// Copyright 2019 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/D3D12/DXContext.h" #include #include #include #include #include #include "Common/Assert.h" #include "Common/DynamicLibrary.h" #include "Common/StringUtil.h" #include "VideoBackends/D3D12/Common.h" #include "VideoBackends/D3D12/DescriptorHeapManager.h" #include "VideoBackends/D3D12/StreamBuffer.h" #include "VideoCommon/VideoConfig.h" namespace DX12 { std::unique_ptr g_dx_context; // Private D3D12 state static Common::DynamicLibrary s_d3d12_library; static PFN_D3D12_CREATE_DEVICE s_d3d12_create_device; static PFN_D3D12_GET_DEBUG_INTERFACE s_d3d12_get_debug_interface; static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE s_d3d12_serialize_root_signature; DXContext::DXContext() = default; DXContext::~DXContext() { if (m_fence_event) CloseHandle(m_fence_event); } std::vector DXContext::GetAAModes(u32 adapter_index) { // Use a temporary device if we aren't booting. Common::DynamicLibrary temp_lib; ComPtr temp_device = g_dx_context ? g_dx_context->m_device : nullptr; if (!temp_device) { ComPtr temp_dxgi_factory = D3DCommon::CreateDXGIFactory(false); if (!temp_dxgi_factory) return {}; ComPtr adapter; temp_dxgi_factory->EnumAdapters(adapter_index, &adapter); PFN_D3D12_CREATE_DEVICE d3d12_create_device; if (!temp_lib.Open("d3d12.dll") || !temp_lib.GetSymbol("D3D12CreateDevice", &d3d12_create_device)) { return {}; } HRESULT hr = d3d12_create_device(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&temp_device)); if (!SUCCEEDED(hr)) return {}; } std::vector aa_modes; for (u32 samples = 1; samples < D3D12_MAX_MULTISAMPLE_SAMPLE_COUNT; ++samples) { D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS multisample_quality_levels = {}; multisample_quality_levels.Format = DXGI_FORMAT_R8G8B8A8_UNORM; multisample_quality_levels.SampleCount = samples; temp_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &multisample_quality_levels, sizeof(multisample_quality_levels)); if (multisample_quality_levels.NumQualityLevels > 0) aa_modes.push_back(samples); } return aa_modes; } bool DXContext::SupportsTextureFormat(DXGI_FORMAT format) { constexpr u32 required = D3D12_FORMAT_SUPPORT1_TEXTURE2D | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE; D3D12_FEATURE_DATA_FORMAT_SUPPORT support = {format}; return SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &support, sizeof(support))) && (support.Support1 & required) == required; } bool DXContext::Create(u32 adapter_index, bool enable_debug_layer) { ASSERT(!g_dx_context); if (!s_d3d12_library.Open("d3d12.dll") || !s_d3d12_library.GetSymbol("D3D12CreateDevice", &s_d3d12_create_device) || !s_d3d12_library.GetSymbol("D3D12GetDebugInterface", &s_d3d12_get_debug_interface) || !s_d3d12_library.GetSymbol("D3D12SerializeRootSignature", &s_d3d12_serialize_root_signature)) { PanicAlertT("d3d12.dll could not be loaded."); s_d3d12_library.Close(); return false; } if (!D3DCommon::LoadLibraries()) { s_d3d12_library.Close(); return false; } g_dx_context.reset(new DXContext()); if (!g_dx_context->CreateDXGIFactory(enable_debug_layer) || !g_dx_context->CreateDevice(adapter_index, enable_debug_layer) || !g_dx_context->CreateCommandQueue() || !g_dx_context->CreateFence()) { Destroy(); return false; } return true; } bool DXContext::CreateGlobalResources() { return g_dx_context->CreateDescriptorHeaps() && g_dx_context->CreateRootSignatures() && g_dx_context->CreateTextureUploadBuffer() && g_dx_context->CreateCommandLists(); } void DXContext::Destroy() { if (g_dx_context) g_dx_context.reset(); s_d3d12_serialize_root_signature = nullptr; s_d3d12_get_debug_interface = nullptr; s_d3d12_create_device = nullptr; s_d3d12_library.Close(); D3DCommon::UnloadLibraries(); } bool DXContext::CreateDXGIFactory(bool enable_debug_layer) { m_dxgi_factory = D3DCommon::CreateDXGIFactory(enable_debug_layer); return m_dxgi_factory != nullptr; } bool DXContext::CreateDevice(u32 adapter_index, bool enable_debug_layer) { ComPtr adapter; HRESULT hr = m_dxgi_factory->EnumAdapters(adapter_index, &adapter); if (FAILED(hr)) { ERROR_LOG_FMT(VIDEO, "Adapter {} not found, using default", adapter_index); adapter = nullptr; } // Enabling the debug layer will fail if the Graphics Tools feature is not installed. if (enable_debug_layer) { hr = s_d3d12_get_debug_interface(IID_PPV_ARGS(&m_debug_interface)); if (SUCCEEDED(hr)) { m_debug_interface->EnableDebugLayer(); } else { ERROR_LOG_FMT(VIDEO, "Debug layer requested but not available."); enable_debug_layer = false; } } // Create the actual device. hr = s_d3d12_create_device(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device)); CHECK(SUCCEEDED(hr), "Create D3D12 device"); if (FAILED(hr)) return false; if (enable_debug_layer) { ComPtr info_queue; if (SUCCEEDED(m_device.As(&info_queue))) { info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE); info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE); D3D12_INFO_QUEUE_FILTER filter = {}; std::array id_list{ D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE, D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_MISMATCHINGCLEARVALUE, D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_RENDERTARGETVIEW_NOT_SET, D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_TYPE_MISMATCH, D3D12_MESSAGE_ID_DRAW_EMPTY_SCISSOR_RECTANGLE, }; filter.DenyList.NumIDs = static_cast(id_list.size()); filter.DenyList.pIDList = id_list.data(); info_queue->PushStorageFilter(&filter); } } return true; } bool DXContext::CreateCommandQueue() { const D3D12_COMMAND_QUEUE_DESC queue_desc = {D3D12_COMMAND_LIST_TYPE_DIRECT, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL, D3D12_COMMAND_QUEUE_FLAG_NONE}; HRESULT hr = m_device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&m_command_queue)); CHECK(SUCCEEDED(hr), "Create command queue"); return SUCCEEDED(hr); } bool DXContext::CreateFence() { HRESULT hr = m_device->CreateFence(m_completed_fence_value, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence)); CHECK(SUCCEEDED(hr), "Create fence"); if (FAILED(hr)) return false; m_fence_event = CreateEvent(nullptr, FALSE, FALSE, nullptr); CHECK(m_fence_event != NULL, "Create fence event"); if (!m_fence_event) return false; return true; } bool DXContext::CreateDescriptorHeaps() { static constexpr size_t MAX_SRVS = 16384; static constexpr size_t MAX_RTVS = 8192; static constexpr size_t MAX_DSVS = 128; static constexpr size_t MAX_SAMPLERS = 16384; if (!m_descriptor_heap_manager.Create(m_device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_SRVS) || !m_rtv_heap_manager.Create(m_device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_RTV, MAX_RTVS) || !m_dsv_heap_manager.Create(m_device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_DSV, MAX_DSVS) || !m_sampler_heap_manager.Create(m_device.Get(), MAX_SAMPLERS)) { return false; } m_gpu_descriptor_heaps[1] = m_sampler_heap_manager.GetDescriptorHeap(); // Allocate null SRV descriptor for unbound textures. constexpr D3D12_SHADER_RESOURCE_VIEW_DESC null_srv_desc = { DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_SRV_DIMENSION_TEXTURE2D, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING}; if (!m_descriptor_heap_manager.Allocate(&m_null_srv_descriptor)) { PanicAlert("Failed to allocate null descriptor"); return false; } m_device->CreateShaderResourceView(nullptr, &null_srv_desc, m_null_srv_descriptor.cpu_handle); return true; } static void SetRootParamCBV(D3D12_ROOT_PARAMETER* rp, u32 shader_reg, D3D12_SHADER_VISIBILITY visibility) { rp->ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; rp->Descriptor.ShaderRegister = shader_reg; rp->Descriptor.RegisterSpace = 0; rp->ShaderVisibility = visibility; } static void SetRootParamTable(D3D12_ROOT_PARAMETER* rp, D3D12_DESCRIPTOR_RANGE* dr, D3D12_DESCRIPTOR_RANGE_TYPE rt, u32 start_shader_reg, u32 num_shader_regs, D3D12_SHADER_VISIBILITY visibility) { dr->RangeType = rt; dr->NumDescriptors = num_shader_regs; dr->BaseShaderRegister = start_shader_reg; dr->RegisterSpace = 0; dr->OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; rp->ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; rp->DescriptorTable.pDescriptorRanges = dr; rp->DescriptorTable.NumDescriptorRanges = 1; rp->ShaderVisibility = visibility; } static bool BuildRootSignature(ID3D12Device* device, ID3D12RootSignature** sig_ptr, const D3D12_ROOT_PARAMETER* params, u32 num_params) { D3D12_ROOT_SIGNATURE_DESC desc = {}; desc.pParameters = params; desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS; desc.NumParameters = num_params; ComPtr root_signature_blob; ComPtr root_signature_error_blob; HRESULT hr = s_d3d12_serialize_root_signature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &root_signature_blob, &root_signature_error_blob); if (FAILED(hr)) { PanicAlert("Failed to serialize root signature: %s", static_cast(root_signature_error_blob->GetBufferPointer())); return false; } hr = device->CreateRootSignature(0, root_signature_blob->GetBufferPointer(), root_signature_blob->GetBufferSize(), IID_PPV_ARGS(sig_ptr)); CHECK(SUCCEEDED(hr), "Create root signature"); return true; } bool DXContext::CreateRootSignatures() { return CreateGXRootSignature() && CreateUtilityRootSignature() && CreateComputeRootSignature(); } bool DXContext::CreateGXRootSignature() { // GX: // - 3 constant buffers (bindings 0-2), 0/1 visible in PS, 1 visible in VS, 2 visible in GS. // - 8 textures (visible in PS). // - 8 samplers (visible in PS). // - 1 UAV (visible in PS). std::array params; std::array ranges; u32 param_count = 0; SetRootParamCBV(¶ms[param_count], 0, D3D12_SHADER_VISIBILITY_PIXEL); param_count++; SetRootParamTable(¶ms[param_count], &ranges[param_count], D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 8, D3D12_SHADER_VISIBILITY_PIXEL); param_count++; SetRootParamTable(¶ms[param_count], &ranges[param_count], D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 0, 8, D3D12_SHADER_VISIBILITY_PIXEL); param_count++; SetRootParamCBV(¶ms[param_count], 0, D3D12_SHADER_VISIBILITY_VERTEX); param_count++; SetRootParamCBV(¶ms[param_count], 0, D3D12_SHADER_VISIBILITY_GEOMETRY); param_count++; // Since these must be contiguous, pixel lighting goes to bbox if not enabled. if (g_ActiveConfig.bBBoxEnable) { SetRootParamTable(¶ms[param_count], &ranges[param_count], D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 2, 1, D3D12_SHADER_VISIBILITY_PIXEL); param_count++; } if (g_ActiveConfig.bEnablePixelLighting) { SetRootParamCBV(¶ms[param_count], 1, D3D12_SHADER_VISIBILITY_PIXEL); param_count++; } return BuildRootSignature(m_device.Get(), &m_gx_root_signature, params.data(), param_count); } bool DXContext::CreateUtilityRootSignature() { // Utility: // - 1 constant buffer (binding 0, visible in VS/PS). // - 8 textures (visible in PS). // - 8 samplers (visible in PS). std::array params; std::array ranges; SetRootParamCBV(¶ms[ROOT_PARAMETER_PS_CBV], 0, D3D12_SHADER_VISIBILITY_ALL); SetRootParamTable(¶ms[ROOT_PARAMETER_PS_SRV], &ranges[ROOT_PARAMETER_PS_SRV], D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 8, D3D12_SHADER_VISIBILITY_PIXEL); SetRootParamTable(¶ms[ROOT_PARAMETER_PS_SAMPLERS], &ranges[ROOT_PARAMETER_PS_SAMPLERS], D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 0, 8, D3D12_SHADER_VISIBILITY_PIXEL); return BuildRootSignature(m_device.Get(), &m_utility_root_signature, params.data(), 3); } bool DXContext::CreateComputeRootSignature() { // Compute: // - 1 constant buffer (binding 0). // - 8 textures. // - 8 samplers. // - 1 UAV. std::array params; std::array ranges; SetRootParamCBV(¶ms[CS_ROOT_PARAMETER_CBV], 0, D3D12_SHADER_VISIBILITY_ALL); SetRootParamTable(¶ms[CS_ROOT_PARAMETER_SRV], &ranges[CS_ROOT_PARAMETER_CBV], D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 8, D3D12_SHADER_VISIBILITY_ALL); SetRootParamTable(¶ms[CS_ROOT_PARAMETER_SAMPLERS], &ranges[CS_ROOT_PARAMETER_SAMPLERS], D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 0, 8, D3D12_SHADER_VISIBILITY_ALL); SetRootParamTable(¶ms[CS_ROOT_PARAMETER_UAV], &ranges[CS_ROOT_PARAMETER_UAV], D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 1, D3D12_SHADER_VISIBILITY_ALL); return BuildRootSignature(m_device.Get(), &m_compute_root_signature, params.data(), 4); } bool DXContext::CreateTextureUploadBuffer() { if (!m_texture_upload_buffer.AllocateBuffer(TEXTURE_UPLOAD_BUFFER_SIZE)) { PanicAlert("Failed to create texture upload buffer"); return false; } return true; } bool DXContext::CreateCommandLists() { static constexpr size_t MAX_DRAWS_PER_FRAME = 8192; static constexpr size_t TEMPORARY_SLOTS = MAX_DRAWS_PER_FRAME * 8; for (u32 i = 0; i < NUM_COMMAND_LISTS; i++) { CommandListResources& res = m_command_lists[i]; HRESULT hr = m_device->CreateCommandAllocator( D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(res.command_allocator.GetAddressOf())); CHECK(SUCCEEDED(hr), "Create command allocator"); if (FAILED(hr)) return false; hr = m_device->CreateCommandList(1, D3D12_COMMAND_LIST_TYPE_DIRECT, res.command_allocator.Get(), nullptr, IID_PPV_ARGS(res.command_list.GetAddressOf())); if (FAILED(hr)) { PanicAlert("Failed to create command list."); return false; } // Close the command list, since the first thing we do is reset them. hr = res.command_list->Close(); CHECK(SUCCEEDED(hr), "Closing new command list failed"); if (FAILED(hr)) return false; if (!res.descriptor_allocator.Create(m_device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, TEMPORARY_SLOTS) || !res.sampler_allocator.Create(m_device.Get())) { return false; } } MoveToNextCommandList(); return true; } void DXContext::MoveToNextCommandList() { m_current_command_list = (m_current_command_list + 1) % NUM_COMMAND_LISTS; m_current_fence_value++; // We may have to wait if this command list hasn't finished on the GPU. CommandListResources& res = m_command_lists[m_current_command_list]; WaitForFence(res.ready_fence_value); // Begin command list. res.command_allocator->Reset(); res.command_list->Reset(res.command_allocator.Get(), nullptr); res.descriptor_allocator.Reset(); if (res.sampler_allocator.ShouldReset()) res.sampler_allocator.Reset(); m_gpu_descriptor_heaps[0] = res.descriptor_allocator.GetDescriptorHeap(); m_gpu_descriptor_heaps[1] = res.sampler_allocator.GetDescriptorHeap(); res.ready_fence_value = m_current_fence_value; } void DXContext::ExecuteCommandList(bool wait_for_completion) { CommandListResources& res = m_command_lists[m_current_command_list]; // Close and queue command list. HRESULT hr = res.command_list->Close(); CHECK(SUCCEEDED(hr), "Close command list"); const std::array execute_lists{res.command_list.Get()}; m_command_queue->ExecuteCommandLists(static_cast(execute_lists.size()), execute_lists.data()); // Update fence when GPU has completed. hr = m_command_queue->Signal(m_fence.Get(), m_current_fence_value); CHECK(SUCCEEDED(hr), "Signal fence"); MoveToNextCommandList(); if (wait_for_completion) WaitForFence(res.ready_fence_value); } void DXContext::DeferResourceDestruction(ID3D12Resource* resource) { resource->AddRef(); m_command_lists[m_current_command_list].pending_resources.push_back(resource); } void DXContext::DeferDescriptorDestruction(DescriptorHeapManager& manager, u32 index) { m_command_lists[m_current_command_list].pending_descriptors.emplace_back(manager, index); } void DXContext::ResetSamplerAllocators() { for (CommandListResources& res : m_command_lists) res.sampler_allocator.Reset(); } void DXContext::RecreateGXRootSignature() { m_gx_root_signature.Reset(); if (!CreateGXRootSignature()) PanicAlert("Failed to re-create GX root signature."); } void DXContext::DestroyPendingResources(CommandListResources& cmdlist) { for (const auto& dd : cmdlist.pending_descriptors) dd.first.Free(dd.second); cmdlist.pending_descriptors.clear(); for (ID3D12Resource* res : cmdlist.pending_resources) res->Release(); cmdlist.pending_resources.clear(); } void DXContext::WaitForFence(u64 fence) { if (m_completed_fence_value >= fence) return; // Try non-blocking check. m_completed_fence_value = m_fence->GetCompletedValue(); if (m_completed_fence_value < fence) { // Fall back to event. HRESULT hr = m_fence->SetEventOnCompletion(fence, m_fence_event); CHECK(SUCCEEDED(hr), "Set fence event on completion"); WaitForSingleObject(m_fence_event, INFINITE); m_completed_fence_value = m_fence->GetCompletedValue(); } // Release resources for as many command lists which have completed. u32 index = (m_current_command_list + 1) % NUM_COMMAND_LISTS; for (u32 i = 0; i < NUM_COMMAND_LISTS; i++) { CommandListResources& res = m_command_lists[index]; if (m_completed_fence_value < res.ready_fence_value) break; DestroyPendingResources(res); index = (index + 1) % NUM_COMMAND_LISTS; } } } // namespace DX12