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godot/drivers/d3d12/rendering_context_driver_d3d12.cpp
Matthieu Bucchianeri e3c215fc13 Add support for Direct3D 12 OpenXR backend.
This change adds support for running XR projects built with the `d3d12`
rendering backend. The XR backend hooks into the setup for the D3D12
render context in order to use the desired device and command queue for
submission to OpenXR. The XR backend takes care of importing the D3D12
swapchain images into the render context.

As part of this process, three issues are addressed:
- Ensuring that resource state transitions are only done on textures
  that require them.
- Enabling view instancing in the PSOs for multiview render passes.
- Addressing a bug in the D3D12 runtime where PSO creation may fail
  when front face detection is used.

Please refer to #86283 for additional discussions on the implementation
details.
2025-04-19 20:39:33 -07:00

330 lines
12 KiB
C++

/**************************************************************************/
/* rendering_context_driver_d3d12.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "rendering_context_driver_d3d12.h"
#include "d3d12_hooks.h"
#include "core/config/engine.h"
#include "core/config/project_settings.h"
#include "core/string/ustring.h"
#include "core/templates/local_vector.h"
#include "core/version.h"
#include "servers/rendering/rendering_device.h"
#include <dxcapi.h>
#if !defined(_MSC_VER)
#include <guiddef.h>
#include <dxguids.h>
#endif
// Note: symbols are not available in MinGW and old MSVC import libraries.
// GUID values from https://github.com/microsoft/DirectX-Headers/blob/7a9f4d06911d30eecb56a4956dab29dcca2709ed/include/directx/d3d12.idl#L5877-L5881
const GUID CLSID_D3D12DeviceFactoryGodot = { 0x114863bf, 0xc386, 0x4aee, { 0xb3, 0x9d, 0x8f, 0x0b, 0xbb, 0x06, 0x29, 0x55 } };
const GUID CLSID_D3D12DebugGodot = { 0xf2352aeb, 0xdd84, 0x49fe, { 0xb9, 0x7b, 0xa9, 0xdc, 0xfd, 0xcc, 0x1b, 0x4f } };
const GUID CLSID_D3D12SDKConfigurationGodot = { 0x7cda6aca, 0xa03e, 0x49c8, { 0x94, 0x58, 0x03, 0x34, 0xd2, 0x0e, 0x07, 0xce } };
#ifdef PIX_ENABLED
#if defined(__GNUC__)
#define _MSC_VER 1800
#endif
#define USE_PIX
#include "WinPixEventRuntime/pix3.h"
#if defined(__GNUC__)
#undef _MSC_VER
#endif
#endif
RenderingContextDriverD3D12::RenderingContextDriverD3D12() {}
RenderingContextDriverD3D12::~RenderingContextDriverD3D12() {
// Let's release manually everything that may still be holding
// onto the DLLs before freeing them.
device_factory.Reset();
dxgi_factory.Reset();
if (lib_d3d12) {
FreeLibrary(lib_d3d12);
}
if (lib_dxgi) {
FreeLibrary(lib_dxgi);
}
if (lib_dcomp) {
FreeLibrary(lib_dcomp);
}
}
Error RenderingContextDriverD3D12::_init_device_factory() {
uint32_t agility_sdk_version = GLOBAL_GET("rendering/rendering_device/d3d12/agility_sdk_version");
String agility_sdk_path = String(".\\") + Engine::get_singleton()->get_architecture_name();
lib_d3d12 = LoadLibraryW(L"D3D12.dll");
ERR_FAIL_NULL_V(lib_d3d12, ERR_CANT_CREATE);
lib_dxgi = LoadLibraryW(L"DXGI.dll");
ERR_FAIL_NULL_V(lib_dxgi, ERR_CANT_CREATE);
lib_dcomp = LoadLibraryW(L"Dcomp.dll");
ERR_FAIL_NULL_V(lib_dcomp, ERR_CANT_CREATE);
// Note: symbol is not available in MinGW import library.
PFN_D3D12_GET_INTERFACE d3d_D3D12GetInterface = (PFN_D3D12_GET_INTERFACE)(void *)GetProcAddress(lib_d3d12, "D3D12GetInterface");
if (!d3d_D3D12GetInterface) {
return OK; // Fallback to the system loader.
}
ID3D12SDKConfiguration *sdk_config = nullptr;
if (SUCCEEDED(d3d_D3D12GetInterface(CLSID_D3D12SDKConfigurationGodot, IID_PPV_ARGS(&sdk_config)))) {
ID3D12SDKConfiguration1 *sdk_config1 = nullptr;
if (SUCCEEDED(sdk_config->QueryInterface(&sdk_config1))) {
if (SUCCEEDED(sdk_config1->CreateDeviceFactory(agility_sdk_version, agility_sdk_path.ascii().get_data(), IID_PPV_ARGS(device_factory.GetAddressOf())))) {
d3d_D3D12GetInterface(CLSID_D3D12DeviceFactoryGodot, IID_PPV_ARGS(device_factory.GetAddressOf()));
} else if (SUCCEEDED(sdk_config1->CreateDeviceFactory(agility_sdk_version, ".\\", IID_PPV_ARGS(device_factory.GetAddressOf())))) {
d3d_D3D12GetInterface(CLSID_D3D12DeviceFactoryGodot, IID_PPV_ARGS(device_factory.GetAddressOf()));
}
sdk_config1->Release();
}
sdk_config->Release();
}
return OK;
}
Error RenderingContextDriverD3D12::_initialize_debug_layers() {
ComPtr<ID3D12Debug> debug_controller;
HRESULT res;
if (device_factory) {
res = device_factory->GetConfigurationInterface(CLSID_D3D12DebugGodot, IID_PPV_ARGS(&debug_controller));
} else {
PFN_D3D12_GET_DEBUG_INTERFACE d3d_D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)(void *)GetProcAddress(lib_d3d12, "D3D12GetDebugInterface");
ERR_FAIL_NULL_V(d3d_D3D12GetDebugInterface, ERR_CANT_CREATE);
res = d3d_D3D12GetDebugInterface(IID_PPV_ARGS(&debug_controller));
}
ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_QUERY_FAILED);
debug_controller->EnableDebugLayer();
return OK;
}
Error RenderingContextDriverD3D12::_initialize_devices() {
const UINT dxgi_factory_flags = use_validation_layers() ? DXGI_CREATE_FACTORY_DEBUG : 0;
typedef HRESULT(WINAPI * PFN_DXGI_CREATE_DXGI_FACTORY2)(UINT, REFIID, void **);
PFN_DXGI_CREATE_DXGI_FACTORY2 dxgi_CreateDXGIFactory2 = (PFN_DXGI_CREATE_DXGI_FACTORY2)(void *)GetProcAddress(lib_dxgi, "CreateDXGIFactory2");
ERR_FAIL_NULL_V(dxgi_CreateDXGIFactory2, ERR_CANT_CREATE);
HRESULT res = dxgi_CreateDXGIFactory2(dxgi_factory_flags, IID_PPV_ARGS(&dxgi_factory));
ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
// Enumerate all possible adapters.
LocalVector<IDXGIAdapter1 *> adapters;
IDXGIAdapter1 *adapter = nullptr;
do {
adapter = create_adapter(adapters.size());
if (adapter != nullptr) {
adapters.push_back(adapter);
}
} while (adapter != nullptr);
ERR_FAIL_COND_V_MSG(adapters.is_empty(), ERR_CANT_CREATE, "Adapters enumeration reported zero accessible devices.");
// Fill the device descriptions with the adapters.
driver_devices.resize(adapters.size());
for (uint32_t i = 0; i < adapters.size(); ++i) {
DXGI_ADAPTER_DESC1 desc = {};
adapters[i]->GetDesc1(&desc);
Device &device = driver_devices[i];
device.name = desc.Description;
device.vendor = desc.VendorId;
device.workarounds = Workarounds();
if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) {
device.type = DEVICE_TYPE_CPU;
} else {
const bool has_dedicated_vram = desc.DedicatedVideoMemory > 0;
device.type = has_dedicated_vram ? DEVICE_TYPE_DISCRETE_GPU : DEVICE_TYPE_INTEGRATED_GPU;
}
}
// Release all created adapters.
for (uint32_t i = 0; i < adapters.size(); ++i) {
adapters[i]->Release();
}
ComPtr<IDXGIFactory5> factory_5;
dxgi_factory.As(&factory_5);
if (factory_5 != nullptr) {
// The type is important as in general, sizeof(bool) != sizeof(BOOL).
BOOL feature_supported = FALSE;
res = factory_5->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &feature_supported, sizeof(feature_supported));
if (SUCCEEDED(res)) {
tearing_supported = feature_supported;
} else {
ERR_PRINT("CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
}
}
return OK;
}
bool RenderingContextDriverD3D12::use_validation_layers() const {
return Engine::get_singleton()->is_validation_layers_enabled();
}
Error RenderingContextDriverD3D12::initialize() {
Error err = _init_device_factory();
ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
if (use_validation_layers()) {
err = _initialize_debug_layers();
ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
}
err = _initialize_devices();
ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
return OK;
}
const RenderingContextDriver::Device &RenderingContextDriverD3D12::device_get(uint32_t p_device_index) const {
DEV_ASSERT(p_device_index < driver_devices.size());
return driver_devices[p_device_index];
}
uint32_t RenderingContextDriverD3D12::device_get_count() const {
return driver_devices.size();
}
bool RenderingContextDriverD3D12::device_supports_present(uint32_t p_device_index, SurfaceID p_surface) const {
// All devices should support presenting to any surface.
return true;
}
RenderingDeviceDriver *RenderingContextDriverD3D12::driver_create() {
return memnew(RenderingDeviceDriverD3D12(this));
}
void RenderingContextDriverD3D12::driver_free(RenderingDeviceDriver *p_driver) {
memdelete(p_driver);
}
RenderingContextDriver::SurfaceID RenderingContextDriverD3D12::surface_create(const void *p_platform_data) {
const WindowPlatformData *wpd = (const WindowPlatformData *)(p_platform_data);
Surface *surface = memnew(Surface);
surface->hwnd = wpd->window;
return SurfaceID(surface);
}
void RenderingContextDriverD3D12::surface_set_size(SurfaceID p_surface, uint32_t p_width, uint32_t p_height) {
Surface *surface = (Surface *)(p_surface);
surface->width = p_width;
surface->height = p_height;
surface->needs_resize = true;
}
void RenderingContextDriverD3D12::surface_set_vsync_mode(SurfaceID p_surface, DisplayServer::VSyncMode p_vsync_mode) {
Surface *surface = (Surface *)(p_surface);
surface->vsync_mode = p_vsync_mode;
surface->needs_resize = true;
}
DisplayServer::VSyncMode RenderingContextDriverD3D12::surface_get_vsync_mode(SurfaceID p_surface) const {
Surface *surface = (Surface *)(p_surface);
return surface->vsync_mode;
}
uint32_t RenderingContextDriverD3D12::surface_get_width(SurfaceID p_surface) const {
Surface *surface = (Surface *)(p_surface);
return surface->width;
}
uint32_t RenderingContextDriverD3D12::surface_get_height(SurfaceID p_surface) const {
Surface *surface = (Surface *)(p_surface);
return surface->height;
}
void RenderingContextDriverD3D12::surface_set_needs_resize(SurfaceID p_surface, bool p_needs_resize) {
Surface *surface = (Surface *)(p_surface);
surface->needs_resize = p_needs_resize;
}
bool RenderingContextDriverD3D12::surface_get_needs_resize(SurfaceID p_surface) const {
Surface *surface = (Surface *)(p_surface);
return surface->needs_resize;
}
void RenderingContextDriverD3D12::surface_destroy(SurfaceID p_surface) {
Surface *surface = (Surface *)(p_surface);
memdelete(surface);
}
bool RenderingContextDriverD3D12::is_debug_utils_enabled() const {
#ifdef PIX_ENABLED
return true;
#else
return false;
#endif
}
IDXGIAdapter1 *RenderingContextDriverD3D12::create_adapter(uint32_t p_adapter_index) const {
ComPtr<IDXGIFactory6> factory_6;
dxgi_factory.As(&factory_6);
// TODO: Use IDXCoreAdapterList, which gives more comprehensive information.
IDXGIAdapter1 *adapter = nullptr;
if (factory_6) {
if (factory_6->EnumAdapterByGpuPreference(p_adapter_index, DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, IID_PPV_ARGS(&adapter)) == DXGI_ERROR_NOT_FOUND) {
return nullptr;
}
} else {
if (dxgi_factory->EnumAdapters1(p_adapter_index, &adapter) == DXGI_ERROR_NOT_FOUND) {
return nullptr;
}
}
return adapter;
}
ID3D12DeviceFactory *RenderingContextDriverD3D12::device_factory_get() const {
return device_factory.Get();
}
IDXGIFactory2 *RenderingContextDriverD3D12::dxgi_factory_get() const {
return dxgi_factory.Get();
}
bool RenderingContextDriverD3D12::get_tearing_supported() const {
return tearing_supported;
}