED(SC->GetSwapChain()->GetFullscreenState(&is_fullscreen, nullptr)) || !is_fullscreen))
{
TrimTexturePool();
return PresentResult::ExclusiveFullscreenLost;
}
// The time here seems to include the time for the buffer to become available.
// This blows our our GPU usage number considerably, so read the timestamp before the final blit
// in this configuration. It does reduce accuracy a little, but better than seeing 100% all of
// the time, when it's more like a couple of percent.
if (SC == m_main_swap_chain.get() && m_gpu_timing_enabled)
{
PopTimestampQuery();
EndTimestampQuery();
}
m_context->ClearRenderTargetView(SC->GetRTV(), GSVector4::unorm8(clear_color).F32);
// Ugh, have to clear out any UAV bindings...
if (m_current_render_pass_flags & GPUPipeline::BindRenderTargetsAsImages && !m_current_compute_shader)
m_context->OMSetRenderTargetsAndUnorderedAccessViews(1, SC->GetRTVArray(), nullptr, 0, 0, nullptr, nullptr);
else
m_context->OMSetRenderTargets(1, SC->GetRTVArray(), nullptr);
if (m_current_compute_shader)
UnbindComputePipeline();
s_stats.num_render_passes++;
m_num_current_render_targets = 0;
m_current_render_pass_flags = GPUPipeline::NoRenderPassFlags;
std::memset(m_current_render_targets.data(), 0, sizeof(m_current_render_targets));
m_current_depth_target = nullptr;
return PresentResult::OK;
}
void D3D11Device::EndPresent(GPUSwapChain* swap_chain, bool explicit_present, u64 present_time)
{
D3D11SwapChain* const SC = static_cast<D3D11SwapChain*>(swap_chain);
DebugAssert(!explicit_present && present_time == 0);
DebugAssert(m_num_current_render_targets == 0 && !m_current_depth_target);
const UINT sync_interval = static_cast<UINT>(SC->GetVSyncMode() == GPUVSyncMode::FIFO);
const UINT flags =
(SC->GetVSyncMode() == GPUVSyncMode::Disabled && SC->IsUsingAllowTearing()) ? DXGI_PRESENT_ALLOW_TEARING : 0;
SC->GetSwapChain()->Present(sync_interval, flags);
if (m_gpu_timing_enabled)
StartTimestampQuery();
TrimTexturePool();
}
void D3D11Device::SubmitPresent(GPUSwapChain* swap_chain)
{
Panic("Not supported by this API.");
}
bool D3D11Device::CreateTimestampQueries()
{
for (u32 i = 0; i < NUM_TIMESTAMP_QUERIES; i++)
{
for (u32 j = 0; j < 3; j++)
{
const CD3D11_QUERY_DESC qdesc((j == 0) ? D3D11_QUERY_TIMESTAMP_DISJOINT : D3D11_QUERY_TIMESTAMP);
const HRESULT hr = m_device->CreateQuery(&qdesc, m_timestamp_queries[i][j].ReleaseAndGetAddressOf());
if (FAILED(hr))
{
m_timestamp_queries = {};
return false;
}
}
}
StartTimestampQuery();
return true;
}
void D3D11Device::DestroyTimestampQueries()
{
if (!m_timestamp_queries[0][0])
return;
if (m_timestamp_query_started)
m_context->End(m_timestamp_queries[m_write_timestamp_query][1].Get());
m_timestamp_queries = {};
m_read_timestamp_query = 0;
m_write_timestamp_query = 0;
m_waiting_timestamp_queries = 0;
m_timestamp_query_started = 0;
}
void D3D11Device::PopTimestampQuery()
{
while (m_waiting_timestamp_queries > 0)
{
D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjoint;
const HRESULT disjoint_hr = m_context->GetData(m_timestamp_queries[m_read_timestamp_query][0].Get(), &disjoint,
sizeof(disjoint), D3D11_ASYNC_GETDATA_DONOTFLUSH);
if (disjoint_hr != S_OK)
break;
if (disjoint.Disjoint)
{
VERBOSE_LOG("GPU timing disjoint, resetting.");
m_read_timestamp_query = 0;
m_write_timestamp_query = 0;
m_waiting_timestamp_queries = 0;
m_timestamp_query_started = 0;
}
else
{
u64 start = 0, end = 0;
const HRESULT start_hr = m_context->GetData(m_timestamp_queries[m_read_timestamp_query][1].Get(), &start,
sizeof(start), D3D11_ASYNC_GETDATA_DONOTFLUSH);
const HRESULT end_hr = m_context->GetData(m_timestamp_queries[m_read_timestamp_query][2].Get(), &end, sizeof(end),
D3D11_ASYNC_GETDATA_DONOTFLUSH);
if (start_hr == S_OK && end_hr == S_OK)
{
const float delta =
static_cast<float>(static_cast<double>(end - start) / (static_cast<double>(disjoint.Frequency) / 1000.0));
m_accumulated_gpu_time += delta;
m_read_timestamp_query = (m_read_timestamp_query + 1) % NUM_TIMESTAMP_QUERIES;
m_waiting_timestamp_queries--;
}
else
{
// Data not ready yet.
break;
}
}
}
}
void D3D11Device::EndTimestampQuery()
{
if (m_timestamp_query_started)
{
m_context->End(m_timestamp_queries[m_write_timestamp_query][2].Get());
m_context->End(m_timestamp_queries[m_write_timestamp_query][0].Get());
m_write_timestamp_query = (m_write_timestamp_query + 1) % NUM_TIMESTAMP_QUERIES;
m_timestamp_query_started = false;
m_waiting_timestamp_queries++;
}
}
void D3D11Device::StartTimestampQuery()
{
if (m_timestamp_query_started || !m_timestamp_queries[0][0] || m_waiting_timestamp_queries == NUM_TIMESTAMP_QUERIES)
return;
m_context->Begin(m_timestamp_queries[m_write_timestamp_query][0].Get());
m_context->End(m_timestamp_queries[m_write_timestamp_query][1].Get());
m_timestamp_query_started = true;
}
bool D3D11Device::SetGPUTimingEnabled(bool enabled)
{
if (m_gpu_timing_enabled == enabled)
return true;
m_gpu_timing_enabled = enabled;
if (m_gpu_timing_enabled)
{
if (!CreateTimestampQueries())
return false;
StartTimestampQuery();
return true;
}
else
{
DestroyTimestampQueries();
return true;
}
}
float D3D11Device::GetAndResetAccumulatedGPUTime()
{
const float value = m_accumulated_gpu_time;
m_accumulated_gpu_time = 0.0f;
return value;
}
#ifdef ENABLE_GPU_OBJECT_NAMES
void D3D11Device::PushDebugGroup(const char* name)
{
if (!m_annotation)
return;
m_annotation->BeginEvent(StringUtil::UTF8StringToWideString(name).c_str());
}
void D3D11Device::PopDebugGroup()
{
if (!m_annotation)
return;
m_annotation->EndEvent();
}
void D3D11Device::InsertDebugMessage(const char* msg)
{
if (!m_annotation)
return;
m_annotation->SetMarker(StringUtil::UTF8StringToWideString(msg).c_str());
}
#endif
void D3D11Device::MapVertexBuffer(u32 vertex_size, u32 vertex_count, void** map_ptr, u32* map_space,
u32* map_base_vertex)
{
const auto res = m_vertex_buffer.Map(m_context.Get(), vertex_size, vertex_size * vertex_count);
*map_ptr = res.pointer;
*map_space = res.space_aligned;
*map_base_vertex = res.index_aligned;
}
void D3D11Device::UnmapVertexBuffer(u32 vertex_size, u32 vertex_count)
{
const u32 upload_size = vertex_size * vertex_count;
s_stats.buffer_streamed += upload_size;
m_vertex_buffer.Unmap(m_context.Get(), upload_size);
}
void D3D11Device::MapIndexBuffer(u32 index_count, DrawIndex** map_ptr, u32* map_space, u32* map_base_index)
{
const auto res = m_index_buffer.Map(m_context.Get(), sizeof(DrawIndex), sizeof(DrawIndex) * index_count);
*map_ptr = static_cast<DrawIndex*>(res.pointer);
*map_space = res.space_aligned;
*map_base_index = res.index_aligned;
}
void D3D11Device::UnmapIndexBuffer(u32 used_index_count)
{
s_stats.buffer_streamed += sizeof(DrawIndex) * used_index_count;
m_index_buffer.Unmap(m_context.Get(), sizeof(DrawIndex) * used_index_count);
}
void D3D11Device::PushUniformBuffer(const void* data, u32 data_size)
{
const u32 req_align =
m_uniform_buffer.IsUsingMapNoOverwrite() ? UNIFORM_BUFFER_ALIGNMENT : UNIFORM_BUFFER_ALIGNMENT_DISCARD;
const u32 req_size = Common::AlignUpPow2(data_size, req_align);
const auto res = m_uniform_buffer.Map(m_context.Get(), req_align, req_size);
std::memcpy(res.pointer, data, data_size);
m_uniform_buffer.Unmap(m_context.Get(), req_size);
s_stats.buffer_streamed += data_size;
BindUniformBuffer(res.index_aligned * UNIFORM_BUFFER_ALIGNMENT, req_size);
}
void* D3D11Device::MapUniformBuffer(u32 size)
{
const u32 req_align =
m_uniform_buffer.IsUsingMapNoOverwrite() ? UNIFORM_BUFFER_ALIGNMENT : UNIFORM_BUFFER_ALIGNMENT_DISCARD;
const u32 req_size = Common::AlignUpPow2(size, req_align);
const auto res = m_uniform_buffer.Map(m_context.Get(), req_align, req_size);
return res.pointer;
}
void D3D11Device::UnmapUniformBuffer(u32 size)
{
const u32 pos = m_uniform_buffer.GetPosition();
const u32 req_align =
m_uniform_buffer.IsUsingMapNoOverwrite() ? UNIFORM_BUFFER_ALIGNMENT : UNIFORM_BUFFER_ALIGNMENT_DISCARD;
const u32 req_size = Common::AlignUpPow2(size, req_align);
m_uniform_buffer.Unmap(m_context.Get(), req_size);
s_stats.buffer_streamed += size;
BindUniformBuffer(pos, req_size);
}
void D3D11Device::BindUniformBuffer(u32 offset, u32 size)
{
if (m_uniform_buffer.IsUsingMapNoOverwrite())
{
const UINT first_constant = offset / 16u;
const UINT num_constants = size / 16u;
if (m_current_compute_shader)
{
m_context->CSSetConstantBuffers1(0, 1, m_uniform_buffer.GetD3DBufferArray(), &first_constant, &num_constants);
}
else
{
m_context->VSSetConstantBuffers1(0, 1, m_uniform_buffer.GetD3DBufferArray(), &first_constant, &num_constants);
m_context->PSSetConstantBuffers1(0, 1, m_uniform_buffer.GetD3DBufferArray(), &first_constant, &num_constants);
}
}
else
{
DebugAssert(offset == 0);
if (m_current_compute_shader)
{
m_context->CSSetConstantBuffers(0, 1, m_uniform_buffer.GetD3DBufferArray());
}
else
{
m_context->VSSetConstantBuffers(0, 1, m_uniform_buffer.GetD3DBufferArray());
m_context->PSSetConstantBuffers(0, 1, m_uniform_buffer.GetD3DBufferArray());
}
}
}
void D3D11Device::SetRenderTargets(GPUTexture* const* rts, u32 num_rts, GPUTexture* ds,
GPUPipeline::RenderPassFlag flags)
{
DebugAssert(
!(flags & (GPUPipeline::RenderPassFlag::ColorFeedbackLoop | GPUPipeline::RenderPassFlag::SampleDepthBuffer)));
// Make sure DSV isn't bound.
D3D11Texture* DS = static_cast<D3D11Texture*>(ds);
if (DS)
DS->CommitClear(m_context.Get());
bool changed =
(m_num_current_render_targets != num_rts || m_current_depth_target != DS || m_current_render_pass_flags != flags);
m_current_render_pass_flags = flags;
m_current_depth_target = DS;
if (ds)
{
const ID3D11ShaderResourceView* srv = static_cast<D3D11Texture*>(ds)->GetD3DSRV();
for (u32 i = 0; i < MAX_TEXTURE_SAMPLERS; i++)
{
if (m_current_textures[i] && m_current_textures[i] == srv)
{
m_current_textures[i] = nullptr;
m_context->PSSetShaderResources(i, 1, &m_current_textures[i]);
}
}
}
for (u32 i = 0; i < num_rts; i++)
{
D3D11Texture* const RT = static_cast<D3D11Texture*>(rts[i]);
changed |= m_current_render_targets[i] != RT;
m_current_render_targets[i] = RT;
RT->CommitClear(m_context.Get());
const ID3D11ShaderResourceView* srv = RT->GetD3DSRV();
for (u32 j = 0; j < MAX_TEXTURE_SAMPLERS; j++)
{
if (m_current_textures[j] && m_current_textures[j] == srv)
{
m_current_textures[j] = nullptr;
m_context->PSSetShaderResources(j, 1, &m_current_textures[j]);
}
}
}
for (u32 i = num_rts; i < m_num_current_render_targets; i++)
m_current_render_targets[i] = nullptr;
m_num_current_render_targets = num_rts;
if (!changed)
return;
s_stats.num_render_passes++;
if (m_current_render_pass_flags & GPUPipeline::BindRenderTargetsAsImages)
{
std::array<ID3D11UnorderedAccessView*, MAX_RENDER_TARGETS> uavs;
for (u32 i = 0; i < m_num_current_render_targets; i++)
uavs[i] = m_current_render_targets[i]->GetD3DUAV();
if (!m_current_compute_shader)
{
m_context->OMSetRenderTargetsAndUnorderedAccessViews(
0, nullptr, m_current_depth_target ? m_current_depth_target->GetD3DDSV() : nullptr, 0,
m_num_current_render_targets, uavs.data(), nullptr);
}
else
{
m_context->CSSetUnorderedAccessViews(0, m_num_current_render_targets, uavs.data(), nullptr);
}
}
else
{
std::array<ID3D11RenderTargetView*, MAX_RENDER_TARGETS> rtvs;
for (u32 i = 0; i < m_num_current_render_targets; i++)
rtvs[i] = m_current_render_targets[i]->GetD3DRTV();
m_context->OMSetRenderTargets(m_num_current_render_targets,
(m_num_current_render_targets > 0) ? rtvs.data() : nullptr,
m_current_depth_target ? m_current_depth_target->GetD3DDSV() : nullptr);
}
}
void D3D11Device::SetTextureSampler(u32 slot, GPUTexture* texture, GPUSampler* sampler)
{
ID3D11ShaderResourceView* T;
if (texture)
{
static_cast<D3D11Texture*>(texture)->CommitClear(m_context.Get());
T = static_cast<D3D11Texture*>(texture)->GetD3DSRV();
}
else
{
T = nullptr;
}
ID3D11SamplerState* S = sampler ? static_cast<D3D11Sampler*>(sampler)->GetSamplerState() : nullptr;
// Runtime will null these if we don't...
DebugAssert(!texture ||
!((texture->IsRenderTarget() || texture->HasFlag(GPUTexture::Flags::AllowBindAsImage)) &&
IsRenderTargetBound(static_cast<D3D11Texture*>(texture))) ||
!(texture->IsDepthStencil() &&
(!m_current_depth_target || m_current_depth_target != static_cast<D3D11Texture*>(texture))));
if (m_current_textures[slot] != T)
{
m_current_textures[slot] = T;
m_context->PSSetShaderResources(slot, 1, &T);
if (m_current_compute_shader)
m_context->CSSetShaderResources(slot, 1, &T);
}
if (m_current_samplers[slot] != S)
{
m_current_samplers[slot] = S;
m_context->PSSetSamplers(slot, 1, &S);
if (m_current_compute_shader)
m_context->CSSetSamplers(slot, 1, &S);
}
}
void D3D11Device::SetTextureBuffer(u32 slot, GPUTextureBuffer* buffer)
{
ID3D11ShaderResourceView* B = buffer ? static_cast<D3D11TextureBuffer*>(buffer)->GetSRV() : nullptr;
if (m_current_textures[slot] != B)
{
m_current_textures[slot] = B;
// Compute doesn't support texture buffers, yet...
m_context->PSSetShaderResources(slot, 1, &B);
}
}
void D3D11Device::UnbindTexture(D3D11Texture* tex)
{
if (const ID3D11ShaderResourceView* srv = tex->GetD3DSRV(); srv)
{
for (u32 i = 0; i < MAX_TEXTURE_SAMPLERS; i++)
{
if (m_current_textures[i] == srv)
{
m_current_textures[i] = nullptr;
m_context->PSSetShaderResources(i, 1, &m_current_textures[i]);
}
}
}
if (tex->IsRenderTarget() || tex->HasFlag(GPUTexture::Flags::AllowBindAsImage))
{
for (u32 i = 0; i < m_num_current_render_targets; i++)
{
if (m_current_render_targets[i] == tex)
{
DEV_LOG("Unbinding current RT");
SetRenderTargets(nullptr, 0, m_current_depth_target);
break;
}
}
}
else if (tex->IsDepthStencil() && m_current_depth_target == tex)
{
DEV_LOG("Unbinding current DS");
SetRenderTargets(nullptr, 0, nullptr);
}
}
void D3D11Device::SetViewport(const GSVector4i rc)
{
const CD3D11_VIEWPORT vp(static_cast<float>(rc.left), static_cast<float>(rc.top), static_cast<float>(rc.width()),
static_cast<float>(rc.height()), 0.0f, 1.0f);
m_context->RSSetViewports(1, &vp);
}
void D3D11Device::SetScissor(const GSVector4i rc)
{
alignas(16) D3D11_RECT drc;
GSVector4i::store<true>(&drc, rc);
m_context->RSSetScissorRects(1, &drc);
}
void D3D11Device::Draw(u32 vertex_count, u32 base_vertex)
{
DebugAssert(!m_vertex_buffer.IsMapped() && !m_index_buffer.IsMapped() && !m_current_compute_shader);
s_stats.num_draws++;
m_context->Draw(vertex_count, base_vertex);
}
void D3D11Device::DrawIndexed(u32 index_count, u32 base_index, u32 base_vertex)
{
DebugAssert(!m_vertex_buffer.IsMapped() && !m_index_buffer.IsMapped() && !m_current_compute_shader);
s_stats.num_draws++;
m_context->DrawIndexed(index_count, base_index, base_vertex);
}
void D3D11Device::DrawIndexedWithBarrier(u32 index_count, u32 base_index, u32 base_vertex, DrawBarrier type)
{
Panic("Barriers are not supported");
}
void D3D11Device::Dispatch(u32 threads_x, u32 threads_y, u32 threads_z, u32 group_size_x, u32 group_size_y,
u32 group_size_z)
{
DebugAssert(m_current_compute_shader);
s_stats.num_draws++;
const u32 groups_x = threads_x / group_size_x;
const u32 groups_y = threads_y / group_size_y;
const u32 groups_z = threads_z / group_size_z;
m_context->Dispatch(groups_x, groups_y, groups_z);
}