mesa/src/gallium/drivers/d3d12/d3d12_context.cpp
Erik Faye-Lund 2ea15cd661 d3d12: introduce d3d12 gallium driver
This driver will allow running OpenGL and OpenCL on top of Gallium
for any hardware supporting Microsoft's Direct3D 12 on Windows 10.

This is the combination of a lot of commits from our development branch,
containing code from several authors.

Co-authored-by: Bill Kristiansen <billkris@microsoft.com>
Co-authored-by: Gert Wollny <gert.wollny@collabora.com>
Co-authored-by: Jesse Natalie <jenatali@microsoft.com>
Co-authored-by: Louis-Francis Ratté-Boulianne <lfrb@collabora.com>
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7477>
2020-11-10 15:37:07 +00:00

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/*
* Copyright © Microsoft Corporation
*
* 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 (including the next
* paragraph) 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_blit.h"
#include "d3d12_context.h"
#include "d3d12_compiler.h"
#include "d3d12_debug.h"
#include "d3d12_fence.h"
#include "d3d12_format.h"
#include "d3d12_query.h"
#include "d3d12_resource.h"
#include "d3d12_root_signature.h"
#include "d3d12_screen.h"
#include "d3d12_surface.h"
#include "util/u_blitter.h"
#include "util/u_dual_blend.h"
#include "util/u_framebuffer.h"
#include "util/u_helpers.h"
#include "util/u_inlines.h"
#include "util/u_memory.h"
#include "util/u_upload_mgr.h"
#include "util/u_pstipple.h"
#include "nir_to_dxil.h"
#include "D3D12ResourceState.h"
extern "C" {
#include "indices/u_primconvert.h"
}
#include <string.h>
static void
d3d12_context_destroy(struct pipe_context *pctx)
{
struct d3d12_context *ctx = d3d12_context(pctx);
d3d12_validator_destroy(ctx->validation_tools);
if (ctx->timestamp_query)
pctx->destroy_query(pctx, ctx->timestamp_query);
util_blitter_destroy(ctx->blitter);
d3d12_end_batch(ctx, d3d12_current_batch(ctx));
for (int i = 0; i < ARRAY_SIZE(ctx->batches); ++i)
d3d12_destroy_batch(ctx, &ctx->batches[i]);
ctx->cmdlist->Release();
ctx->cmdqueue_fence->Release();
d3d12_descriptor_pool_free(ctx->rtv_pool);
d3d12_descriptor_pool_free(ctx->dsv_pool);
d3d12_descriptor_pool_free(ctx->sampler_pool);
d3d12_descriptor_pool_free(ctx->view_pool);
util_primconvert_destroy(ctx->primconvert);
slab_destroy_child(&ctx->transfer_pool);
d3d12_gs_variant_cache_destroy(ctx);
d3d12_gfx_pipeline_state_cache_destroy(ctx);
d3d12_root_signature_cache_destroy(ctx);
u_suballocator_destroy(ctx->query_allocator);
if (pctx->stream_uploader)
u_upload_destroy(pctx->stream_uploader);
if (pctx->const_uploader)
u_upload_destroy(pctx->const_uploader);
delete ctx->resource_state_manager;
FREE(ctx);
}
static void *
d3d12_create_vertex_elements_state(struct pipe_context *pctx,
unsigned num_elements,
const struct pipe_vertex_element *elements)
{
struct d3d12_vertex_elements_state *cso = CALLOC_STRUCT(d3d12_vertex_elements_state);
if (!cso)
return NULL;
for (unsigned i = 0; i < num_elements; ++i) {
cso->elements[i].SemanticName = dxil_vs_attr_index_to_name(i);
cso->elements[i].SemanticIndex = 0;
enum pipe_format format_helper = d3d12_emulated_vtx_format(elements[i].src_format);
bool needs_emulation = format_helper != elements[i].src_format;
cso->needs_format_emulation |= needs_emulation;
cso->format_conversion[i] = needs_emulation ? elements[i].src_format : PIPE_FORMAT_NONE;
cso->elements[i].Format = d3d12_get_format(format_helper);
assert(cso->elements[i].Format != DXGI_FORMAT_UNKNOWN);
cso->elements[i].InputSlot = elements[i].vertex_buffer_index;
cso->elements[i].AlignedByteOffset = elements[i].src_offset;
if (elements[i].instance_divisor) {
cso->elements[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA;
cso->elements[i].InstanceDataStepRate = elements[i].instance_divisor;
} else {
cso->elements[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
cso->elements[i].InstanceDataStepRate = 0;
}
}
cso->num_elements = num_elements;
return cso;
}
static void
d3d12_bind_vertex_elements_state(struct pipe_context *pctx,
void *ve)
{
struct d3d12_context *ctx = d3d12_context(pctx);
ctx->gfx_pipeline_state.ves = (struct d3d12_vertex_elements_state *)ve;
ctx->state_dirty |= D3D12_DIRTY_VERTEX_ELEMENTS;
}
static void
d3d12_delete_vertex_elements_state(struct pipe_context *pctx,
void *ve)
{
FREE(ve);
}
static D3D12_BLEND
blend_factor_rgb(enum pipe_blendfactor factor)
{
switch (factor) {
case PIPE_BLENDFACTOR_ZERO: return D3D12_BLEND_ZERO;
case PIPE_BLENDFACTOR_ONE: return D3D12_BLEND_ONE;
case PIPE_BLENDFACTOR_SRC_COLOR: return D3D12_BLEND_SRC_COLOR;
case PIPE_BLENDFACTOR_SRC_ALPHA: return D3D12_BLEND_SRC_ALPHA;
case PIPE_BLENDFACTOR_DST_ALPHA: return D3D12_BLEND_DEST_ALPHA;
case PIPE_BLENDFACTOR_DST_COLOR: return D3D12_BLEND_DEST_COLOR;
case PIPE_BLENDFACTOR_SRC_ALPHA_SATURATE: return D3D12_BLEND_SRC_ALPHA_SAT;
case PIPE_BLENDFACTOR_CONST_COLOR: return D3D12_BLEND_BLEND_FACTOR;
case PIPE_BLENDFACTOR_SRC1_COLOR: return D3D12_BLEND_SRC1_COLOR;
case PIPE_BLENDFACTOR_SRC1_ALPHA: return D3D12_BLEND_SRC1_ALPHA;
case PIPE_BLENDFACTOR_INV_SRC_COLOR: return D3D12_BLEND_INV_SRC_COLOR;
case PIPE_BLENDFACTOR_INV_SRC_ALPHA: return D3D12_BLEND_INV_SRC_ALPHA;
case PIPE_BLENDFACTOR_INV_DST_ALPHA: return D3D12_BLEND_INV_DEST_ALPHA;
case PIPE_BLENDFACTOR_INV_DST_COLOR: return D3D12_BLEND_INV_DEST_COLOR;
case PIPE_BLENDFACTOR_INV_CONST_COLOR: return D3D12_BLEND_INV_BLEND_FACTOR;
case PIPE_BLENDFACTOR_INV_SRC1_COLOR: return D3D12_BLEND_INV_SRC1_COLOR;
case PIPE_BLENDFACTOR_INV_SRC1_ALPHA: return D3D12_BLEND_INV_SRC1_ALPHA;
case PIPE_BLENDFACTOR_CONST_ALPHA: return D3D12_BLEND_BLEND_FACTOR; /* Doesn't exist in D3D12 */
case PIPE_BLENDFACTOR_INV_CONST_ALPHA: return D3D12_BLEND_INV_BLEND_FACTOR; /* Doesn't exist in D3D12 */
}
unreachable("unexpected blend factor");
}
static D3D12_BLEND
blend_factor_alpha(enum pipe_blendfactor factor)
{
switch (factor) {
case PIPE_BLENDFACTOR_ZERO: return D3D12_BLEND_ZERO;
case PIPE_BLENDFACTOR_ONE: return D3D12_BLEND_ONE;
case PIPE_BLENDFACTOR_SRC_COLOR:
case PIPE_BLENDFACTOR_SRC_ALPHA: return D3D12_BLEND_SRC_ALPHA;
case PIPE_BLENDFACTOR_DST_COLOR:
case PIPE_BLENDFACTOR_DST_ALPHA: return D3D12_BLEND_DEST_ALPHA;
case PIPE_BLENDFACTOR_SRC_ALPHA_SATURATE: return D3D12_BLEND_SRC_ALPHA_SAT;
case PIPE_BLENDFACTOR_CONST_COLOR:
case PIPE_BLENDFACTOR_CONST_ALPHA: return D3D12_BLEND_BLEND_FACTOR;
case PIPE_BLENDFACTOR_SRC1_COLOR:
case PIPE_BLENDFACTOR_SRC1_ALPHA: return D3D12_BLEND_SRC1_ALPHA;
case PIPE_BLENDFACTOR_INV_SRC_COLOR:
case PIPE_BLENDFACTOR_INV_SRC_ALPHA: return D3D12_BLEND_INV_SRC_ALPHA;
case PIPE_BLENDFACTOR_INV_DST_COLOR:
case PIPE_BLENDFACTOR_INV_DST_ALPHA: return D3D12_BLEND_INV_DEST_ALPHA;
case PIPE_BLENDFACTOR_INV_SRC1_COLOR:
case PIPE_BLENDFACTOR_INV_SRC1_ALPHA: return D3D12_BLEND_INV_SRC1_ALPHA;
case PIPE_BLENDFACTOR_INV_CONST_COLOR:
case PIPE_BLENDFACTOR_INV_CONST_ALPHA: return D3D12_BLEND_INV_BLEND_FACTOR;
}
unreachable("unexpected blend factor");
}
static unsigned
need_blend_factor_rgb(enum pipe_blendfactor factor)
{
switch (factor) {
case PIPE_BLENDFACTOR_CONST_COLOR:
case PIPE_BLENDFACTOR_INV_CONST_COLOR:
return D3D12_BLEND_FACTOR_COLOR;
case PIPE_BLENDFACTOR_CONST_ALPHA:
case PIPE_BLENDFACTOR_INV_CONST_ALPHA:
return D3D12_BLEND_FACTOR_ALPHA;
default:
return D3D12_BLEND_FACTOR_NONE;
}
}
static unsigned
need_blend_factor_alpha(enum pipe_blendfactor factor)
{
switch (factor) {
case PIPE_BLENDFACTOR_CONST_COLOR:
case PIPE_BLENDFACTOR_INV_CONST_COLOR:
case PIPE_BLENDFACTOR_CONST_ALPHA:
case PIPE_BLENDFACTOR_INV_CONST_ALPHA:
return D3D12_BLEND_FACTOR_ANY;
default:
return D3D12_BLEND_FACTOR_NONE;
}
}
static D3D12_BLEND_OP
blend_op(enum pipe_blend_func func)
{
switch (func) {
case PIPE_BLEND_ADD: return D3D12_BLEND_OP_ADD;
case PIPE_BLEND_SUBTRACT: return D3D12_BLEND_OP_SUBTRACT;
case PIPE_BLEND_REVERSE_SUBTRACT: return D3D12_BLEND_OP_REV_SUBTRACT;
case PIPE_BLEND_MIN: return D3D12_BLEND_OP_MIN;
case PIPE_BLEND_MAX: return D3D12_BLEND_OP_MAX;
}
unreachable("unexpected blend function");
}
static D3D12_COMPARISON_FUNC
compare_op(enum pipe_compare_func op)
{
switch (op) {
case PIPE_FUNC_NEVER: return D3D12_COMPARISON_FUNC_NEVER;
case PIPE_FUNC_LESS: return D3D12_COMPARISON_FUNC_LESS;
case PIPE_FUNC_EQUAL: return D3D12_COMPARISON_FUNC_EQUAL;
case PIPE_FUNC_LEQUAL: return D3D12_COMPARISON_FUNC_LESS_EQUAL;
case PIPE_FUNC_GREATER: return D3D12_COMPARISON_FUNC_GREATER;
case PIPE_FUNC_NOTEQUAL: return D3D12_COMPARISON_FUNC_NOT_EQUAL;
case PIPE_FUNC_GEQUAL: return D3D12_COMPARISON_FUNC_GREATER_EQUAL;
case PIPE_FUNC_ALWAYS: return D3D12_COMPARISON_FUNC_ALWAYS;
}
unreachable("unexpected compare");
}
static D3D12_LOGIC_OP
logic_op(enum pipe_logicop func)
{
switch (func) {
case PIPE_LOGICOP_CLEAR: return D3D12_LOGIC_OP_CLEAR;
case PIPE_LOGICOP_NOR: return D3D12_LOGIC_OP_NOR;
case PIPE_LOGICOP_AND_INVERTED: return D3D12_LOGIC_OP_AND_INVERTED;
case PIPE_LOGICOP_COPY_INVERTED: return D3D12_LOGIC_OP_COPY_INVERTED;
case PIPE_LOGICOP_AND_REVERSE: return D3D12_LOGIC_OP_AND_REVERSE;
case PIPE_LOGICOP_INVERT: return D3D12_LOGIC_OP_INVERT;
case PIPE_LOGICOP_XOR: return D3D12_LOGIC_OP_XOR;
case PIPE_LOGICOP_NAND: return D3D12_LOGIC_OP_NAND;
case PIPE_LOGICOP_AND: return D3D12_LOGIC_OP_AND;
case PIPE_LOGICOP_EQUIV: return D3D12_LOGIC_OP_EQUIV;
case PIPE_LOGICOP_NOOP: return D3D12_LOGIC_OP_NOOP;
case PIPE_LOGICOP_OR_INVERTED: return D3D12_LOGIC_OP_OR_INVERTED;
case PIPE_LOGICOP_COPY: return D3D12_LOGIC_OP_COPY;
case PIPE_LOGICOP_OR_REVERSE: return D3D12_LOGIC_OP_OR_REVERSE;
case PIPE_LOGICOP_OR: return D3D12_LOGIC_OP_OR;
case PIPE_LOGICOP_SET: return D3D12_LOGIC_OP_SET;
}
unreachable("unexpected logicop function");
}
static UINT8
color_write_mask(unsigned colormask)
{
UINT8 mask = 0;
if (colormask & PIPE_MASK_R)
mask |= D3D12_COLOR_WRITE_ENABLE_RED;
if (colormask & PIPE_MASK_G)
mask |= D3D12_COLOR_WRITE_ENABLE_GREEN;
if (colormask & PIPE_MASK_B)
mask |= D3D12_COLOR_WRITE_ENABLE_BLUE;
if (colormask & PIPE_MASK_A)
mask |= D3D12_COLOR_WRITE_ENABLE_ALPHA;
return mask;
}
static void *
d3d12_create_blend_state(struct pipe_context *pctx,
const struct pipe_blend_state *blend_state)
{
struct d3d12_blend_state *state = CALLOC_STRUCT(d3d12_blend_state);
if (!state)
return NULL;
if (blend_state->logicop_enable) {
state->desc.RenderTarget[0].LogicOpEnable = TRUE;
state->desc.RenderTarget[0].LogicOp = logic_op((pipe_logicop) blend_state->logicop_func);
}
/* TODO Dithering */
state->desc.AlphaToCoverageEnable = blend_state->alpha_to_coverage;
int num_targets = 1;
if (blend_state->independent_blend_enable) {
state->desc.IndependentBlendEnable = TRUE;
num_targets = PIPE_MAX_COLOR_BUFS;
}
for (int i = 0; i < num_targets; ++i) {
const struct pipe_rt_blend_state *rt = blend_state->rt + i;
if (rt->blend_enable) {
state->desc.RenderTarget[i].BlendEnable = TRUE;
state->desc.RenderTarget[i].SrcBlend = blend_factor_rgb((pipe_blendfactor) rt->rgb_src_factor);
state->desc.RenderTarget[i].DestBlend = blend_factor_rgb((pipe_blendfactor) rt->rgb_dst_factor);
state->desc.RenderTarget[i].BlendOp = blend_op((pipe_blend_func) rt->rgb_func);
state->desc.RenderTarget[i].SrcBlendAlpha = blend_factor_alpha((pipe_blendfactor) rt->alpha_src_factor);
state->desc.RenderTarget[i].DestBlendAlpha = blend_factor_alpha((pipe_blendfactor) rt->alpha_dst_factor);
state->desc.RenderTarget[i].BlendOpAlpha = blend_op((pipe_blend_func) rt->alpha_func);
state->blend_factor_flags |= need_blend_factor_rgb((pipe_blendfactor) rt->rgb_src_factor);
state->blend_factor_flags |= need_blend_factor_rgb((pipe_blendfactor) rt->rgb_dst_factor);
state->blend_factor_flags |= need_blend_factor_alpha((pipe_blendfactor) rt->alpha_src_factor);
state->blend_factor_flags |= need_blend_factor_alpha((pipe_blendfactor) rt->alpha_dst_factor);
if (state->blend_factor_flags == (D3D12_BLEND_FACTOR_COLOR | D3D12_BLEND_FACTOR_ALPHA) &&
(d3d12_debug & D3D12_DEBUG_VERBOSE)) {
/* We can't set a blend factor for both constant color and constant alpha */
debug_printf("D3D12: unsupported blend factors combination (const color and const alpha)\n");
}
if (util_blend_state_is_dual(blend_state, i))
state->is_dual_src = true;
}
state->desc.RenderTarget[i].RenderTargetWriteMask = color_write_mask(rt->colormask);
}
return state;
}
static void
d3d12_bind_blend_state(struct pipe_context *pctx, void *blend_state)
{
struct d3d12_context *ctx = d3d12_context(pctx);
struct d3d12_blend_state *new_state = (struct d3d12_blend_state *) blend_state;
struct d3d12_blend_state *old_state = ctx->gfx_pipeline_state.blend;
ctx->gfx_pipeline_state.blend = new_state;
ctx->state_dirty |= D3D12_DIRTY_BLEND;
if (new_state == NULL || old_state == NULL ||
new_state->blend_factor_flags != old_state->blend_factor_flags)
ctx->state_dirty |= D3D12_DIRTY_BLEND_COLOR;
}
static void
d3d12_delete_blend_state(struct pipe_context *pctx, void *blend_state)
{
d3d12_gfx_pipeline_state_cache_invalidate(d3d12_context(pctx), blend_state);
FREE(blend_state);
}
static D3D12_STENCIL_OP
stencil_op(enum pipe_stencil_op op)
{
switch (op) {
case PIPE_STENCIL_OP_KEEP: return D3D12_STENCIL_OP_KEEP;
case PIPE_STENCIL_OP_ZERO: return D3D12_STENCIL_OP_ZERO;
case PIPE_STENCIL_OP_REPLACE: return D3D12_STENCIL_OP_REPLACE;
case PIPE_STENCIL_OP_INCR: return D3D12_STENCIL_OP_INCR_SAT;
case PIPE_STENCIL_OP_DECR: return D3D12_STENCIL_OP_DECR_SAT;
case PIPE_STENCIL_OP_INCR_WRAP: return D3D12_STENCIL_OP_INCR;
case PIPE_STENCIL_OP_DECR_WRAP: return D3D12_STENCIL_OP_DECR;
case PIPE_STENCIL_OP_INVERT: return D3D12_STENCIL_OP_INVERT;
}
unreachable("unexpected op");
}
static D3D12_DEPTH_STENCILOP_DESC
stencil_op_state(const struct pipe_stencil_state *src)
{
D3D12_DEPTH_STENCILOP_DESC ret;
ret.StencilFailOp = stencil_op((pipe_stencil_op) src->fail_op);
ret.StencilPassOp = stencil_op((pipe_stencil_op) src->zpass_op);
ret.StencilDepthFailOp = stencil_op((pipe_stencil_op) src->zfail_op);
ret.StencilFunc = compare_op((pipe_compare_func) src->func);
return ret;
}
static void *
d3d12_create_depth_stencil_alpha_state(struct pipe_context *pctx,
const struct pipe_depth_stencil_alpha_state *depth_stencil_alpha)
{
struct d3d12_depth_stencil_alpha_state *dsa = CALLOC_STRUCT(d3d12_depth_stencil_alpha_state);
if (!dsa)
return NULL;
if (depth_stencil_alpha->depth.enabled) {
dsa->desc.DepthEnable = TRUE;
dsa->desc.DepthFunc = compare_op((pipe_compare_func) depth_stencil_alpha->depth.func);
}
/* TODO Add support for GL_depth_bound_tests */
#if 0
if (depth_stencil_alpha->depth.bounds_test) {
dsa->desc.DepthBoundsTestEnable = TRUE;
dsa->min_depth_bounds = depth_stencil_alpha->depth.bounds_min;
dsa->max_depth_bounds = depth_stencil_alpha->depth.bounds_max;
}
#endif
if (depth_stencil_alpha->stencil[0].enabled) {
dsa->desc.StencilEnable = TRUE;
dsa->desc.FrontFace = stencil_op_state(depth_stencil_alpha->stencil);
}
if (depth_stencil_alpha->stencil[1].enabled)
dsa->desc.BackFace = stencil_op_state(depth_stencil_alpha->stencil + 1);
else
dsa->desc.BackFace = dsa->desc.FrontFace;
dsa->desc.StencilReadMask = depth_stencil_alpha->stencil[0].valuemask; /* FIXME Back face mask */
dsa->desc.StencilWriteMask = depth_stencil_alpha->stencil[0].writemask; /* FIXME Back face mask */
dsa->desc.DepthWriteMask = (D3D12_DEPTH_WRITE_MASK) depth_stencil_alpha->depth.writemask;
return dsa;
}
static void
d3d12_bind_depth_stencil_alpha_state(struct pipe_context *pctx,
void *dsa)
{
struct d3d12_context *ctx = d3d12_context(pctx);
ctx->gfx_pipeline_state.zsa = (struct d3d12_depth_stencil_alpha_state *) dsa;
ctx->state_dirty |= D3D12_DIRTY_ZSA;
}
static void
d3d12_delete_depth_stencil_alpha_state(struct pipe_context *pctx,
void *dsa_state)
{
d3d12_gfx_pipeline_state_cache_invalidate(d3d12_context(pctx), dsa_state);
FREE(dsa_state);
}
static D3D12_FILL_MODE
fill_mode(unsigned mode)
{
switch (mode) {
case PIPE_POLYGON_MODE_FILL:
return D3D12_FILL_MODE_SOLID;
case PIPE_POLYGON_MODE_LINE:
return D3D12_FILL_MODE_WIREFRAME;
case PIPE_POLYGON_MODE_POINT:
return D3D12_FILL_MODE_SOLID;
default:
unreachable("unsupported fill-mode");
}
}
static void *
d3d12_create_rasterizer_state(struct pipe_context *pctx,
const struct pipe_rasterizer_state *rs_state)
{
struct d3d12_rasterizer_state *cso = CALLOC_STRUCT(d3d12_rasterizer_state);
if (!cso)
return NULL;
cso->base = *rs_state;
assert(rs_state->depth_clip_near == rs_state->depth_clip_far);
switch (rs_state->cull_face) {
case PIPE_FACE_NONE:
if (rs_state->fill_front != rs_state->fill_back) {
cso->base.cull_face = PIPE_FACE_BACK;
cso->desc.CullMode = D3D12_CULL_MODE_BACK;
cso->desc.FillMode = fill_mode(rs_state->fill_front);
/* create a modified CSO for the back-state, so we can draw with
* either.
*/
struct pipe_rasterizer_state templ = *rs_state;
templ.cull_face = PIPE_FACE_FRONT;
templ.fill_front = rs_state->fill_back;
cso->twoface_back = d3d12_create_rasterizer_state(pctx, &templ);
if (!cso->twoface_back) {
FREE(cso);
return NULL;
}
} else {
cso->desc.CullMode = D3D12_CULL_MODE_NONE;
cso->desc.FillMode = fill_mode(rs_state->fill_front);
}
break;
case PIPE_FACE_FRONT:
cso->desc.CullMode = D3D12_CULL_MODE_FRONT;
cso->desc.FillMode = fill_mode(rs_state->fill_back);
break;
case PIPE_FACE_BACK:
cso->desc.CullMode = D3D12_CULL_MODE_BACK;
cso->desc.FillMode = fill_mode(rs_state->fill_front);
break;
case PIPE_FACE_FRONT_AND_BACK:
/* this is wrong, and we shouldn't actually have to support this! */
cso->desc.CullMode = D3D12_CULL_MODE_NONE;
cso->desc.FillMode = D3D12_FILL_MODE_SOLID;
break;
default:
unreachable("unsupported cull-mode");
}
cso->desc.FrontCounterClockwise = rs_state->front_ccw;
cso->desc.DepthClipEnable = rs_state->depth_clip_near;
cso->desc.MultisampleEnable = rs_state->multisample;
cso->desc.AntialiasedLineEnable = rs_state->line_smooth;
cso->desc.ForcedSampleCount = 0; // TODO
cso->desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; /* Not Implemented */
return cso;
}
static void
d3d12_bind_rasterizer_state(struct pipe_context *pctx, void *rs_state)
{
struct d3d12_context *ctx = d3d12_context(pctx);
ctx->gfx_pipeline_state.rast = (struct d3d12_rasterizer_state *)rs_state;
ctx->state_dirty |= D3D12_DIRTY_RASTERIZER | D3D12_DIRTY_SCISSOR;
}
static void
d3d12_delete_rasterizer_state(struct pipe_context *pctx, void *rs_state)
{
d3d12_gfx_pipeline_state_cache_invalidate(d3d12_context(pctx), rs_state);
FREE(rs_state);
}
static D3D12_TEXTURE_ADDRESS_MODE
sampler_address_mode(enum pipe_tex_wrap wrap, enum pipe_tex_filter filter)
{
switch (wrap) {
case PIPE_TEX_WRAP_REPEAT: return D3D12_TEXTURE_ADDRESS_MODE_WRAP;
case PIPE_TEX_WRAP_CLAMP: return filter == PIPE_TEX_FILTER_NEAREST ?
D3D12_TEXTURE_ADDRESS_MODE_CLAMP :
D3D12_TEXTURE_ADDRESS_MODE_BORDER;
case PIPE_TEX_WRAP_CLAMP_TO_EDGE: return D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
case PIPE_TEX_WRAP_CLAMP_TO_BORDER: return D3D12_TEXTURE_ADDRESS_MODE_BORDER;
case PIPE_TEX_WRAP_MIRROR_REPEAT: return D3D12_TEXTURE_ADDRESS_MODE_MIRROR;
case PIPE_TEX_WRAP_MIRROR_CLAMP: return D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE; /* not technically correct, but kinda works */
case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE: return D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE;
case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER: return D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE; /* FIXME: Doesn't exist in D3D12 */
}
unreachable("unexpected wrap");
}
static D3D12_FILTER
get_filter(const struct pipe_sampler_state *state)
{
static const D3D12_FILTER lut[16] = {
D3D12_FILTER_MIN_MAG_MIP_POINT,
D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR,
D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT,
D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR,
D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT,
D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR,
D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT,
D3D12_FILTER_MIN_MAG_MIP_LINEAR,
D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT,
D3D12_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR,
D3D12_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT,
D3D12_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR,
D3D12_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT,
D3D12_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR,
D3D12_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT,
D3D12_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR,
};
static const D3D12_FILTER anisotropic_lut[2] = {
D3D12_FILTER_ANISOTROPIC,
D3D12_FILTER_COMPARISON_ANISOTROPIC,
};
if (state->max_anisotropy > 1) {
return anisotropic_lut[state->compare_mode];
} else {
int idx = (state->mag_img_filter << 1) |
(state->min_img_filter << 2) |
(state->compare_mode << 3);
if (state->min_mip_filter != PIPE_TEX_MIPFILTER_NONE)
idx |= state->min_mip_filter;
return lut[idx];
}
}
static void *
d3d12_create_sampler_state(struct pipe_context *pctx,
const struct pipe_sampler_state *state)
{
struct d3d12_context *ctx = d3d12_context(pctx);
struct d3d12_screen *screen = d3d12_screen(pctx->screen);
struct d3d12_sampler_state *ss = CALLOC_STRUCT(d3d12_sampler_state);
D3D12_SAMPLER_DESC desc = {0};
if (!state)
return NULL;
ss->filter = (pipe_tex_filter)state->min_img_filter;
ss->wrap_r = (pipe_tex_wrap)state->wrap_r;
ss->wrap_s = (pipe_tex_wrap)state->wrap_s;
ss->wrap_t = (pipe_tex_wrap)state->wrap_t;
ss->lod_bias = state->lod_bias;
ss->min_lod = state->min_lod;
ss->max_lod = state->max_lod;
memcpy(ss->border_color, state->border_color.f, sizeof(float) * 4);
ss->compare_func = (pipe_compare_func)state->compare_func;
if (state->min_mip_filter < PIPE_TEX_MIPFILTER_NONE) {
desc.MinLOD = state->min_lod;
desc.MaxLOD = state->max_lod;
} else if (state->min_mip_filter == PIPE_TEX_MIPFILTER_NONE) {
desc.MinLOD = 0;
desc.MaxLOD = 0;
} else {
unreachable("unexpected mip filter");
}
if (state->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
desc.ComparisonFunc = compare_op((pipe_compare_func) state->compare_func);
desc.Filter = D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
} else if (state->compare_mode == PIPE_TEX_COMPARE_NONE) {
desc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
desc.Filter = get_filter(state);
} else
unreachable("unexpected comparison mode");
desc.MaxAnisotropy = state->max_anisotropy;
desc.AddressU = sampler_address_mode((pipe_tex_wrap) state->wrap_s,
(pipe_tex_filter) state->min_img_filter);
desc.AddressV = sampler_address_mode((pipe_tex_wrap) state->wrap_t,
(pipe_tex_filter) state->min_img_filter);
desc.AddressW = sampler_address_mode((pipe_tex_wrap) state->wrap_r,
(pipe_tex_filter) state->min_img_filter);
desc.MipLODBias = CLAMP(state->lod_bias, -16.0f, 15.99f);
memcpy(desc.BorderColor, state->border_color.f, sizeof(float) * 4);
// TODO Normalized Coordinates?
d3d12_descriptor_pool_alloc_handle(ctx->sampler_pool, &ss->handle);
screen->dev->CreateSampler(&desc, ss->handle.cpu_handle);
if (state->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
desc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
struct pipe_sampler_state fake_state = *state;
fake_state.compare_mode = PIPE_TEX_COMPARE_NONE;
desc.Filter = get_filter(&fake_state);
d3d12_descriptor_pool_alloc_handle(ctx->sampler_pool,
&ss->handle_without_shadow);
screen->dev->CreateSampler(&desc,
ss->handle_without_shadow.cpu_handle);
ss->is_shadow_sampler = true;
}
return ss;
}
static void
d3d12_bind_sampler_states(struct pipe_context *pctx,
enum pipe_shader_type shader,
unsigned start_slot,
unsigned num_samplers,
void **samplers)
{
struct d3d12_context *ctx = d3d12_context(pctx);
bool shader_state_dirty = false;
#define STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC(X) \
static_assert((enum compare_func)PIPE_FUNC_##X == COMPARE_FUNC_##X, #X " needs switch case");
STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC(LESS);
STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC(GREATER);
STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC(LEQUAL);
STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC(GEQUAL);
STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC(NOTEQUAL);
STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC(NEVER);
STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC(ALWAYS);
#undef STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC
for (unsigned i = 0; i < num_samplers; ++i) {
d3d12_sampler_state *sampler = (struct d3d12_sampler_state*) samplers[i];
ctx->samplers[shader][start_slot + i] = sampler;
dxil_wrap_sampler_state &wrap = ctx->tex_wrap_states[shader][start_slot + i];
if (sampler) {
shader_state_dirty |= wrap.wrap[0] != sampler->wrap_s ||
wrap.wrap[1] != sampler->wrap_t ||
wrap.wrap[2] != sampler->wrap_r;
shader_state_dirty |= !!memcmp(wrap.border_color, sampler->border_color, 4 * sizeof(float));
wrap.wrap[0] = sampler->wrap_s;
wrap.wrap[1] = sampler->wrap_t;
wrap.wrap[2] = sampler->wrap_r;
wrap.lod_bias = sampler->lod_bias;
wrap.min_lod = sampler->min_lod;
wrap.max_lod = sampler->max_lod;
memcpy(wrap.border_color, sampler->border_color, 4 * sizeof(float));
ctx->tex_compare_func[shader][start_slot + i] = (enum compare_func)sampler->compare_func;
} else {
memset(&wrap, 0, sizeof (dxil_wrap_sampler_state));
}
}
ctx->num_samplers[shader] = start_slot + num_samplers;
ctx->shader_dirty[shader] |= D3D12_SHADER_DIRTY_SAMPLERS;
if (shader_state_dirty)
ctx->state_dirty |= D3D12_DIRTY_SHADER;
}
static void
d3d12_delete_sampler_state(struct pipe_context *pctx,
void *ss)
{
struct d3d12_batch *batch = d3d12_current_batch(d3d12_context(pctx));
struct d3d12_sampler_state *state = (struct d3d12_sampler_state*) ss;
util_dynarray_append(&batch->zombie_samplers, d3d12_descriptor_handle,
state->handle);
if (state->is_shadow_sampler)
util_dynarray_append(&batch->zombie_samplers, d3d12_descriptor_handle,
state->handle_without_shadow);
FREE(ss);
}
static D3D12_SRV_DIMENSION
view_dimension(enum pipe_texture_target target, unsigned samples)
{
switch (target) {
case PIPE_BUFFER: return D3D12_SRV_DIMENSION_BUFFER;
case PIPE_TEXTURE_1D: return D3D12_SRV_DIMENSION_TEXTURE1D;
case PIPE_TEXTURE_1D_ARRAY: return D3D12_SRV_DIMENSION_TEXTURE1DARRAY;
case PIPE_TEXTURE_RECT:
case PIPE_TEXTURE_2D:
return samples > 1 ? D3D12_SRV_DIMENSION_TEXTURE2DMS :
D3D12_SRV_DIMENSION_TEXTURE2D;
case PIPE_TEXTURE_2D_ARRAY:
return samples > 1 ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY :
D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
case PIPE_TEXTURE_CUBE: return D3D12_SRV_DIMENSION_TEXTURECUBE;
case PIPE_TEXTURE_CUBE_ARRAY: return D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
case PIPE_TEXTURE_3D: return D3D12_SRV_DIMENSION_TEXTURE3D;
default:
unreachable("unexpected target");
}
}
static D3D12_SHADER_COMPONENT_MAPPING
component_mapping(enum pipe_swizzle swizzle, D3D12_SHADER_COMPONENT_MAPPING id)
{
switch (swizzle) {
case PIPE_SWIZZLE_X: return D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0;
case PIPE_SWIZZLE_Y: return D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1;
case PIPE_SWIZZLE_Z: return D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2;
case PIPE_SWIZZLE_W: return D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3;
case PIPE_SWIZZLE_0: return D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0;
case PIPE_SWIZZLE_1: return D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1;
case PIPE_SWIZZLE_NONE: return id;
default:
unreachable("unexpected swizzle");
}
}
static struct pipe_sampler_view *
d3d12_create_sampler_view(struct pipe_context *pctx,
struct pipe_resource *texture,
const struct pipe_sampler_view *state)
{
struct d3d12_context *ctx = d3d12_context(pctx);
struct d3d12_screen *screen = d3d12_screen(pctx->screen);
struct d3d12_resource *res = d3d12_resource(texture);
struct d3d12_sampler_view *sampler_view = CALLOC_STRUCT(d3d12_sampler_view);
sampler_view->base = *state;
sampler_view->base.texture = NULL;
pipe_resource_reference(&sampler_view->base.texture, texture);
sampler_view->base.reference.count = 1;
sampler_view->base.context = pctx;
sampler_view->mip_levels = state->u.tex.last_level - state->u.tex.first_level + 1;
sampler_view->array_size = texture->array_size;
D3D12_SHADER_RESOURCE_VIEW_DESC desc = {};
struct d3d12_format_info format_info = d3d12_get_format_info(state->format, state->target);
pipe_swizzle swizzle[4] = {
format_info.swizzle[sampler_view->base.swizzle_r],
format_info.swizzle[sampler_view->base.swizzle_g],
format_info.swizzle[sampler_view->base.swizzle_b],
format_info.swizzle[sampler_view->base.swizzle_a]
};
sampler_view->swizzle_override_r = swizzle[0];
sampler_view->swizzle_override_g = swizzle[1];
sampler_view->swizzle_override_b = swizzle[2];
sampler_view->swizzle_override_a = swizzle[3];
desc.Format = d3d12_get_resource_srv_format(state->format, state->target);
desc.ViewDimension = view_dimension(state->target, texture->nr_samples);
/* Integer cube textures are not really supported, because TextureLoad doesn't exist
* for cube maps, and we sampling is not supported for integer textures, so we have to
* handle this SRV as if it were a 2D texture array */
if ((desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE ||
desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY) &&
util_format_is_pure_integer(state->format)) {
desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
}
desc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
component_mapping(swizzle[0], D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0),
component_mapping(swizzle[1], D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1),
component_mapping(swizzle[2], D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2),
component_mapping(swizzle[3], D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3)
);
unsigned array_size = state->u.tex.last_layer - state->u.tex.first_layer + 1;
switch (desc.ViewDimension) {
case D3D12_SRV_DIMENSION_TEXTURE1D:
if (state->u.tex.first_layer > 0)
debug_printf("D3D12: can't create 1D SRV from layer %d\n",
state->u.tex.first_layer);
desc.Texture1D.MostDetailedMip = state->u.tex.first_level;
desc.Texture1D.MipLevels = sampler_view->mip_levels;
desc.Texture1D.ResourceMinLODClamp = 0.0f;
break;
case D3D12_SRV_DIMENSION_TEXTURE1DARRAY:
desc.Texture1DArray.MostDetailedMip = state->u.tex.first_level;
desc.Texture1DArray.MipLevels = sampler_view->mip_levels;
desc.Texture1DArray.ResourceMinLODClamp = 0.0f;
desc.Texture1DArray.FirstArraySlice = state->u.tex.first_layer;
desc.Texture1DArray.ArraySize = array_size;
break;
case D3D12_SRV_DIMENSION_TEXTURE2D:
if (state->u.tex.first_layer > 0)
debug_printf("D3D12: can't create 2D SRV from layer %d\n",
state->u.tex.first_layer);
desc.Texture2D.MostDetailedMip = state->u.tex.first_level;
desc.Texture2D.MipLevels = sampler_view->mip_levels;
desc.Texture2D.PlaneSlice = format_info.plane_slice;
desc.Texture2D.ResourceMinLODClamp = 0.0f;
break;
case D3D12_SRV_DIMENSION_TEXTURE2DMS:
if (state->u.tex.first_layer > 0)
debug_printf("D3D12: can't create 2DMS SRV from layer %d\n",
state->u.tex.first_layer);
break;
case D3D12_SRV_DIMENSION_TEXTURE2DARRAY:
desc.Texture2DArray.MostDetailedMip = state->u.tex.first_level;
desc.Texture2DArray.MipLevels = sampler_view->mip_levels;
desc.Texture2DArray.ResourceMinLODClamp = 0.0f;
desc.Texture2DArray.FirstArraySlice = state->u.tex.first_layer;
desc.Texture2DArray.PlaneSlice = format_info.plane_slice;
desc.Texture2DArray.ArraySize = array_size;
break;
case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY:
desc.Texture2DMSArray.FirstArraySlice = state->u.tex.first_layer;
desc.Texture2DMSArray.ArraySize = array_size;
break;
case D3D12_SRV_DIMENSION_TEXTURE3D:
if (state->u.tex.first_layer > 0)
debug_printf("D3D12: can't create 3D SRV from layer %d\n",
state->u.tex.first_layer);
desc.Texture3D.MostDetailedMip = state->u.tex.first_level;
desc.Texture3D.MipLevels = sampler_view->mip_levels;
desc.Texture3D.ResourceMinLODClamp = 0.0f;
break;
case D3D12_SRV_DIMENSION_TEXTURECUBE:
if (state->u.tex.first_layer > 0)
debug_printf("D3D12: can't create CUBE SRV from layer %d\n",
state->u.tex.first_layer);
desc.TextureCube.MostDetailedMip = state->u.tex.first_level;
desc.TextureCube.MipLevels = sampler_view->mip_levels;
desc.TextureCube.ResourceMinLODClamp = 0.0f;
break;
case D3D12_SRV_DIMENSION_BUFFER:
desc.Buffer.FirstElement = 0;
desc.Buffer.StructureByteStride = 0;
desc.Buffer.NumElements = texture->width0 / util_format_get_blocksize(state->format);
break;
}
d3d12_descriptor_pool_alloc_handle(ctx->view_pool, &sampler_view->handle);
screen->dev->CreateShaderResourceView(d3d12_resource_resource(res), &desc,
sampler_view->handle.cpu_handle);
return &sampler_view->base;
}
static void
d3d12_set_sampler_views(struct pipe_context *pctx,
enum pipe_shader_type shader_type,
unsigned start_slot,
unsigned num_views,
struct pipe_sampler_view **views)
{
struct d3d12_context *ctx = d3d12_context(pctx);
assert(views);
unsigned shader_bit = (1 << shader_type);
ctx->has_int_samplers &= ~shader_bit;
for (unsigned i = 0; i < num_views; ++i) {
pipe_sampler_view_reference(
&ctx->sampler_views[shader_type][start_slot + i],
views[i]);
if (views[i]) {
dxil_wrap_sampler_state &wss = ctx->tex_wrap_states[shader_type][start_slot + i];
dxil_texture_swizzle_state &swizzle_state = ctx->tex_swizzle_state[shader_type][i];
if (util_format_is_pure_integer(views[i]->format)) {
ctx->has_int_samplers |= shader_bit;
wss.is_int_sampler = 1;
wss.last_level = views[i]->texture->last_level;
/* When we emulate a integer cube texture (array) by using a texture 2d Array
* the coordinates are evaluated to always reside withing the acceptable range
* because the 3d ray for picking the texel is always pointing at one cube face,
* hence we can skip the boundary condition handling when the texture operations are
* lowered to texel fetches later. */
wss.skip_boundary_conditions = views[i]->target == PIPE_TEXTURE_CUBE ||
views[i]->target == PIPE_TEXTURE_CUBE_ARRAY;
} else {
wss.is_int_sampler = 0;
}
/* We need the swizzle state for compare texture lowering, because it
* encode the use of the shadow texture lookup result as either luminosity,
* intensity, or alpha. and we need the swizzle state for applying the
* boundary color correctly */
struct d3d12_sampler_view *ss = d3d12_sampler_view(views[i]);
swizzle_state.swizzle_r = ss->swizzle_override_r;
swizzle_state.swizzle_g = ss->swizzle_override_g;
swizzle_state.swizzle_b = ss->swizzle_override_b;
swizzle_state.swizzle_a = ss->swizzle_override_a;
}
}
ctx->num_sampler_views[shader_type] = start_slot + num_views;
ctx->shader_dirty[shader_type] |= D3D12_SHADER_DIRTY_SAMPLER_VIEWS;
}
static void
d3d12_destroy_sampler_view(struct pipe_context *pctx,
struct pipe_sampler_view *pview)
{
struct d3d12_context *ctx = d3d12_context(pctx);
struct d3d12_sampler_view *view = d3d12_sampler_view(pview);
d3d12_descriptor_handle_free(&view->handle);
pipe_resource_reference(&view->base.texture, NULL);
FREE(view);
}
static void
delete_shader(struct d3d12_context *ctx, enum pipe_shader_type stage,
struct d3d12_shader_selector *shader)
{
d3d12_gfx_pipeline_state_cache_invalidate_shader(ctx, stage, shader);
/* Make sure the pipeline state no longer reference the deleted shader */
struct d3d12_shader *iter = shader->first;
while (iter) {
if (ctx->gfx_pipeline_state.stages[stage] == iter) {
ctx->gfx_pipeline_state.stages[stage] = NULL;
break;
}
iter = iter->next_variant;
}
d3d12_shader_free(shader);
}
static void
bind_stage(struct d3d12_context *ctx, enum pipe_shader_type stage,
struct d3d12_shader_selector *shader)
{
assert(stage < D3D12_GFX_SHADER_STAGES);
ctx->gfx_stages[stage] = shader;
}
static void *
d3d12_create_vs_state(struct pipe_context *pctx,
const struct pipe_shader_state *shader)
{
return d3d12_create_shader(d3d12_context(pctx), PIPE_SHADER_VERTEX, shader);
}
static void
d3d12_bind_vs_state(struct pipe_context *pctx,
void *vss)
{
bind_stage(d3d12_context(pctx), PIPE_SHADER_VERTEX,
(struct d3d12_shader_selector *) vss);
}
static void
d3d12_delete_vs_state(struct pipe_context *pctx,
void *vs)
{
delete_shader(d3d12_context(pctx), PIPE_SHADER_VERTEX,
(struct d3d12_shader_selector *) vs);
}
static void *
d3d12_create_fs_state(struct pipe_context *pctx,
const struct pipe_shader_state *shader)
{
return d3d12_create_shader(d3d12_context(pctx), PIPE_SHADER_FRAGMENT, shader);
}
static void
d3d12_bind_fs_state(struct pipe_context *pctx,
void *fss)
{
bind_stage(d3d12_context(pctx), PIPE_SHADER_FRAGMENT,
(struct d3d12_shader_selector *) fss);
}
static void
d3d12_delete_fs_state(struct pipe_context *pctx,
void *fs)
{
delete_shader(d3d12_context(pctx), PIPE_SHADER_FRAGMENT,
(struct d3d12_shader_selector *) fs);
}
static void *
d3d12_create_gs_state(struct pipe_context *pctx,
const struct pipe_shader_state *shader)
{
return d3d12_create_shader(d3d12_context(pctx), PIPE_SHADER_GEOMETRY, shader);
}
static void
d3d12_bind_gs_state(struct pipe_context *pctx, void *gss)
{
bind_stage(d3d12_context(pctx), PIPE_SHADER_GEOMETRY,
(struct d3d12_shader_selector *) gss);
}
static void
d3d12_delete_gs_state(struct pipe_context *pctx, void *gs)
{
delete_shader(d3d12_context(pctx), PIPE_SHADER_GEOMETRY,
(struct d3d12_shader_selector *) gs);
}
static bool
d3d12_init_polygon_stipple(struct pipe_context *pctx)
{
struct d3d12_context *ctx = d3d12_context(pctx);
ctx->pstipple.texture = util_pstipple_create_stipple_texture(pctx, NULL);
if (!ctx->pstipple.texture)
return false;
ctx->pstipple.sampler_view = util_pstipple_create_sampler_view(pctx, ctx->pstipple.texture);
if (!ctx->pstipple.sampler_view)
return false;
ctx->pstipple.sampler_cso = (struct d3d12_sampler_state *)util_pstipple_create_sampler(pctx);
if (!ctx->pstipple.sampler_cso)
return false;
return true;
}
static void
d3d12_set_polygon_stipple(struct pipe_context *pctx,
const struct pipe_poly_stipple *ps)
{
static bool initialized = false;
static const uint32_t zero[32] = {0};
static uint32_t undef[32] = {0};
struct d3d12_context *ctx = d3d12_context(pctx);
if (!initialized)
memset(undef, UINT32_MAX, sizeof(undef));
if (!memcmp(ctx->pstipple.pattern, ps->stipple, sizeof(ps->stipple)))
return;
memcpy(ctx->pstipple.pattern, ps->stipple, sizeof(ps->stipple));
ctx->pstipple.enabled = !!memcmp(ps->stipple, undef, sizeof(ps->stipple)) &&
!!memcmp(ps->stipple, zero, sizeof(ps->stipple));
if (ctx->pstipple.enabled)
util_pstipple_update_stipple_texture(pctx, ctx->pstipple.texture, ps->stipple);
}
static void
d3d12_set_vertex_buffers(struct pipe_context *pctx,
unsigned start_slot,
unsigned num_buffers,
const struct pipe_vertex_buffer *buffers)
{
struct d3d12_context *ctx = d3d12_context(pctx);
util_set_vertex_buffers_count(ctx->vbs, &ctx->num_vbs,
buffers, start_slot, num_buffers);
for (unsigned i = 0; i < ctx->num_vbs; ++i) {
const struct pipe_vertex_buffer* buf = ctx->vbs + i;
if (!buf->buffer.resource)
continue;
struct d3d12_resource *res = d3d12_resource(buf->buffer.resource);
ctx->vbvs[i].BufferLocation = d3d12_resource_gpu_virtual_address(res) + buf->buffer_offset;
ctx->vbvs[i].StrideInBytes = buf->stride;
ctx->vbvs[i].SizeInBytes = res->base.width0 - buf->buffer_offset;
}
ctx->state_dirty |= D3D12_DIRTY_VERTEX_BUFFERS;
}
static void
d3d12_set_viewport_states(struct pipe_context *pctx,
unsigned start_slot,
unsigned num_viewports,
const struct pipe_viewport_state *state)
{
struct d3d12_context *ctx = d3d12_context(pctx);
for (unsigned i = 0; i < num_viewports; ++i) {
if (state[i].scale[1] < 0) {
ctx->flip_y = 1.0f;
ctx->viewports[start_slot + i].TopLeftY = state[i].translate[1] + state[i].scale[1];
ctx->viewports[start_slot + i].Height = -state[i].scale[1] * 2;
} else {
ctx->flip_y = -1.0f;
ctx->viewports[start_slot + i].TopLeftY = state[i].translate[1] - state[i].scale[1];
ctx->viewports[start_slot + i].Height = state[i].scale[1] * 2;
}
ctx->viewports[start_slot + i].TopLeftX = state[i].translate[0] - state[i].scale[0];
ctx->viewports[start_slot + i].Width = state[i].scale[0] * 2;
float near_depth = state[i].translate[2] - state[i].scale[2];
float far_depth = state[i].translate[2] + state[i].scale[2];
ctx->reverse_depth_range = near_depth > far_depth;
if (ctx->reverse_depth_range) {
float tmp = near_depth;
near_depth = far_depth;
far_depth = tmp;
}
ctx->viewports[start_slot + i].MinDepth = near_depth;
ctx->viewports[start_slot + i].MaxDepth = far_depth;
ctx->viewport_states[start_slot + i] = state[i];
}
ctx->num_viewports = start_slot + num_viewports;
ctx->state_dirty |= D3D12_DIRTY_VIEWPORT;
}
static void
d3d12_set_scissor_states(struct pipe_context *pctx,
unsigned start_slot, unsigned num_scissors,
const struct pipe_scissor_state *states)
{
struct d3d12_context *ctx = d3d12_context(pctx);
for (unsigned i = 0; i < num_scissors; i++) {
ctx->scissors[start_slot + i].left = states[i].minx;
ctx->scissors[start_slot + i].top = states[i].miny;
ctx->scissors[start_slot + i].right = states[i].maxx;
ctx->scissors[start_slot + i].bottom = states[i].maxy;
ctx->scissor_states[start_slot + i] = states[i];
}
ctx->state_dirty |= D3D12_DIRTY_SCISSOR;
}
static void
d3d12_set_constant_buffer(struct pipe_context *pctx,
enum pipe_shader_type shader, uint index,
const struct pipe_constant_buffer *buf)
{
struct d3d12_context *ctx = d3d12_context(pctx);
if (buf) {
struct pipe_resource *buffer = buf->buffer;
unsigned offset = buf->buffer_offset;
if (buf->user_buffer) {
u_upload_data(pctx->const_uploader, 0, buf->buffer_size,
D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT,
buf->user_buffer, &offset, &ctx->cbufs[shader][index].buffer);
} else
pipe_resource_reference(&ctx->cbufs[shader][index].buffer, buffer);
ctx->cbufs[shader][index].buffer_offset = offset;
ctx->cbufs[shader][index].buffer_size = buf->buffer_size;
ctx->cbufs[shader][index].user_buffer = NULL;
} else {
pipe_resource_reference(&ctx->cbufs[shader][index].buffer, NULL);
ctx->cbufs[shader][index].buffer_offset = 0;
ctx->cbufs[shader][index].buffer_size = 0;
ctx->cbufs[shader][index].user_buffer = NULL;
}
ctx->shader_dirty[shader] |= D3D12_SHADER_DIRTY_CONSTBUF;
}
static void
d3d12_set_framebuffer_state(struct pipe_context *pctx,
const struct pipe_framebuffer_state *state)
{
struct d3d12_context *ctx = d3d12_context(pctx);
int samples = -1;
util_copy_framebuffer_state(&d3d12_context(pctx)->fb, state);
ctx->gfx_pipeline_state.num_cbufs = state->nr_cbufs;
ctx->gfx_pipeline_state.has_float_rtv = false;
for (int i = 0; i < state->nr_cbufs; ++i) {
if (state->cbufs[i]) {
if (util_format_is_float(state->cbufs[i]->format))
ctx->gfx_pipeline_state.has_float_rtv = true;
ctx->gfx_pipeline_state.rtv_formats[i] = d3d12_get_format(state->cbufs[i]->format);
samples = MAX2(samples, (int)state->cbufs[i]->texture->nr_samples);
} else {
ctx->gfx_pipeline_state.rtv_formats[i] = DXGI_FORMAT_UNKNOWN;
}
}
if (state->zsbuf) {
ctx->gfx_pipeline_state.dsv_format = d3d12_get_resource_rt_format(state->zsbuf->format);
samples = MAX2(samples, (int)ctx->fb.zsbuf->texture->nr_samples);
} else
ctx->gfx_pipeline_state.dsv_format = DXGI_FORMAT_UNKNOWN;
if (samples < 0)
samples = state->samples;
ctx->gfx_pipeline_state.samples = MAX2(samples, 1);
ctx->state_dirty |= D3D12_DIRTY_FRAMEBUFFER;
}
static void
d3d12_set_blend_color(struct pipe_context *pctx,
const struct pipe_blend_color *color)
{
struct d3d12_context *ctx = d3d12_context(pctx);
memcpy(ctx->blend_factor, color->color, sizeof(float) * 4);
ctx->state_dirty |= D3D12_DIRTY_BLEND_COLOR;
}
static void
d3d12_set_sample_mask(struct pipe_context *pctx, unsigned sample_mask)
{
struct d3d12_context *ctx = d3d12_context(pctx);
ctx->gfx_pipeline_state.sample_mask = sample_mask;
ctx->state_dirty |= D3D12_DIRTY_SAMPLE_MASK;
}
static void
d3d12_set_stencil_ref(struct pipe_context *pctx,
const struct pipe_stencil_ref *ref)
{
struct d3d12_context *ctx = d3d12_context(pctx);
if ((ref->ref_value[0] != ref->ref_value[1]) &&
(d3d12_debug & D3D12_DEBUG_VERBOSE))
debug_printf("D3D12: Different values for front and back stencil reference are not supported\n");
ctx->stencil_ref = *ref;
ctx->state_dirty |= D3D12_DIRTY_STENCIL_REF;
}
static void
d3d12_set_clip_state(struct pipe_context *pctx,
const struct pipe_clip_state *pcs)
{
}
static struct pipe_stream_output_target *
d3d12_create_stream_output_target(struct pipe_context *pctx,
struct pipe_resource *pres,
unsigned buffer_offset,
unsigned buffer_size)
{
struct d3d12_context *ctx = d3d12_context(pctx);
struct d3d12_screen *screen = d3d12_screen(pctx->screen);
struct d3d12_resource *res = d3d12_resource(pres);
struct d3d12_stream_output_target *cso = CALLOC_STRUCT(d3d12_stream_output_target);
if (!cso)
return NULL;
pipe_reference_init(&cso->base.reference, 1);
pipe_resource_reference(&cso->base.buffer, pres);
cso->base.buffer_offset = buffer_offset;
cso->base.buffer_size = buffer_size;
cso->base.context = pctx;
util_range_add(pres, &res->valid_buffer_range, buffer_offset,
buffer_offset + buffer_size);
return &cso->base;
}
static void
d3d12_stream_output_target_destroy(struct pipe_context *ctx,
struct pipe_stream_output_target *state)
{
pipe_resource_reference(&state->buffer, NULL);
FREE(state);
}
static void
fill_stream_output_buffer_view(D3D12_STREAM_OUTPUT_BUFFER_VIEW *view,
struct d3d12_stream_output_target *target)
{
struct d3d12_resource *res = d3d12_resource(target->base.buffer);
struct d3d12_resource *fill_res = d3d12_resource(target->fill_buffer);
view->SizeInBytes = target->base.buffer_size;
view->BufferLocation = d3d12_resource_gpu_virtual_address(res) + target->base.buffer_offset;
view->BufferFilledSizeLocation = d3d12_resource_gpu_virtual_address(fill_res) + target->fill_buffer_offset;
}
static void
d3d12_set_stream_output_targets(struct pipe_context *pctx,
unsigned num_targets,
struct pipe_stream_output_target **targets,
const unsigned *offsets)
{
struct d3d12_context *ctx = d3d12_context(pctx);
assert(num_targets <= ARRAY_SIZE(ctx->so_targets));
d3d12_disable_fake_so_buffers(ctx);
for (unsigned i = 0; i < PIPE_MAX_SO_BUFFERS; i++) {
struct d3d12_stream_output_target *target =
i < num_targets ? (struct d3d12_stream_output_target *)targets[i] : NULL;
if (target) {
/* Sub-allocate a new fill buffer each time to avoid GPU/CPU synchronization */
u_suballocator_alloc(ctx->so_allocator, sizeof(uint64_t), 4,
&target->fill_buffer_offset, &target->fill_buffer);
fill_stream_output_buffer_view(&ctx->so_buffer_views[i], target);
pipe_so_target_reference(&ctx->so_targets[i], targets[i]);
} else {
ctx->so_buffer_views[i].SizeInBytes = 0;
pipe_so_target_reference(&ctx->so_targets[i], NULL);
}
}
ctx->gfx_pipeline_state.num_so_targets = num_targets;
ctx->state_dirty |= D3D12_DIRTY_STREAM_OUTPUT;
}
bool
d3d12_enable_fake_so_buffers(struct d3d12_context *ctx, unsigned factor)
{
if (ctx->fake_so_buffer_factor == factor)
return true;
d3d12_disable_fake_so_buffers(ctx);
for (int i = 0; i < ctx->gfx_pipeline_state.num_so_targets; ++i) {
struct d3d12_stream_output_target *target = (struct d3d12_stream_output_target *)ctx->so_targets[i];
struct d3d12_stream_output_target *fake_target;
fake_target = CALLOC_STRUCT(d3d12_stream_output_target);
if (!fake_target)
return false;
pipe_reference_init(&fake_target->base.reference, 1);
fake_target->base.context = &ctx->base;
d3d12_resource_wait_idle(ctx, d3d12_resource(target->base.buffer));
/* Check if another target is using the same buffer */
for (int j = i - 1; j >= 0; --j) {
if (ctx->so_targets[j] && ctx->so_targets[j]->buffer == target->base.buffer) {
struct d3d12_stream_output_target *prev_target =
(struct d3d12_stream_output_target *)ctx->fake_so_targets[j];
pipe_resource_reference(&fake_target->base.buffer, prev_target->base.buffer);
pipe_resource_reference(&fake_target->fill_buffer, prev_target->fill_buffer);
fake_target->fill_buffer_offset = prev_target->fill_buffer_offset;
fake_target->cached_filled_size = prev_target->cached_filled_size;
break;
}
}
/* Create new SO buffer 6x (2 triangles instead of 1 point) the original size if not */
if (!fake_target->base.buffer) {
fake_target->base.buffer = pipe_buffer_create(ctx->base.screen,
PIPE_BIND_STREAM_OUTPUT,
PIPE_USAGE_STAGING,
target->base.buffer->width0 * factor);
u_suballocator_alloc(ctx->so_allocator, sizeof(uint64_t), 4,
&fake_target->fill_buffer_offset, &fake_target->fill_buffer);
pipe_buffer_read(&ctx->base, target->fill_buffer,
target->fill_buffer_offset, sizeof(uint64_t),
&fake_target->cached_filled_size);
}
fake_target->base.buffer_offset = target->base.buffer_offset * factor;
fake_target->base.buffer_size = (target->base.buffer_size - fake_target->cached_filled_size) * factor;
ctx->fake_so_targets[i] = &fake_target->base;
fill_stream_output_buffer_view(&ctx->fake_so_buffer_views[i], fake_target);
}
ctx->fake_so_buffer_factor = factor;
ctx->cmdlist_dirty |= D3D12_DIRTY_STREAM_OUTPUT;
return true;
}
bool
d3d12_disable_fake_so_buffers(struct d3d12_context *ctx)
{
if (ctx->fake_so_buffer_factor == 0)
return true;
d3d12_flush_cmdlist_and_wait(ctx);
for (int i = 0; i < ctx->gfx_pipeline_state.num_so_targets; ++i) {
struct d3d12_stream_output_target *target = (struct d3d12_stream_output_target *)ctx->so_targets[i];
struct d3d12_stream_output_target *fake_target = (struct d3d12_stream_output_target *)ctx->fake_so_targets[i];
uint64_t filled_size;
struct pipe_transfer *src_transfer, *dst_transfer;
uint8_t *src, *dst;
if (fake_target == NULL)
continue;
pipe_buffer_read(&ctx->base, fake_target->fill_buffer,
fake_target->fill_buffer_offset, sizeof(uint64_t),
&filled_size);
src = (uint8_t *)pipe_buffer_map_range(&ctx->base, fake_target->base.buffer,
fake_target->base.buffer_offset,
fake_target->base.buffer_size,
PIPE_MAP_READ, &src_transfer);
dst = (uint8_t *)pipe_buffer_map_range(&ctx->base, target->base.buffer,
target->base.buffer_offset,
target->base.buffer_size,
PIPE_MAP_READ, &dst_transfer);
/* Note: This will break once support for gl_SkipComponents is added */
uint32_t stride = ctx->gfx_pipeline_state.so_info.stride[i] * 4;
uint64_t src_offset = 0, dst_offset = fake_target->cached_filled_size;
while (src_offset < filled_size) {
memcpy(dst + dst_offset, src + src_offset, stride);
src_offset += stride * ctx->fake_so_buffer_factor;
dst_offset += stride;
}
pipe_buffer_unmap(&ctx->base, src_transfer);
pipe_buffer_unmap(&ctx->base, dst_transfer);
pipe_so_target_reference(&ctx->fake_so_targets[i], NULL);
ctx->fake_so_buffer_views[i].SizeInBytes = 0;
/* Make sure the buffer is not copied twice */
for (int j = i + 1; j <= ctx->gfx_pipeline_state.num_so_targets; ++j) {
if (ctx->so_targets[j] && ctx->so_targets[j]->buffer == target->base.buffer)
pipe_so_target_reference(&ctx->fake_so_targets[j], NULL);
}
}
ctx->fake_so_buffer_factor = 0;
ctx->cmdlist_dirty |= D3D12_DIRTY_STREAM_OUTPUT;
return true;
}
void
d3d12_flush_cmdlist(struct d3d12_context *ctx)
{
d3d12_end_batch(ctx, d3d12_current_batch(ctx));
ctx->current_batch_idx++;
if (ctx->current_batch_idx == ARRAY_SIZE(ctx->batches))
ctx->current_batch_idx = 0;
d3d12_start_batch(ctx, d3d12_current_batch(ctx));
}
void
d3d12_flush_cmdlist_and_wait(struct d3d12_context *ctx)
{
struct d3d12_batch *batch = d3d12_current_batch(ctx);
d3d12_foreach_submitted_batch(ctx, old_batch)
d3d12_reset_batch(ctx, old_batch, PIPE_TIMEOUT_INFINITE);
d3d12_flush_cmdlist(ctx);
d3d12_reset_batch(ctx, batch, PIPE_TIMEOUT_INFINITE);
}
void
d3d12_transition_resource_state(struct d3d12_context *ctx,
struct d3d12_resource *res,
D3D12_RESOURCE_STATES state)
{
TransitionableResourceState *xres = d3d12_resource_state(res);
ctx->resource_state_manager->TransitionResource(xres, state);
}
void
d3d12_transition_subresources_state(struct d3d12_context *ctx,
struct d3d12_resource *res,
uint32_t start_level, uint32_t num_levels,
uint32_t start_layer, uint32_t num_layers,
uint32_t start_plane, uint32_t num_planes,
D3D12_RESOURCE_STATES state)
{
TransitionableResourceState *xres = d3d12_resource_state(res);
for (uint32_t l = 0; l < num_levels; l++) {
const uint32_t level = start_level + l;
for (uint32_t a = 0; a < num_layers; a++) {
const uint32_t layer = start_layer + a;
for( uint32_t p = 0; p < num_planes; p++) {
const uint32_t plane = start_plane + p;
uint32_t subres_id = level + (layer * res->mip_levels) + plane * (res->mip_levels * res->base.array_size);
assert(subres_id < xres->NumSubresources());
ctx->resource_state_manager->TransitionSubresource(xres, subres_id, state);
}
}
}
}
void
d3d12_apply_resource_states(struct d3d12_context *ctx)
{
ctx->resource_state_manager->ApplyAllResourceTransitions(ctx->cmdlist, ctx->fence_value);
}
static void
d3d12_clear_render_target(struct pipe_context *pctx,
struct pipe_surface *psurf,
const union pipe_color_union *color,
unsigned dstx, unsigned dsty,
unsigned width, unsigned height,
bool render_condition_enabled)
{
struct d3d12_context *ctx = d3d12_context(pctx);
struct d3d12_surface *surf = d3d12_surface(psurf);
if (!render_condition_enabled && ctx->current_predication)
ctx->cmdlist->SetPredication(NULL, 0, D3D12_PREDICATION_OP_EQUAL_ZERO);
d3d12_transition_resource_state(ctx, d3d12_resource(psurf->texture),
D3D12_RESOURCE_STATE_RENDER_TARGET);
d3d12_apply_resource_states(ctx);
enum pipe_format format = psurf->texture->format;
float clear_color[4];
if (util_format_is_pure_uint(format)) {
for (int c = 0; c < 4; ++c)
clear_color[c] = color->ui[c];
} else if (util_format_is_pure_sint(format)) {
for (int c = 0; c < 4; ++c)
clear_color[c] = color->i[c];
} else {
for (int c = 0; c < 4; ++c)
clear_color[c] = color->f[c];
}
D3D12_RECT rect = { dstx, dsty, dstx + width, dsty + height };
ctx->cmdlist->ClearRenderTargetView(surf->desc_handle.cpu_handle,
color->f, 1, &rect);
d3d12_batch_reference_surface_texture(d3d12_current_batch(ctx), surf);
if (!render_condition_enabled && ctx->current_predication) {
ctx->cmdlist->SetPredication(
d3d12_resource_resource(ctx->current_predication), 0,
D3D12_PREDICATION_OP_EQUAL_ZERO);
}
}
static void
d3d12_clear_depth_stencil(struct pipe_context *pctx,
struct pipe_surface *psurf,
unsigned clear_flags,
double depth,
unsigned stencil,
unsigned dstx, unsigned dsty,
unsigned width, unsigned height,
bool render_condition_enabled)
{
struct d3d12_context *ctx = d3d12_context(pctx);
struct d3d12_surface *surf = d3d12_surface(psurf);
if (!render_condition_enabled && ctx->current_predication)
ctx->cmdlist->SetPredication(NULL, 0, D3D12_PREDICATION_OP_EQUAL_ZERO);
D3D12_CLEAR_FLAGS flags = (D3D12_CLEAR_FLAGS)0;
if (clear_flags & PIPE_CLEAR_DEPTH)
flags |= D3D12_CLEAR_FLAG_DEPTH;
if (clear_flags & PIPE_CLEAR_STENCIL)
flags |= D3D12_CLEAR_FLAG_STENCIL;
d3d12_transition_resource_state(ctx, d3d12_resource(ctx->fb.zsbuf->texture),
D3D12_RESOURCE_STATE_DEPTH_WRITE);
d3d12_apply_resource_states(ctx);
D3D12_RECT rect = { dstx, dsty, dstx + width, dsty + height };
ctx->cmdlist->ClearDepthStencilView(surf->desc_handle.cpu_handle, flags,
depth, stencil, 1, &rect);
d3d12_batch_reference_surface_texture(d3d12_current_batch(ctx), surf);
if (!render_condition_enabled && ctx->current_predication) {
ctx->cmdlist->SetPredication(
d3d12_resource_resource(ctx->current_predication), 0,
D3D12_PREDICATION_OP_EQUAL_ZERO);
}
}
static void
d3d12_clear(struct pipe_context *pctx,
unsigned buffers,
const struct pipe_scissor_state *scissor_state,
const union pipe_color_union *color,
double depth, unsigned stencil)
{
struct d3d12_context *ctx = d3d12_context(pctx);
if (buffers & PIPE_CLEAR_COLOR) {
for (int i = 0; i < ctx->fb.nr_cbufs; ++i) {
if (buffers & (PIPE_CLEAR_COLOR0 << i)) {
struct pipe_surface *psurf = ctx->fb.cbufs[i];
d3d12_clear_render_target(pctx, psurf, color,
0, 0, psurf->width, psurf->height,
true);
}
}
}
if (buffers & PIPE_CLEAR_DEPTHSTENCIL && ctx->fb.zsbuf) {
struct pipe_surface *psurf = ctx->fb.zsbuf;
d3d12_clear_depth_stencil(pctx, psurf,
buffers & PIPE_CLEAR_DEPTHSTENCIL,
depth, stencil,
0, 0, psurf->width, psurf->height,
true);
}
}
static void
d3d12_flush(struct pipe_context *pipe,
struct pipe_fence_handle **fence,
unsigned flags)
{
struct d3d12_context *ctx = d3d12_context(pipe);
struct d3d12_batch *batch = d3d12_current_batch(ctx);
d3d12_flush_cmdlist(ctx);
if (fence)
d3d12_fence_reference((struct d3d12_fence **)fence, batch->fence);
}
static void
d3d12_flush_resource(struct pipe_context *pctx,
struct pipe_resource *pres)
{
struct d3d12_context *ctx = d3d12_context(pctx);
struct d3d12_resource *res = d3d12_resource(pres);
d3d12_transition_resource_state(ctx, res,
D3D12_RESOURCE_STATE_COMMON);
d3d12_apply_resource_states(ctx);
}
static void
d3d12_init_null_srvs(struct d3d12_context *ctx)
{
struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
for (unsigned i = 0; i < RESOURCE_DIMENSION_COUNT; ++i) {
D3D12_SHADER_RESOURCE_VIEW_DESC srv = {};
srv.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
srv.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
switch (i) {
case RESOURCE_DIMENSION_BUFFER:
case RESOURCE_DIMENSION_UNKNOWN:
srv.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
srv.Buffer.FirstElement = 0;
srv.Buffer.NumElements = 0;
srv.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
srv.Buffer.StructureByteStride = 0;
break;
case RESOURCE_DIMENSION_TEXTURE1D:
srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE1D;
srv.Texture1D.MipLevels = 1;
srv.Texture1D.MostDetailedMip = 0;
srv.Texture1D.ResourceMinLODClamp = 0.0f;
break;
case RESOURCE_DIMENSION_TEXTURE1DARRAY:
srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE1DARRAY;
srv.Texture1DArray.MipLevels = 1;
srv.Texture1DArray.ArraySize = 1;
srv.Texture1DArray.MostDetailedMip = 0;
srv.Texture1DArray.FirstArraySlice = 0;
srv.Texture1DArray.ResourceMinLODClamp = 0.0f;
break;
case RESOURCE_DIMENSION_TEXTURE2D:
srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srv.Texture2D.MipLevels = 1;
srv.Texture2D.MostDetailedMip = 0;
srv.Texture2D.PlaneSlice = 0;
srv.Texture2D.ResourceMinLODClamp = 0.0f;
break;
case RESOURCE_DIMENSION_TEXTURE2DARRAY:
srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
srv.Texture2DArray.MipLevels = 1;
srv.Texture2DArray.ArraySize = 1;
srv.Texture2DArray.MostDetailedMip = 0;
srv.Texture2DArray.FirstArraySlice = 0;
srv.Texture2DArray.PlaneSlice = 0;
srv.Texture2DArray.ResourceMinLODClamp = 0.0f;
break;
case RESOURCE_DIMENSION_TEXTURE2DMS:
srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DMS;
break;
case RESOURCE_DIMENSION_TEXTURE2DMSARRAY:
srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY;
srv.Texture2DMSArray.ArraySize = 1;
srv.Texture2DMSArray.FirstArraySlice = 0;
break;
case RESOURCE_DIMENSION_TEXTURE3D:
srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
srv.Texture3D.MipLevels = 1;
srv.Texture3D.MostDetailedMip = 0;
srv.Texture3D.ResourceMinLODClamp = 0.0f;
break;
case RESOURCE_DIMENSION_TEXTURECUBE:
srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
srv.TextureCube.MipLevels = 1;
srv.TextureCube.MostDetailedMip = 0;
srv.TextureCube.ResourceMinLODClamp = 0.0f;
break;
case RESOURCE_DIMENSION_TEXTURECUBEARRAY:
srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
srv.TextureCubeArray.MipLevels = 1;
srv.TextureCubeArray.NumCubes = 1;
srv.TextureCubeArray.MostDetailedMip = 0;
srv.TextureCubeArray.First2DArrayFace = 0;
srv.TextureCubeArray.ResourceMinLODClamp = 0.0f;
break;
}
if (srv.ViewDimension != D3D12_SRV_DIMENSION_UNKNOWN)
{
d3d12_descriptor_pool_alloc_handle(ctx->view_pool, &ctx->null_srvs[i]);
screen->dev->CreateShaderResourceView(NULL, &srv, ctx->null_srvs[i].cpu_handle);
}
}
}
static void
d3d12_init_null_rtv(struct d3d12_context *ctx)
{
struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
D3D12_RENDER_TARGET_VIEW_DESC rtv = {};
rtv.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
rtv.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
rtv.Texture2D.MipSlice = 0;
rtv.Texture2D.PlaneSlice = 0;
d3d12_descriptor_pool_alloc_handle(ctx->rtv_pool, &ctx->null_rtv);
screen->dev->CreateRenderTargetView(NULL, &rtv, ctx->null_rtv.cpu_handle);
}
static void
d3d12_init_null_sampler(struct d3d12_context *ctx)
{
struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
d3d12_descriptor_pool_alloc_handle(ctx->sampler_pool, &ctx->null_sampler);
D3D12_SAMPLER_DESC desc;
desc.Filter = D3D12_FILTER_ANISOTROPIC;
desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
desc.MipLODBias = 0.0f;
desc.MaxAnisotropy = 0;
desc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
desc.MinLOD = 0.0f;
desc.MaxLOD = 0.0f;
memset(desc.BorderColor, 0, sizeof(desc.BorderColor));
screen->dev->CreateSampler(&desc, ctx->null_sampler.cpu_handle);
}
static uint64_t
d3d12_get_timestamp(struct pipe_context *pctx)
{
struct d3d12_context *ctx = d3d12_context(pctx);
struct d3d12_screen *screen = d3d12_screen(pctx->screen);
if (!ctx->timestamp_query)
ctx->timestamp_query = pctx->create_query(pctx, PIPE_QUERY_TIMESTAMP, 0);
pipe_query_result result;
pctx->end_query(pctx, ctx->timestamp_query);
pctx->get_query_result(pctx, ctx->timestamp_query, true, &result);
return result.u64;
}
struct pipe_context *
d3d12_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
{
struct d3d12_screen *screen = d3d12_screen(pscreen);
struct d3d12_context *ctx = CALLOC_STRUCT(d3d12_context);
if (!ctx)
return NULL;
ctx->base.screen = pscreen;
ctx->base.priv = priv;
ctx->base.destroy = d3d12_context_destroy;
ctx->base.create_vertex_elements_state = d3d12_create_vertex_elements_state;
ctx->base.bind_vertex_elements_state = d3d12_bind_vertex_elements_state;
ctx->base.delete_vertex_elements_state = d3d12_delete_vertex_elements_state;
ctx->base.create_blend_state = d3d12_create_blend_state;
ctx->base.bind_blend_state = d3d12_bind_blend_state;
ctx->base.delete_blend_state = d3d12_delete_blend_state;
ctx->base.create_depth_stencil_alpha_state = d3d12_create_depth_stencil_alpha_state;
ctx->base.bind_depth_stencil_alpha_state = d3d12_bind_depth_stencil_alpha_state;
ctx->base.delete_depth_stencil_alpha_state = d3d12_delete_depth_stencil_alpha_state;
ctx->base.create_rasterizer_state = d3d12_create_rasterizer_state;
ctx->base.bind_rasterizer_state = d3d12_bind_rasterizer_state;
ctx->base.delete_rasterizer_state = d3d12_delete_rasterizer_state;
ctx->base.create_sampler_state = d3d12_create_sampler_state;
ctx->base.bind_sampler_states = d3d12_bind_sampler_states;
ctx->base.delete_sampler_state = d3d12_delete_sampler_state;
ctx->base.create_sampler_view = d3d12_create_sampler_view;
ctx->base.set_sampler_views = d3d12_set_sampler_views;
ctx->base.sampler_view_destroy = d3d12_destroy_sampler_view;
ctx->base.create_vs_state = d3d12_create_vs_state;
ctx->base.bind_vs_state = d3d12_bind_vs_state;
ctx->base.delete_vs_state = d3d12_delete_vs_state;
ctx->base.create_fs_state = d3d12_create_fs_state;
ctx->base.bind_fs_state = d3d12_bind_fs_state;
ctx->base.delete_fs_state = d3d12_delete_fs_state;
ctx->base.create_gs_state = d3d12_create_gs_state;
ctx->base.bind_gs_state = d3d12_bind_gs_state;
ctx->base.delete_gs_state = d3d12_delete_gs_state;
ctx->base.set_polygon_stipple = d3d12_set_polygon_stipple;
ctx->base.set_vertex_buffers = d3d12_set_vertex_buffers;
ctx->base.set_viewport_states = d3d12_set_viewport_states;
ctx->base.set_scissor_states = d3d12_set_scissor_states;
ctx->base.set_constant_buffer = d3d12_set_constant_buffer;
ctx->base.set_framebuffer_state = d3d12_set_framebuffer_state;
ctx->base.set_clip_state = d3d12_set_clip_state;
ctx->base.set_blend_color = d3d12_set_blend_color;
ctx->base.set_sample_mask = d3d12_set_sample_mask;
ctx->base.set_stencil_ref = d3d12_set_stencil_ref;
ctx->base.create_stream_output_target = d3d12_create_stream_output_target;
ctx->base.stream_output_target_destroy = d3d12_stream_output_target_destroy;
ctx->base.set_stream_output_targets = d3d12_set_stream_output_targets;
ctx->base.get_timestamp = d3d12_get_timestamp;
ctx->base.clear = d3d12_clear;
ctx->base.clear_render_target = d3d12_clear_render_target;
ctx->base.clear_depth_stencil = d3d12_clear_depth_stencil;
ctx->base.draw_vbo = d3d12_draw_vbo;
ctx->base.flush = d3d12_flush;
ctx->base.flush_resource = d3d12_flush_resource;
ctx->gfx_pipeline_state.sample_mask = ~0;
d3d12_context_surface_init(&ctx->base);
d3d12_context_resource_init(&ctx->base);
d3d12_context_query_init(&ctx->base);
d3d12_context_blit_init(&ctx->base);
slab_create_child(&ctx->transfer_pool, &d3d12_screen(pscreen)->transfer_pool);
ctx->base.stream_uploader = u_upload_create_default(&ctx->base);
ctx->base.const_uploader = u_upload_create_default(&ctx->base);
ctx->so_allocator = u_suballocator_create(&ctx->base, 4096, 0,
PIPE_USAGE_DEFAULT,
0, true);
struct primconvert_config cfg;
cfg.primtypes_mask = 1 << PIPE_PRIM_POINTS |
1 << PIPE_PRIM_LINES |
1 << PIPE_PRIM_LINE_STRIP |
1 << PIPE_PRIM_TRIANGLES |
1 << PIPE_PRIM_TRIANGLE_STRIP;
cfg.fixed_prim_restart = true;
ctx->primconvert = util_primconvert_create_config(&ctx->base, &cfg);
if (!ctx->primconvert) {
debug_printf("D3D12: failed to create primconvert\n");
return NULL;
}
d3d12_gfx_pipeline_state_cache_init(ctx);
d3d12_root_signature_cache_init(ctx);
d3d12_gs_variant_cache_init(ctx);
HMODULE hD3D12Mod = LoadLibrary("D3D12.DLL");
if (!hD3D12Mod) {
debug_printf("D3D12: failed to load D3D12.DLL\n");
return NULL;
}
ctx->D3D12SerializeVersionedRootSignature =
(PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE)GetProcAddress(hD3D12Mod, "D3D12SerializeVersionedRootSignature");
if (FAILED(screen->dev->CreateFence(0, D3D12_FENCE_FLAG_NONE,
__uuidof(ctx->cmdqueue_fence),
(void **)&ctx->cmdqueue_fence))) {
FREE(ctx);
return NULL;
}
for (int i = 0; i < ARRAY_SIZE(ctx->batches); ++i) {
if (!d3d12_init_batch(ctx, &ctx->batches[i])) {
FREE(ctx);
return NULL;
}
}
d3d12_start_batch(ctx, &ctx->batches[0]);
ctx->rtv_pool = d3d12_descriptor_pool_new(&ctx->base,
D3D12_DESCRIPTOR_HEAP_TYPE_RTV,
64);
if (!ctx->rtv_pool) {
FREE(ctx);
return NULL;
}
ctx->dsv_pool = d3d12_descriptor_pool_new(&ctx->base,
D3D12_DESCRIPTOR_HEAP_TYPE_DSV,
64);
if (!ctx->dsv_pool) {
FREE(ctx);
return NULL;
}
ctx->sampler_pool = d3d12_descriptor_pool_new(&ctx->base,
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
64);
if (!ctx->sampler_pool) {
FREE(ctx);
return NULL;
}
ctx->view_pool = d3d12_descriptor_pool_new(&ctx->base,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
1024);
if (!ctx->view_pool) {
debug_printf("D3D12: failed to create CBV/SRV descriptor pool\n");
FREE(ctx);
return NULL;
}
d3d12_init_null_srvs(ctx);
d3d12_init_null_rtv(ctx);
d3d12_init_null_sampler(ctx);
ctx->validation_tools = d3d12_validator_create();
ctx->blitter = util_blitter_create(&ctx->base);
if (!ctx->blitter)
return NULL;
ctx->resource_state_manager = new ResourceStateManager();
if (!d3d12_init_polygon_stipple(&ctx->base)) {
debug_printf("D3D12: failed to initialize polygon stipple resources\n");
FREE(ctx);
return NULL;
}
return &ctx->base;
}
bool
d3d12_need_zero_one_depth_range(struct d3d12_context *ctx)
{
struct d3d12_shader_selector *fs = ctx->gfx_stages[PIPE_SHADER_FRAGMENT];
/**
* OpenGL Compatibility spec, section 15.2.3 (Shader Outputs) says
* the following:
*
* For fixed-point depth buffers, the final fragment depth written by
* a fragment shader is first clamped to [0, 1] and then converted to
* fixed-point as if it were a window z value (see section 13.8.1).
* For floating-point depth buffers, conversion is not performed but
* clamping is. Note that the depth range computation is not applied
* here, only the conversion to fixed-point.
*
* However, the D3D11.3 Functional Spec, section 17.10 (Depth Clamp) says
* the following:
*
* Depth values that reach the Output Merger, whether coming from
* interpolation or from Pixel Shader output (replacing the
* interpolated z), are always clamped:
* z = min(Viewport.MaxDepth,max(Viewport.MinDepth,z))
* following the D3D11 Floating Point Rules(3.1) for min/max.
*
* This means that we can't always use the fixed-function viewport-mapping
* D3D provides.
*
* There's only one case where the difference matters: When the fragment
* shader writes a non-implicit value to gl_FragDepth. In all other
* cases, the fragment either shouldn't have been rasterized in the
* first place, or the implicit gl_FragCoord.z-value should already have
* been clamped to the depth-range.
*
* For simplicity, let's assume that an explicitly written frag-result
* doesn't simply forward the value of gl_FragCoord.z. If it does, we'll
* end up generating needless code, but the result will be correct.
*/
return fs->initial->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_DEPTH);
}