1 /*
2 * Copyright © Microsoft Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "d3d12_blit.h"
25 #include "d3d12_context.h"
26 #include "d3d12_compiler.h"
27 #include "d3d12_debug.h"
28 #include "d3d12_fence.h"
29 #include "d3d12_format.h"
30 #include "d3d12_query.h"
31 #include "d3d12_resource.h"
32 #include "d3d12_root_signature.h"
33 #include "d3d12_screen.h"
34 #include "d3d12_surface.h"
35
36 #include "util/u_blitter.h"
37 #include "util/u_dual_blend.h"
38 #include "util/u_framebuffer.h"
39 #include "util/u_helpers.h"
40 #include "util/u_inlines.h"
41 #include "util/u_memory.h"
42 #include "util/u_upload_mgr.h"
43 #include "util/u_pstipple.h"
44 #include "util/u_dl.h"
45 #include "nir_to_dxil.h"
46
47 #include "D3D12ResourceState.h"
48
49 #include <dxguids/dxguids.h>
50
51 extern "C" {
52 #include "indices/u_primconvert.h"
53 }
54
55 #include <string.h>
56
57 static void
d3d12_context_destroy(struct pipe_context * pctx)58 d3d12_context_destroy(struct pipe_context *pctx)
59 {
60 struct d3d12_context *ctx = d3d12_context(pctx);
61 if (ctx->validation_tools)
62 d3d12_validator_destroy(ctx->validation_tools);
63
64 if (ctx->timestamp_query)
65 pctx->destroy_query(pctx, ctx->timestamp_query);
66
67 util_blitter_destroy(ctx->blitter);
68 d3d12_end_batch(ctx, d3d12_current_batch(ctx));
69 for (unsigned i = 0; i < ARRAY_SIZE(ctx->batches); ++i)
70 d3d12_destroy_batch(ctx, &ctx->batches[i]);
71 ctx->cmdlist->Release();
72 ctx->cmdqueue_fence->Release();
73 d3d12_descriptor_pool_free(ctx->sampler_pool);
74 util_primconvert_destroy(ctx->primconvert);
75 slab_destroy_child(&ctx->transfer_pool);
76 d3d12_gs_variant_cache_destroy(ctx);
77 d3d12_gfx_pipeline_state_cache_destroy(ctx);
78 d3d12_root_signature_cache_destroy(ctx);
79
80 u_suballocator_destroy(&ctx->query_allocator);
81
82 if (pctx->stream_uploader)
83 u_upload_destroy(pctx->stream_uploader);
84 if (pctx->const_uploader)
85 u_upload_destroy(pctx->const_uploader);
86
87 delete ctx->resource_state_manager;
88
89 FREE(ctx);
90 }
91
92 static void *
d3d12_create_vertex_elements_state(struct pipe_context * pctx,unsigned num_elements,const struct pipe_vertex_element * elements)93 d3d12_create_vertex_elements_state(struct pipe_context *pctx,
94 unsigned num_elements,
95 const struct pipe_vertex_element *elements)
96 {
97 struct d3d12_vertex_elements_state *cso = CALLOC_STRUCT(d3d12_vertex_elements_state);
98 if (!cso)
99 return NULL;
100
101 for (unsigned i = 0; i < num_elements; ++i) {
102 cso->elements[i].SemanticName = "TEXCOORD";
103 cso->elements[i].SemanticIndex = i;
104
105 enum pipe_format format_helper =
106 d3d12_emulated_vtx_format((enum pipe_format)elements[i].src_format);
107 bool needs_emulation = format_helper != elements[i].src_format;
108 cso->needs_format_emulation |= needs_emulation;
109 cso->format_conversion[i] =
110 needs_emulation ? (enum pipe_format)elements[i].src_format : PIPE_FORMAT_NONE;
111
112 cso->elements[i].Format = d3d12_get_format(format_helper);
113 assert(cso->elements[i].Format != DXGI_FORMAT_UNKNOWN);
114 cso->elements[i].InputSlot = elements[i].vertex_buffer_index;
115 cso->elements[i].AlignedByteOffset = elements[i].src_offset;
116
117 if (elements[i].instance_divisor) {
118 cso->elements[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA;
119 cso->elements[i].InstanceDataStepRate = elements[i].instance_divisor;
120 } else {
121 cso->elements[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
122 cso->elements[i].InstanceDataStepRate = 0;
123 }
124 }
125
126 cso->num_elements = num_elements;
127 return cso;
128 }
129
130 static void
d3d12_bind_vertex_elements_state(struct pipe_context * pctx,void * ve)131 d3d12_bind_vertex_elements_state(struct pipe_context *pctx,
132 void *ve)
133 {
134 struct d3d12_context *ctx = d3d12_context(pctx);
135 ctx->gfx_pipeline_state.ves = (struct d3d12_vertex_elements_state *)ve;
136 ctx->state_dirty |= D3D12_DIRTY_VERTEX_ELEMENTS;
137 }
138
139 static void
d3d12_delete_vertex_elements_state(struct pipe_context * pctx,void * ve)140 d3d12_delete_vertex_elements_state(struct pipe_context *pctx,
141 void *ve)
142 {
143 FREE(ve);
144 }
145
146 static D3D12_BLEND
blend_factor_rgb(enum pipe_blendfactor factor)147 blend_factor_rgb(enum pipe_blendfactor factor)
148 {
149 switch (factor) {
150 case PIPE_BLENDFACTOR_ZERO: return D3D12_BLEND_ZERO;
151 case PIPE_BLENDFACTOR_ONE: return D3D12_BLEND_ONE;
152 case PIPE_BLENDFACTOR_SRC_COLOR: return D3D12_BLEND_SRC_COLOR;
153 case PIPE_BLENDFACTOR_SRC_ALPHA: return D3D12_BLEND_SRC_ALPHA;
154 case PIPE_BLENDFACTOR_DST_ALPHA: return D3D12_BLEND_DEST_ALPHA;
155 case PIPE_BLENDFACTOR_DST_COLOR: return D3D12_BLEND_DEST_COLOR;
156 case PIPE_BLENDFACTOR_SRC_ALPHA_SATURATE: return D3D12_BLEND_SRC_ALPHA_SAT;
157 case PIPE_BLENDFACTOR_CONST_COLOR: return D3D12_BLEND_BLEND_FACTOR;
158 case PIPE_BLENDFACTOR_SRC1_COLOR: return D3D12_BLEND_SRC1_COLOR;
159 case PIPE_BLENDFACTOR_SRC1_ALPHA: return D3D12_BLEND_SRC1_ALPHA;
160 case PIPE_BLENDFACTOR_INV_SRC_COLOR: return D3D12_BLEND_INV_SRC_COLOR;
161 case PIPE_BLENDFACTOR_INV_SRC_ALPHA: return D3D12_BLEND_INV_SRC_ALPHA;
162 case PIPE_BLENDFACTOR_INV_DST_ALPHA: return D3D12_BLEND_INV_DEST_ALPHA;
163 case PIPE_BLENDFACTOR_INV_DST_COLOR: return D3D12_BLEND_INV_DEST_COLOR;
164 case PIPE_BLENDFACTOR_INV_CONST_COLOR: return D3D12_BLEND_INV_BLEND_FACTOR;
165 case PIPE_BLENDFACTOR_INV_SRC1_COLOR: return D3D12_BLEND_INV_SRC1_COLOR;
166 case PIPE_BLENDFACTOR_INV_SRC1_ALPHA: return D3D12_BLEND_INV_SRC1_ALPHA;
167 case PIPE_BLENDFACTOR_CONST_ALPHA: return D3D12_BLEND_BLEND_FACTOR; /* Doesn't exist in D3D12 */
168 case PIPE_BLENDFACTOR_INV_CONST_ALPHA: return D3D12_BLEND_INV_BLEND_FACTOR; /* Doesn't exist in D3D12 */
169 }
170 unreachable("unexpected blend factor");
171 }
172
173 static D3D12_BLEND
blend_factor_alpha(enum pipe_blendfactor factor)174 blend_factor_alpha(enum pipe_blendfactor factor)
175 {
176 switch (factor) {
177 case PIPE_BLENDFACTOR_ZERO: return D3D12_BLEND_ZERO;
178 case PIPE_BLENDFACTOR_ONE: return D3D12_BLEND_ONE;
179 case PIPE_BLENDFACTOR_SRC_COLOR:
180 case PIPE_BLENDFACTOR_SRC_ALPHA: return D3D12_BLEND_SRC_ALPHA;
181 case PIPE_BLENDFACTOR_DST_COLOR:
182 case PIPE_BLENDFACTOR_DST_ALPHA: return D3D12_BLEND_DEST_ALPHA;
183 case PIPE_BLENDFACTOR_SRC_ALPHA_SATURATE: return D3D12_BLEND_SRC_ALPHA_SAT;
184 case PIPE_BLENDFACTOR_CONST_COLOR:
185 case PIPE_BLENDFACTOR_CONST_ALPHA: return D3D12_BLEND_BLEND_FACTOR;
186 case PIPE_BLENDFACTOR_SRC1_COLOR:
187 case PIPE_BLENDFACTOR_SRC1_ALPHA: return D3D12_BLEND_SRC1_ALPHA;
188 case PIPE_BLENDFACTOR_INV_SRC_COLOR:
189 case PIPE_BLENDFACTOR_INV_SRC_ALPHA: return D3D12_BLEND_INV_SRC_ALPHA;
190 case PIPE_BLENDFACTOR_INV_DST_COLOR:
191 case PIPE_BLENDFACTOR_INV_DST_ALPHA: return D3D12_BLEND_INV_DEST_ALPHA;
192 case PIPE_BLENDFACTOR_INV_SRC1_COLOR:
193 case PIPE_BLENDFACTOR_INV_SRC1_ALPHA: return D3D12_BLEND_INV_SRC1_ALPHA;
194 case PIPE_BLENDFACTOR_INV_CONST_COLOR:
195 case PIPE_BLENDFACTOR_INV_CONST_ALPHA: return D3D12_BLEND_INV_BLEND_FACTOR;
196 }
197 unreachable("unexpected blend factor");
198 }
199
200 static unsigned
need_blend_factor_rgb(enum pipe_blendfactor factor)201 need_blend_factor_rgb(enum pipe_blendfactor factor)
202 {
203 switch (factor) {
204 case PIPE_BLENDFACTOR_CONST_COLOR:
205 case PIPE_BLENDFACTOR_INV_CONST_COLOR:
206 return D3D12_BLEND_FACTOR_COLOR;
207 case PIPE_BLENDFACTOR_CONST_ALPHA:
208 case PIPE_BLENDFACTOR_INV_CONST_ALPHA:
209 return D3D12_BLEND_FACTOR_ALPHA;
210
211 default:
212 return D3D12_BLEND_FACTOR_NONE;
213 }
214 }
215
216 static unsigned
need_blend_factor_alpha(enum pipe_blendfactor factor)217 need_blend_factor_alpha(enum pipe_blendfactor factor)
218 {
219 switch (factor) {
220 case PIPE_BLENDFACTOR_CONST_COLOR:
221 case PIPE_BLENDFACTOR_INV_CONST_COLOR:
222 case PIPE_BLENDFACTOR_CONST_ALPHA:
223 case PIPE_BLENDFACTOR_INV_CONST_ALPHA:
224 return D3D12_BLEND_FACTOR_ANY;
225
226 default:
227 return D3D12_BLEND_FACTOR_NONE;
228 }
229 }
230
231 static D3D12_BLEND_OP
blend_op(enum pipe_blend_func func)232 blend_op(enum pipe_blend_func func)
233 {
234 switch (func) {
235 case PIPE_BLEND_ADD: return D3D12_BLEND_OP_ADD;
236 case PIPE_BLEND_SUBTRACT: return D3D12_BLEND_OP_SUBTRACT;
237 case PIPE_BLEND_REVERSE_SUBTRACT: return D3D12_BLEND_OP_REV_SUBTRACT;
238 case PIPE_BLEND_MIN: return D3D12_BLEND_OP_MIN;
239 case PIPE_BLEND_MAX: return D3D12_BLEND_OP_MAX;
240 }
241 unreachable("unexpected blend function");
242 }
243
244 static D3D12_COMPARISON_FUNC
compare_op(enum pipe_compare_func op)245 compare_op(enum pipe_compare_func op)
246 {
247 switch (op) {
248 case PIPE_FUNC_NEVER: return D3D12_COMPARISON_FUNC_NEVER;
249 case PIPE_FUNC_LESS: return D3D12_COMPARISON_FUNC_LESS;
250 case PIPE_FUNC_EQUAL: return D3D12_COMPARISON_FUNC_EQUAL;
251 case PIPE_FUNC_LEQUAL: return D3D12_COMPARISON_FUNC_LESS_EQUAL;
252 case PIPE_FUNC_GREATER: return D3D12_COMPARISON_FUNC_GREATER;
253 case PIPE_FUNC_NOTEQUAL: return D3D12_COMPARISON_FUNC_NOT_EQUAL;
254 case PIPE_FUNC_GEQUAL: return D3D12_COMPARISON_FUNC_GREATER_EQUAL;
255 case PIPE_FUNC_ALWAYS: return D3D12_COMPARISON_FUNC_ALWAYS;
256 }
257 unreachable("unexpected compare");
258 }
259
260 static D3D12_LOGIC_OP
logic_op(enum pipe_logicop func)261 logic_op(enum pipe_logicop func)
262 {
263 switch (func) {
264 case PIPE_LOGICOP_CLEAR: return D3D12_LOGIC_OP_CLEAR;
265 case PIPE_LOGICOP_NOR: return D3D12_LOGIC_OP_NOR;
266 case PIPE_LOGICOP_AND_INVERTED: return D3D12_LOGIC_OP_AND_INVERTED;
267 case PIPE_LOGICOP_COPY_INVERTED: return D3D12_LOGIC_OP_COPY_INVERTED;
268 case PIPE_LOGICOP_AND_REVERSE: return D3D12_LOGIC_OP_AND_REVERSE;
269 case PIPE_LOGICOP_INVERT: return D3D12_LOGIC_OP_INVERT;
270 case PIPE_LOGICOP_XOR: return D3D12_LOGIC_OP_XOR;
271 case PIPE_LOGICOP_NAND: return D3D12_LOGIC_OP_NAND;
272 case PIPE_LOGICOP_AND: return D3D12_LOGIC_OP_AND;
273 case PIPE_LOGICOP_EQUIV: return D3D12_LOGIC_OP_EQUIV;
274 case PIPE_LOGICOP_NOOP: return D3D12_LOGIC_OP_NOOP;
275 case PIPE_LOGICOP_OR_INVERTED: return D3D12_LOGIC_OP_OR_INVERTED;
276 case PIPE_LOGICOP_COPY: return D3D12_LOGIC_OP_COPY;
277 case PIPE_LOGICOP_OR_REVERSE: return D3D12_LOGIC_OP_OR_REVERSE;
278 case PIPE_LOGICOP_OR: return D3D12_LOGIC_OP_OR;
279 case PIPE_LOGICOP_SET: return D3D12_LOGIC_OP_SET;
280 }
281 unreachable("unexpected logicop function");
282 }
283
284 static UINT8
color_write_mask(unsigned colormask)285 color_write_mask(unsigned colormask)
286 {
287 UINT8 mask = 0;
288
289 if (colormask & PIPE_MASK_R)
290 mask |= D3D12_COLOR_WRITE_ENABLE_RED;
291 if (colormask & PIPE_MASK_G)
292 mask |= D3D12_COLOR_WRITE_ENABLE_GREEN;
293 if (colormask & PIPE_MASK_B)
294 mask |= D3D12_COLOR_WRITE_ENABLE_BLUE;
295 if (colormask & PIPE_MASK_A)
296 mask |= D3D12_COLOR_WRITE_ENABLE_ALPHA;
297
298 return mask;
299 }
300
301 static void *
d3d12_create_blend_state(struct pipe_context * pctx,const struct pipe_blend_state * blend_state)302 d3d12_create_blend_state(struct pipe_context *pctx,
303 const struct pipe_blend_state *blend_state)
304 {
305 struct d3d12_blend_state *state = CALLOC_STRUCT(d3d12_blend_state);
306 if (!state)
307 return NULL;
308
309 if (blend_state->logicop_enable) {
310 state->desc.RenderTarget[0].LogicOpEnable = TRUE;
311 state->desc.RenderTarget[0].LogicOp = logic_op((pipe_logicop) blend_state->logicop_func);
312 }
313
314 /* TODO Dithering */
315
316 state->desc.AlphaToCoverageEnable = blend_state->alpha_to_coverage;
317
318 int num_targets = 1;
319 if (blend_state->independent_blend_enable) {
320 state->desc.IndependentBlendEnable = TRUE;
321 num_targets = PIPE_MAX_COLOR_BUFS;
322 }
323
324 for (int i = 0; i < num_targets; ++i) {
325 const struct pipe_rt_blend_state *rt = blend_state->rt + i;
326
327 if (rt->blend_enable) {
328 state->desc.RenderTarget[i].BlendEnable = TRUE;
329 state->desc.RenderTarget[i].SrcBlend = blend_factor_rgb((pipe_blendfactor) rt->rgb_src_factor);
330 state->desc.RenderTarget[i].DestBlend = blend_factor_rgb((pipe_blendfactor) rt->rgb_dst_factor);
331 state->desc.RenderTarget[i].BlendOp = blend_op((pipe_blend_func) rt->rgb_func);
332 state->desc.RenderTarget[i].SrcBlendAlpha = blend_factor_alpha((pipe_blendfactor) rt->alpha_src_factor);
333 state->desc.RenderTarget[i].DestBlendAlpha = blend_factor_alpha((pipe_blendfactor) rt->alpha_dst_factor);
334 state->desc.RenderTarget[i].BlendOpAlpha = blend_op((pipe_blend_func) rt->alpha_func);
335
336 state->blend_factor_flags |= need_blend_factor_rgb((pipe_blendfactor) rt->rgb_src_factor);
337 state->blend_factor_flags |= need_blend_factor_rgb((pipe_blendfactor) rt->rgb_dst_factor);
338 state->blend_factor_flags |= need_blend_factor_alpha((pipe_blendfactor) rt->alpha_src_factor);
339 state->blend_factor_flags |= need_blend_factor_alpha((pipe_blendfactor) rt->alpha_dst_factor);
340
341 if (state->blend_factor_flags == (D3D12_BLEND_FACTOR_COLOR | D3D12_BLEND_FACTOR_ALPHA) &&
342 (d3d12_debug & D3D12_DEBUG_VERBOSE)) {
343 /* We can't set a blend factor for both constant color and constant alpha */
344 debug_printf("D3D12: unsupported blend factors combination (const color and const alpha)\n");
345 }
346
347 if (util_blend_state_is_dual(blend_state, i))
348 state->is_dual_src = true;
349 }
350
351 state->desc.RenderTarget[i].RenderTargetWriteMask = color_write_mask(rt->colormask);
352 }
353
354 return state;
355 }
356
357 static void
d3d12_bind_blend_state(struct pipe_context * pctx,void * blend_state)358 d3d12_bind_blend_state(struct pipe_context *pctx, void *blend_state)
359 {
360 struct d3d12_context *ctx = d3d12_context(pctx);
361 struct d3d12_blend_state *new_state = (struct d3d12_blend_state *) blend_state;
362 struct d3d12_blend_state *old_state = ctx->gfx_pipeline_state.blend;
363
364 ctx->gfx_pipeline_state.blend = new_state;
365 ctx->state_dirty |= D3D12_DIRTY_BLEND;
366 if (new_state == NULL || old_state == NULL ||
367 new_state->blend_factor_flags != old_state->blend_factor_flags)
368 ctx->state_dirty |= D3D12_DIRTY_BLEND_COLOR;
369 }
370
371 static void
d3d12_delete_blend_state(struct pipe_context * pctx,void * blend_state)372 d3d12_delete_blend_state(struct pipe_context *pctx, void *blend_state)
373 {
374 d3d12_gfx_pipeline_state_cache_invalidate(d3d12_context(pctx), blend_state);
375 FREE(blend_state);
376 }
377
378 static D3D12_STENCIL_OP
stencil_op(enum pipe_stencil_op op)379 stencil_op(enum pipe_stencil_op op)
380 {
381 switch (op) {
382 case PIPE_STENCIL_OP_KEEP: return D3D12_STENCIL_OP_KEEP;
383 case PIPE_STENCIL_OP_ZERO: return D3D12_STENCIL_OP_ZERO;
384 case PIPE_STENCIL_OP_REPLACE: return D3D12_STENCIL_OP_REPLACE;
385 case PIPE_STENCIL_OP_INCR: return D3D12_STENCIL_OP_INCR_SAT;
386 case PIPE_STENCIL_OP_DECR: return D3D12_STENCIL_OP_DECR_SAT;
387 case PIPE_STENCIL_OP_INCR_WRAP: return D3D12_STENCIL_OP_INCR;
388 case PIPE_STENCIL_OP_DECR_WRAP: return D3D12_STENCIL_OP_DECR;
389 case PIPE_STENCIL_OP_INVERT: return D3D12_STENCIL_OP_INVERT;
390 }
391 unreachable("unexpected op");
392 }
393
394 static D3D12_DEPTH_STENCILOP_DESC
stencil_op_state(const struct pipe_stencil_state * src)395 stencil_op_state(const struct pipe_stencil_state *src)
396 {
397 D3D12_DEPTH_STENCILOP_DESC ret;
398 ret.StencilFailOp = stencil_op((pipe_stencil_op) src->fail_op);
399 ret.StencilPassOp = stencil_op((pipe_stencil_op) src->zpass_op);
400 ret.StencilDepthFailOp = stencil_op((pipe_stencil_op) src->zfail_op);
401 ret.StencilFunc = compare_op((pipe_compare_func) src->func);
402 return ret;
403 }
404
405 static void *
d3d12_create_depth_stencil_alpha_state(struct pipe_context * pctx,const struct pipe_depth_stencil_alpha_state * depth_stencil_alpha)406 d3d12_create_depth_stencil_alpha_state(struct pipe_context *pctx,
407 const struct pipe_depth_stencil_alpha_state *depth_stencil_alpha)
408 {
409 struct d3d12_depth_stencil_alpha_state *dsa = CALLOC_STRUCT(d3d12_depth_stencil_alpha_state);
410 if (!dsa)
411 return NULL;
412
413 if (depth_stencil_alpha->depth_enabled) {
414 dsa->desc.DepthEnable = TRUE;
415 dsa->desc.DepthFunc = compare_op((pipe_compare_func) depth_stencil_alpha->depth_func);
416 }
417
418 /* TODO Add support for GL_depth_bound_tests */
419 #if 0
420 if (depth_stencil_alpha->depth.bounds_test) {
421 dsa->desc.DepthBoundsTestEnable = TRUE;
422 dsa->min_depth_bounds = depth_stencil_alpha->depth.bounds_min;
423 dsa->max_depth_bounds = depth_stencil_alpha->depth.bounds_max;
424 }
425 #endif
426
427 if (depth_stencil_alpha->stencil[0].enabled) {
428 dsa->desc.StencilEnable = TRUE;
429 dsa->desc.FrontFace = stencil_op_state(depth_stencil_alpha->stencil);
430 }
431
432 if (depth_stencil_alpha->stencil[1].enabled)
433 dsa->desc.BackFace = stencil_op_state(depth_stencil_alpha->stencil + 1);
434 else
435 dsa->desc.BackFace = dsa->desc.FrontFace;
436
437 dsa->desc.StencilReadMask = depth_stencil_alpha->stencil[0].valuemask; /* FIXME Back face mask */
438 dsa->desc.StencilWriteMask = depth_stencil_alpha->stencil[0].writemask; /* FIXME Back face mask */
439 dsa->desc.DepthWriteMask = (D3D12_DEPTH_WRITE_MASK) depth_stencil_alpha->depth_writemask;
440
441 return dsa;
442 }
443
444 static void
d3d12_bind_depth_stencil_alpha_state(struct pipe_context * pctx,void * dsa)445 d3d12_bind_depth_stencil_alpha_state(struct pipe_context *pctx,
446 void *dsa)
447 {
448 struct d3d12_context *ctx = d3d12_context(pctx);
449 ctx->gfx_pipeline_state.zsa = (struct d3d12_depth_stencil_alpha_state *) dsa;
450 ctx->state_dirty |= D3D12_DIRTY_ZSA;
451 }
452
453 static void
d3d12_delete_depth_stencil_alpha_state(struct pipe_context * pctx,void * dsa_state)454 d3d12_delete_depth_stencil_alpha_state(struct pipe_context *pctx,
455 void *dsa_state)
456 {
457 d3d12_gfx_pipeline_state_cache_invalidate(d3d12_context(pctx), dsa_state);
458 FREE(dsa_state);
459 }
460
461 static D3D12_FILL_MODE
fill_mode(unsigned mode)462 fill_mode(unsigned mode)
463 {
464 switch (mode) {
465 case PIPE_POLYGON_MODE_FILL:
466 return D3D12_FILL_MODE_SOLID;
467 case PIPE_POLYGON_MODE_LINE:
468 return D3D12_FILL_MODE_WIREFRAME;
469 case PIPE_POLYGON_MODE_POINT:
470 return D3D12_FILL_MODE_SOLID;
471
472 default:
473 unreachable("unsupported fill-mode");
474 }
475 }
476
477 static void *
d3d12_create_rasterizer_state(struct pipe_context * pctx,const struct pipe_rasterizer_state * rs_state)478 d3d12_create_rasterizer_state(struct pipe_context *pctx,
479 const struct pipe_rasterizer_state *rs_state)
480 {
481 struct d3d12_rasterizer_state *cso = CALLOC_STRUCT(d3d12_rasterizer_state);
482 if (!cso)
483 return NULL;
484
485 cso->base = *rs_state;
486
487 assert(rs_state->depth_clip_near == rs_state->depth_clip_far);
488
489 switch (rs_state->cull_face) {
490 case PIPE_FACE_NONE:
491 if (rs_state->fill_front != rs_state->fill_back) {
492 cso->base.cull_face = PIPE_FACE_BACK;
493 cso->desc.CullMode = D3D12_CULL_MODE_BACK;
494 cso->desc.FillMode = fill_mode(rs_state->fill_front);
495
496 /* create a modified CSO for the back-state, so we can draw with
497 * either.
498 */
499 struct pipe_rasterizer_state templ = *rs_state;
500 templ.cull_face = PIPE_FACE_FRONT;
501 templ.fill_front = rs_state->fill_back;
502 cso->twoface_back = d3d12_create_rasterizer_state(pctx, &templ);
503
504 if (!cso->twoface_back) {
505 FREE(cso);
506 return NULL;
507 }
508 } else {
509 cso->desc.CullMode = D3D12_CULL_MODE_NONE;
510 cso->desc.FillMode = fill_mode(rs_state->fill_front);
511 }
512 break;
513
514 case PIPE_FACE_FRONT:
515 cso->desc.CullMode = D3D12_CULL_MODE_FRONT;
516 cso->desc.FillMode = fill_mode(rs_state->fill_back);
517 break;
518
519 case PIPE_FACE_BACK:
520 cso->desc.CullMode = D3D12_CULL_MODE_BACK;
521 cso->desc.FillMode = fill_mode(rs_state->fill_front);
522 break;
523
524 case PIPE_FACE_FRONT_AND_BACK:
525 /* this is wrong, and we shouldn't actually have to support this! */
526 cso->desc.CullMode = D3D12_CULL_MODE_NONE;
527 cso->desc.FillMode = D3D12_FILL_MODE_SOLID;
528 break;
529
530 default:
531 unreachable("unsupported cull-mode");
532 }
533
534 cso->desc.FrontCounterClockwise = rs_state->front_ccw;
535 cso->desc.DepthClipEnable = rs_state->depth_clip_near;
536 cso->desc.MultisampleEnable = rs_state->multisample;
537 cso->desc.AntialiasedLineEnable = rs_state->line_smooth;
538 cso->desc.ForcedSampleCount = 0; // TODO
539 cso->desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; /* Not Implemented */
540
541 return cso;
542 }
543
544 static void
d3d12_bind_rasterizer_state(struct pipe_context * pctx,void * rs_state)545 d3d12_bind_rasterizer_state(struct pipe_context *pctx, void *rs_state)
546 {
547 struct d3d12_context *ctx = d3d12_context(pctx);
548 ctx->gfx_pipeline_state.rast = (struct d3d12_rasterizer_state *)rs_state;
549 ctx->state_dirty |= D3D12_DIRTY_RASTERIZER | D3D12_DIRTY_SCISSOR;
550 }
551
552 static void
d3d12_delete_rasterizer_state(struct pipe_context * pctx,void * rs_state)553 d3d12_delete_rasterizer_state(struct pipe_context *pctx, void *rs_state)
554 {
555 d3d12_gfx_pipeline_state_cache_invalidate(d3d12_context(pctx), rs_state);
556 FREE(rs_state);
557 }
558
559 static D3D12_TEXTURE_ADDRESS_MODE
sampler_address_mode(enum pipe_tex_wrap wrap,enum pipe_tex_filter filter)560 sampler_address_mode(enum pipe_tex_wrap wrap, enum pipe_tex_filter filter)
561 {
562 switch (wrap) {
563 case PIPE_TEX_WRAP_REPEAT: return D3D12_TEXTURE_ADDRESS_MODE_WRAP;
564 case PIPE_TEX_WRAP_CLAMP: return filter == PIPE_TEX_FILTER_NEAREST ?
565 D3D12_TEXTURE_ADDRESS_MODE_CLAMP :
566 D3D12_TEXTURE_ADDRESS_MODE_BORDER;
567 case PIPE_TEX_WRAP_CLAMP_TO_EDGE: return D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
568 case PIPE_TEX_WRAP_CLAMP_TO_BORDER: return D3D12_TEXTURE_ADDRESS_MODE_BORDER;
569 case PIPE_TEX_WRAP_MIRROR_REPEAT: return D3D12_TEXTURE_ADDRESS_MODE_MIRROR;
570 case PIPE_TEX_WRAP_MIRROR_CLAMP: return D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE; /* not technically correct, but kinda works */
571 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE: return D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE;
572 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER: return D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE; /* FIXME: Doesn't exist in D3D12 */
573 }
574 unreachable("unexpected wrap");
575 }
576
577 static D3D12_FILTER
get_filter(const struct pipe_sampler_state * state)578 get_filter(const struct pipe_sampler_state *state)
579 {
580 static const D3D12_FILTER lut[16] = {
581 D3D12_FILTER_MIN_MAG_MIP_POINT,
582 D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR,
583 D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT,
584 D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR,
585 D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT,
586 D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR,
587 D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT,
588 D3D12_FILTER_MIN_MAG_MIP_LINEAR,
589 D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT,
590 D3D12_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR,
591 D3D12_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT,
592 D3D12_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR,
593 D3D12_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT,
594 D3D12_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR,
595 D3D12_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT,
596 D3D12_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR,
597 };
598
599 static const D3D12_FILTER anisotropic_lut[2] = {
600 D3D12_FILTER_ANISOTROPIC,
601 D3D12_FILTER_COMPARISON_ANISOTROPIC,
602 };
603
604 if (state->max_anisotropy > 1) {
605 return anisotropic_lut[state->compare_mode];
606 } else {
607 int idx = (state->mag_img_filter << 1) |
608 (state->min_img_filter << 2) |
609 (state->compare_mode << 3);
610 if (state->min_mip_filter != PIPE_TEX_MIPFILTER_NONE)
611 idx |= state->min_mip_filter;
612 return lut[idx];
613 }
614 }
615
616 static void *
d3d12_create_sampler_state(struct pipe_context * pctx,const struct pipe_sampler_state * state)617 d3d12_create_sampler_state(struct pipe_context *pctx,
618 const struct pipe_sampler_state *state)
619 {
620 struct d3d12_context *ctx = d3d12_context(pctx);
621 struct d3d12_screen *screen = d3d12_screen(pctx->screen);
622 struct d3d12_sampler_state *ss;
623 D3D12_SAMPLER_DESC desc = {};
624 if (!state)
625 return NULL;
626
627 ss = CALLOC_STRUCT(d3d12_sampler_state);
628 ss->filter = (pipe_tex_filter)state->min_img_filter;
629 ss->wrap_r = (pipe_tex_wrap)state->wrap_r;
630 ss->wrap_s = (pipe_tex_wrap)state->wrap_s;
631 ss->wrap_t = (pipe_tex_wrap)state->wrap_t;
632 ss->lod_bias = state->lod_bias;
633 ss->min_lod = state->min_lod;
634 ss->max_lod = state->max_lod;
635 memcpy(ss->border_color, state->border_color.f, sizeof(float) * 4);
636 ss->compare_func = (pipe_compare_func)state->compare_func;
637
638 if (state->min_mip_filter < PIPE_TEX_MIPFILTER_NONE) {
639 desc.MinLOD = state->min_lod;
640 desc.MaxLOD = state->max_lod;
641 } else if (state->min_mip_filter == PIPE_TEX_MIPFILTER_NONE) {
642 desc.MinLOD = 0;
643 desc.MaxLOD = 0;
644 } else {
645 unreachable("unexpected mip filter");
646 }
647
648 if (state->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
649 desc.ComparisonFunc = compare_op((pipe_compare_func) state->compare_func);
650 desc.Filter = D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
651 } else if (state->compare_mode == PIPE_TEX_COMPARE_NONE) {
652 desc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
653 desc.Filter = get_filter(state);
654 } else
655 unreachable("unexpected comparison mode");
656
657 desc.MaxAnisotropy = state->max_anisotropy;
658
659 desc.AddressU = sampler_address_mode((pipe_tex_wrap) state->wrap_s,
660 (pipe_tex_filter) state->min_img_filter);
661 desc.AddressV = sampler_address_mode((pipe_tex_wrap) state->wrap_t,
662 (pipe_tex_filter) state->min_img_filter);
663 desc.AddressW = sampler_address_mode((pipe_tex_wrap) state->wrap_r,
664 (pipe_tex_filter) state->min_img_filter);
665 desc.MipLODBias = CLAMP(state->lod_bias, -16.0f, 15.99f);
666 memcpy(desc.BorderColor, state->border_color.f, sizeof(float) * 4);
667
668 // TODO Normalized Coordinates?
669 d3d12_descriptor_pool_alloc_handle(ctx->sampler_pool, &ss->handle);
670 screen->dev->CreateSampler(&desc, ss->handle.cpu_handle);
671
672 if (state->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
673 desc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
674 struct pipe_sampler_state fake_state = *state;
675 fake_state.compare_mode = PIPE_TEX_COMPARE_NONE;
676 desc.Filter = get_filter(&fake_state);
677
678 d3d12_descriptor_pool_alloc_handle(ctx->sampler_pool,
679 &ss->handle_without_shadow);
680 screen->dev->CreateSampler(&desc,
681 ss->handle_without_shadow.cpu_handle);
682 ss->is_shadow_sampler = true;
683 }
684
685 return ss;
686 }
687
688 static void
d3d12_bind_sampler_states(struct pipe_context * pctx,enum pipe_shader_type shader,unsigned start_slot,unsigned num_samplers,void ** samplers)689 d3d12_bind_sampler_states(struct pipe_context *pctx,
690 enum pipe_shader_type shader,
691 unsigned start_slot,
692 unsigned num_samplers,
693 void **samplers)
694 {
695 struct d3d12_context *ctx = d3d12_context(pctx);
696 bool shader_state_dirty = false;
697
698 #define STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC(X) \
699 static_assert((enum compare_func)PIPE_FUNC_##X == COMPARE_FUNC_##X, #X " needs switch case");
700
701 STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC(LESS);
702 STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC(GREATER);
703 STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC(LEQUAL);
704 STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC(GEQUAL);
705 STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC(NOTEQUAL);
706 STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC(NEVER);
707 STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC(ALWAYS);
708
709 #undef STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC
710
711 for (unsigned i = 0; i < num_samplers; ++i) {
712 d3d12_sampler_state *sampler = (struct d3d12_sampler_state*) samplers[i];
713 ctx->samplers[shader][start_slot + i] = sampler;
714 dxil_wrap_sampler_state &wrap = ctx->tex_wrap_states[shader][start_slot + i];
715 if (sampler) {
716 shader_state_dirty |= wrap.wrap[0] != sampler->wrap_s ||
717 wrap.wrap[1] != sampler->wrap_t ||
718 wrap.wrap[2] != sampler->wrap_r;
719 shader_state_dirty |= !!memcmp(wrap.border_color, sampler->border_color, 4 * sizeof(float));
720
721 wrap.wrap[0] = sampler->wrap_s;
722 wrap.wrap[1] = sampler->wrap_t;
723 wrap.wrap[2] = sampler->wrap_r;
724 wrap.lod_bias = sampler->lod_bias;
725 wrap.min_lod = sampler->min_lod;
726 wrap.max_lod = sampler->max_lod;
727 memcpy(wrap.border_color, sampler->border_color, 4 * sizeof(float));
728 ctx->tex_compare_func[shader][start_slot + i] = (enum compare_func)sampler->compare_func;
729 } else {
730 memset(&wrap, 0, sizeof (dxil_wrap_sampler_state));
731 }
732 }
733
734 ctx->num_samplers[shader] = start_slot + num_samplers;
735 ctx->shader_dirty[shader] |= D3D12_SHADER_DIRTY_SAMPLERS;
736 if (shader_state_dirty)
737 ctx->state_dirty |= D3D12_DIRTY_SHADER;
738 }
739
740 static void
d3d12_delete_sampler_state(struct pipe_context * pctx,void * ss)741 d3d12_delete_sampler_state(struct pipe_context *pctx,
742 void *ss)
743 {
744 struct d3d12_batch *batch = d3d12_current_batch(d3d12_context(pctx));
745 struct d3d12_sampler_state *state = (struct d3d12_sampler_state*) ss;
746 util_dynarray_append(&batch->zombie_samplers, d3d12_descriptor_handle,
747 state->handle);
748 if (state->is_shadow_sampler)
749 util_dynarray_append(&batch->zombie_samplers, d3d12_descriptor_handle,
750 state->handle_without_shadow);
751 FREE(ss);
752 }
753
754 static D3D12_SRV_DIMENSION
view_dimension(enum pipe_texture_target target,unsigned samples)755 view_dimension(enum pipe_texture_target target, unsigned samples)
756 {
757 switch (target) {
758 case PIPE_BUFFER: return D3D12_SRV_DIMENSION_BUFFER;
759 case PIPE_TEXTURE_1D: return D3D12_SRV_DIMENSION_TEXTURE1D;
760 case PIPE_TEXTURE_1D_ARRAY: return D3D12_SRV_DIMENSION_TEXTURE1DARRAY;
761 case PIPE_TEXTURE_RECT:
762 case PIPE_TEXTURE_2D:
763 return samples > 1 ? D3D12_SRV_DIMENSION_TEXTURE2DMS :
764 D3D12_SRV_DIMENSION_TEXTURE2D;
765 case PIPE_TEXTURE_2D_ARRAY:
766 return samples > 1 ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY :
767 D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
768 case PIPE_TEXTURE_CUBE: return D3D12_SRV_DIMENSION_TEXTURECUBE;
769 case PIPE_TEXTURE_CUBE_ARRAY: return D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
770 case PIPE_TEXTURE_3D: return D3D12_SRV_DIMENSION_TEXTURE3D;
771 default:
772 unreachable("unexpected target");
773 }
774 }
775
776 static D3D12_SHADER_COMPONENT_MAPPING
component_mapping(enum pipe_swizzle swizzle,D3D12_SHADER_COMPONENT_MAPPING id)777 component_mapping(enum pipe_swizzle swizzle, D3D12_SHADER_COMPONENT_MAPPING id)
778 {
779 switch (swizzle) {
780 case PIPE_SWIZZLE_X: return D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0;
781 case PIPE_SWIZZLE_Y: return D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1;
782 case PIPE_SWIZZLE_Z: return D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2;
783 case PIPE_SWIZZLE_W: return D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3;
784 case PIPE_SWIZZLE_0: return D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0;
785 case PIPE_SWIZZLE_1: return D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1;
786 case PIPE_SWIZZLE_NONE: return id;
787 default:
788 unreachable("unexpected swizzle");
789 }
790 }
791
792 static struct pipe_sampler_view *
d3d12_create_sampler_view(struct pipe_context * pctx,struct pipe_resource * texture,const struct pipe_sampler_view * state)793 d3d12_create_sampler_view(struct pipe_context *pctx,
794 struct pipe_resource *texture,
795 const struct pipe_sampler_view *state)
796 {
797 struct d3d12_screen *screen = d3d12_screen(pctx->screen);
798 struct d3d12_resource *res = d3d12_resource(texture);
799 struct d3d12_sampler_view *sampler_view = CALLOC_STRUCT(d3d12_sampler_view);
800
801 sampler_view->base = *state;
802 sampler_view->base.texture = NULL;
803 pipe_resource_reference(&sampler_view->base.texture, texture);
804 sampler_view->base.reference.count = 1;
805 sampler_view->base.context = pctx;
806 sampler_view->mip_levels = state->u.tex.last_level - state->u.tex.first_level + 1;
807 sampler_view->array_size = texture->array_size;
808
809 D3D12_SHADER_RESOURCE_VIEW_DESC desc = {};
810 struct d3d12_format_info format_info = d3d12_get_format_info(state->format, state->target);
811 pipe_swizzle swizzle[4] = {
812 format_info.swizzle[sampler_view->base.swizzle_r],
813 format_info.swizzle[sampler_view->base.swizzle_g],
814 format_info.swizzle[sampler_view->base.swizzle_b],
815 format_info.swizzle[sampler_view->base.swizzle_a]
816 };
817
818 sampler_view->swizzle_override_r = swizzle[0];
819 sampler_view->swizzle_override_g = swizzle[1];
820 sampler_view->swizzle_override_b = swizzle[2];
821 sampler_view->swizzle_override_a = swizzle[3];
822
823 desc.Format = d3d12_get_resource_srv_format(state->format, state->target);
824 desc.ViewDimension = view_dimension(state->target, texture->nr_samples);
825
826 /* Integer cube textures are not really supported, because TextureLoad doesn't exist
827 * for cube maps, and we sampling is not supported for integer textures, so we have to
828 * handle this SRV as if it were a 2D texture array */
829 if ((desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE ||
830 desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY) &&
831 util_format_is_pure_integer(state->format)) {
832 desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
833 }
834
835 desc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
836 component_mapping(swizzle[0], D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0),
837 component_mapping(swizzle[1], D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1),
838 component_mapping(swizzle[2], D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2),
839 component_mapping(swizzle[3], D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3)
840 );
841
842 unsigned array_size = state->u.tex.last_layer - state->u.tex.first_layer + 1;
843 switch (desc.ViewDimension) {
844 case D3D12_SRV_DIMENSION_TEXTURE1D:
845 if (state->u.tex.first_layer > 0)
846 debug_printf("D3D12: can't create 1D SRV from layer %d\n",
847 state->u.tex.first_layer);
848
849 desc.Texture1D.MostDetailedMip = state->u.tex.first_level;
850 desc.Texture1D.MipLevels = sampler_view->mip_levels;
851 desc.Texture1D.ResourceMinLODClamp = 0.0f;
852 break;
853 case D3D12_SRV_DIMENSION_TEXTURE1DARRAY:
854 desc.Texture1DArray.MostDetailedMip = state->u.tex.first_level;
855 desc.Texture1DArray.MipLevels = sampler_view->mip_levels;
856 desc.Texture1DArray.ResourceMinLODClamp = 0.0f;
857 desc.Texture1DArray.FirstArraySlice = state->u.tex.first_layer;
858 desc.Texture1DArray.ArraySize = array_size;
859 break;
860 case D3D12_SRV_DIMENSION_TEXTURE2D:
861 if (state->u.tex.first_layer > 0)
862 debug_printf("D3D12: can't create 2D SRV from layer %d\n",
863 state->u.tex.first_layer);
864
865 desc.Texture2D.MostDetailedMip = state->u.tex.first_level;
866 desc.Texture2D.MipLevels = sampler_view->mip_levels;
867 desc.Texture2D.PlaneSlice = format_info.plane_slice;
868 desc.Texture2D.ResourceMinLODClamp = 0.0f;
869 break;
870 case D3D12_SRV_DIMENSION_TEXTURE2DMS:
871 if (state->u.tex.first_layer > 0)
872 debug_printf("D3D12: can't create 2DMS SRV from layer %d\n",
873 state->u.tex.first_layer);
874 break;
875 case D3D12_SRV_DIMENSION_TEXTURE2DARRAY:
876 desc.Texture2DArray.MostDetailedMip = state->u.tex.first_level;
877 desc.Texture2DArray.MipLevels = sampler_view->mip_levels;
878 desc.Texture2DArray.ResourceMinLODClamp = 0.0f;
879 desc.Texture2DArray.FirstArraySlice = state->u.tex.first_layer;
880 desc.Texture2DArray.PlaneSlice = format_info.plane_slice;
881 desc.Texture2DArray.ArraySize = array_size;
882 break;
883 case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY:
884 desc.Texture2DMSArray.FirstArraySlice = state->u.tex.first_layer;
885 desc.Texture2DMSArray.ArraySize = array_size;
886 break;
887 case D3D12_SRV_DIMENSION_TEXTURE3D:
888 if (state->u.tex.first_layer > 0)
889 debug_printf("D3D12: can't create 3D SRV from layer %d\n",
890 state->u.tex.first_layer);
891
892 desc.Texture3D.MostDetailedMip = state->u.tex.first_level;
893 desc.Texture3D.MipLevels = sampler_view->mip_levels;
894 desc.Texture3D.ResourceMinLODClamp = 0.0f;
895 break;
896 case D3D12_SRV_DIMENSION_TEXTURECUBE:
897 if (state->u.tex.first_layer > 0)
898 debug_printf("D3D12: can't create CUBE SRV from layer %d\n",
899 state->u.tex.first_layer);
900
901 desc.TextureCube.MostDetailedMip = state->u.tex.first_level;
902 desc.TextureCube.MipLevels = sampler_view->mip_levels;
903 desc.TextureCube.ResourceMinLODClamp = 0.0f;
904 break;
905 case D3D12_SRV_DIMENSION_BUFFER:
906 desc.Buffer.FirstElement = 0;
907 desc.Buffer.StructureByteStride = 0;
908 desc.Buffer.NumElements = texture->width0 / util_format_get_blocksize(state->format);
909 break;
910 default:
911 unreachable("Invalid SRV dimension");
912 }
913
914 mtx_lock(&screen->descriptor_pool_mutex);
915 d3d12_descriptor_pool_alloc_handle(screen->view_pool, &sampler_view->handle);
916 mtx_unlock(&screen->descriptor_pool_mutex);
917
918 screen->dev->CreateShaderResourceView(d3d12_resource_resource(res), &desc,
919 sampler_view->handle.cpu_handle);
920
921 return &sampler_view->base;
922 }
923
924 static void
d3d12_increment_sampler_view_bind_count(struct pipe_context * ctx,enum pipe_shader_type shader_type,struct pipe_sampler_view * view)925 d3d12_increment_sampler_view_bind_count(struct pipe_context *ctx,
926 enum pipe_shader_type shader_type,
927 struct pipe_sampler_view *view) {
928 struct d3d12_resource *res = d3d12_resource(view->texture);
929 if (res)
930 res->bind_counts[shader_type][D3D12_RESOURCE_BINDING_TYPE_SRV]++;
931 }
932
933 static void
d3d12_decrement_sampler_view_bind_count(struct pipe_context * ctx,enum pipe_shader_type shader_type,struct pipe_sampler_view * view)934 d3d12_decrement_sampler_view_bind_count(struct pipe_context *ctx,
935 enum pipe_shader_type shader_type,
936 struct pipe_sampler_view *view) {
937 struct d3d12_resource *res = d3d12_resource(view->texture);
938 if (res) {
939 assert(res->bind_counts[shader_type][D3D12_RESOURCE_BINDING_TYPE_SRV] > 0);
940 res->bind_counts[shader_type][D3D12_RESOURCE_BINDING_TYPE_SRV]--;
941 }
942 }
943
944 static void
d3d12_set_sampler_views(struct pipe_context * pctx,enum pipe_shader_type shader_type,unsigned start_slot,unsigned num_views,unsigned unbind_num_trailing_slots,bool take_ownership,struct pipe_sampler_view ** views)945 d3d12_set_sampler_views(struct pipe_context *pctx,
946 enum pipe_shader_type shader_type,
947 unsigned start_slot,
948 unsigned num_views,
949 unsigned unbind_num_trailing_slots,
950 bool take_ownership,
951 struct pipe_sampler_view **views)
952 {
953 struct d3d12_context *ctx = d3d12_context(pctx);
954 unsigned shader_bit = (1 << shader_type);
955 ctx->has_int_samplers &= ~shader_bit;
956
957 for (unsigned i = 0; i < num_views; ++i) {
958 struct pipe_sampler_view *&old_view = ctx->sampler_views[shader_type][start_slot + i];
959 if (old_view)
960 d3d12_decrement_sampler_view_bind_count(pctx, shader_type, old_view);
961
962 struct pipe_sampler_view *new_view = views[i];
963 if (new_view)
964 d3d12_increment_sampler_view_bind_count(pctx, shader_type, new_view);
965
966 if (take_ownership) {
967 pipe_sampler_view_reference(&old_view, NULL);
968 old_view = views[i];
969 } else {
970 pipe_sampler_view_reference(&old_view, views[i]);
971 }
972
973 if (views[i]) {
974 dxil_wrap_sampler_state &wss = ctx->tex_wrap_states[shader_type][start_slot + i];
975 dxil_texture_swizzle_state &swizzle_state = ctx->tex_swizzle_state[shader_type][i];
976 if (util_format_is_pure_integer(views[i]->format)) {
977 ctx->has_int_samplers |= shader_bit;
978 wss.is_int_sampler = 1;
979 wss.last_level = views[i]->texture->last_level;
980 /* When we emulate a integer cube texture (array) by using a texture 2d Array
981 * the coordinates are evaluated to always reside withing the acceptable range
982 * because the 3d ray for picking the texel is always pointing at one cube face,
983 * hence we can skip the boundary condition handling when the texture operations are
984 * lowered to texel fetches later. */
985 wss.skip_boundary_conditions = views[i]->target == PIPE_TEXTURE_CUBE ||
986 views[i]->target == PIPE_TEXTURE_CUBE_ARRAY;
987 } else {
988 wss.is_int_sampler = 0;
989 }
990 /* We need the swizzle state for compare texture lowering, because it
991 * encode the use of the shadow texture lookup result as either luminosity,
992 * intensity, or alpha. and we need the swizzle state for applying the
993 * boundary color correctly */
994 struct d3d12_sampler_view *ss = d3d12_sampler_view(views[i]);
995 swizzle_state.swizzle_r = ss->swizzle_override_r;
996 swizzle_state.swizzle_g = ss->swizzle_override_g;
997 swizzle_state.swizzle_b = ss->swizzle_override_b;
998 swizzle_state.swizzle_a = ss->swizzle_override_a;
999 }
1000 }
1001
1002 for (unsigned i = 0; i < unbind_num_trailing_slots; i++) {
1003 struct pipe_sampler_view *&old_view = ctx->sampler_views[shader_type][start_slot + num_views + i];
1004 if (old_view)
1005 d3d12_decrement_sampler_view_bind_count(pctx, shader_type, old_view);
1006 pipe_sampler_view_reference(&old_view, NULL);
1007 }
1008 ctx->num_sampler_views[shader_type] = start_slot + num_views;
1009 ctx->shader_dirty[shader_type] |= D3D12_SHADER_DIRTY_SAMPLER_VIEWS;
1010 }
1011
1012 static void
d3d12_destroy_sampler_view(struct pipe_context * pctx,struct pipe_sampler_view * pview)1013 d3d12_destroy_sampler_view(struct pipe_context *pctx,
1014 struct pipe_sampler_view *pview)
1015 {
1016 struct d3d12_sampler_view *view = d3d12_sampler_view(pview);
1017 d3d12_descriptor_handle_free(&view->handle);
1018 pipe_resource_reference(&view->base.texture, NULL);
1019 FREE(view);
1020 }
1021
1022 static void
delete_shader(struct d3d12_context * ctx,enum pipe_shader_type stage,struct d3d12_shader_selector * shader)1023 delete_shader(struct d3d12_context *ctx, enum pipe_shader_type stage,
1024 struct d3d12_shader_selector *shader)
1025 {
1026 d3d12_gfx_pipeline_state_cache_invalidate_shader(ctx, stage, shader);
1027
1028 /* Make sure the pipeline state no longer reference the deleted shader */
1029 struct d3d12_shader *iter = shader->first;
1030 while (iter) {
1031 if (ctx->gfx_pipeline_state.stages[stage] == iter) {
1032 ctx->gfx_pipeline_state.stages[stage] = NULL;
1033 break;
1034 }
1035 iter = iter->next_variant;
1036 }
1037
1038 d3d12_shader_free(shader);
1039 }
1040
1041 static void
bind_stage(struct d3d12_context * ctx,enum pipe_shader_type stage,struct d3d12_shader_selector * shader)1042 bind_stage(struct d3d12_context *ctx, enum pipe_shader_type stage,
1043 struct d3d12_shader_selector *shader)
1044 {
1045 assert(stage < D3D12_GFX_SHADER_STAGES);
1046 ctx->gfx_stages[stage] = shader;
1047 }
1048
1049 static void *
d3d12_create_vs_state(struct pipe_context * pctx,const struct pipe_shader_state * shader)1050 d3d12_create_vs_state(struct pipe_context *pctx,
1051 const struct pipe_shader_state *shader)
1052 {
1053 return d3d12_create_shader(d3d12_context(pctx), PIPE_SHADER_VERTEX, shader);
1054 }
1055
1056 static void
d3d12_bind_vs_state(struct pipe_context * pctx,void * vss)1057 d3d12_bind_vs_state(struct pipe_context *pctx,
1058 void *vss)
1059 {
1060 bind_stage(d3d12_context(pctx), PIPE_SHADER_VERTEX,
1061 (struct d3d12_shader_selector *) vss);
1062 }
1063
1064 static void
d3d12_delete_vs_state(struct pipe_context * pctx,void * vs)1065 d3d12_delete_vs_state(struct pipe_context *pctx,
1066 void *vs)
1067 {
1068 delete_shader(d3d12_context(pctx), PIPE_SHADER_VERTEX,
1069 (struct d3d12_shader_selector *) vs);
1070 }
1071
1072 static void *
d3d12_create_fs_state(struct pipe_context * pctx,const struct pipe_shader_state * shader)1073 d3d12_create_fs_state(struct pipe_context *pctx,
1074 const struct pipe_shader_state *shader)
1075 {
1076 return d3d12_create_shader(d3d12_context(pctx), PIPE_SHADER_FRAGMENT, shader);
1077 }
1078
1079 static void
d3d12_bind_fs_state(struct pipe_context * pctx,void * fss)1080 d3d12_bind_fs_state(struct pipe_context *pctx,
1081 void *fss)
1082 {
1083 bind_stage(d3d12_context(pctx), PIPE_SHADER_FRAGMENT,
1084 (struct d3d12_shader_selector *) fss);
1085 }
1086
1087 static void
d3d12_delete_fs_state(struct pipe_context * pctx,void * fs)1088 d3d12_delete_fs_state(struct pipe_context *pctx,
1089 void *fs)
1090 {
1091 delete_shader(d3d12_context(pctx), PIPE_SHADER_FRAGMENT,
1092 (struct d3d12_shader_selector *) fs);
1093 }
1094
1095 static void *
d3d12_create_gs_state(struct pipe_context * pctx,const struct pipe_shader_state * shader)1096 d3d12_create_gs_state(struct pipe_context *pctx,
1097 const struct pipe_shader_state *shader)
1098 {
1099 return d3d12_create_shader(d3d12_context(pctx), PIPE_SHADER_GEOMETRY, shader);
1100 }
1101
1102 static void
d3d12_bind_gs_state(struct pipe_context * pctx,void * gss)1103 d3d12_bind_gs_state(struct pipe_context *pctx, void *gss)
1104 {
1105 bind_stage(d3d12_context(pctx), PIPE_SHADER_GEOMETRY,
1106 (struct d3d12_shader_selector *) gss);
1107 }
1108
1109 static void
d3d12_delete_gs_state(struct pipe_context * pctx,void * gs)1110 d3d12_delete_gs_state(struct pipe_context *pctx, void *gs)
1111 {
1112 delete_shader(d3d12_context(pctx), PIPE_SHADER_GEOMETRY,
1113 (struct d3d12_shader_selector *) gs);
1114 }
1115
1116 static bool
d3d12_init_polygon_stipple(struct pipe_context * pctx)1117 d3d12_init_polygon_stipple(struct pipe_context *pctx)
1118 {
1119 struct d3d12_context *ctx = d3d12_context(pctx);
1120
1121 ctx->pstipple.texture = util_pstipple_create_stipple_texture(pctx, NULL);
1122 if (!ctx->pstipple.texture)
1123 return false;
1124
1125 ctx->pstipple.sampler_view = util_pstipple_create_sampler_view(pctx, ctx->pstipple.texture);
1126 if (!ctx->pstipple.sampler_view)
1127 return false;
1128
1129 ctx->pstipple.sampler_cso = (struct d3d12_sampler_state *)util_pstipple_create_sampler(pctx);
1130 if (!ctx->pstipple.sampler_cso)
1131 return false;
1132
1133 return true;
1134 }
1135
1136 static void
d3d12_set_polygon_stipple(struct pipe_context * pctx,const struct pipe_poly_stipple * ps)1137 d3d12_set_polygon_stipple(struct pipe_context *pctx,
1138 const struct pipe_poly_stipple *ps)
1139 {
1140 static bool initialized = false;
1141 static const uint32_t zero[32] = {0};
1142 static uint32_t undef[32] = {0};
1143 struct d3d12_context *ctx = d3d12_context(pctx);
1144
1145 if (!initialized)
1146 memset(undef, UINT32_MAX, sizeof(undef));
1147
1148 if (!memcmp(ctx->pstipple.pattern, ps->stipple, sizeof(ps->stipple)))
1149 return;
1150
1151 memcpy(ctx->pstipple.pattern, ps->stipple, sizeof(ps->stipple));
1152 ctx->pstipple.enabled = !!memcmp(ps->stipple, undef, sizeof(ps->stipple)) &&
1153 !!memcmp(ps->stipple, zero, sizeof(ps->stipple));
1154 if (ctx->pstipple.enabled)
1155 util_pstipple_update_stipple_texture(pctx, ctx->pstipple.texture, ps->stipple);
1156 }
1157
1158 static void
d3d12_set_vertex_buffers(struct pipe_context * pctx,unsigned start_slot,unsigned num_buffers,unsigned unbind_num_trailing_slots,bool take_ownership,const struct pipe_vertex_buffer * buffers)1159 d3d12_set_vertex_buffers(struct pipe_context *pctx,
1160 unsigned start_slot,
1161 unsigned num_buffers,
1162 unsigned unbind_num_trailing_slots,
1163 bool take_ownership,
1164 const struct pipe_vertex_buffer *buffers)
1165 {
1166 struct d3d12_context *ctx = d3d12_context(pctx);
1167 util_set_vertex_buffers_count(ctx->vbs, &ctx->num_vbs,
1168 buffers, start_slot, num_buffers,
1169 unbind_num_trailing_slots,
1170 take_ownership);
1171
1172 for (unsigned i = 0; i < ctx->num_vbs; ++i) {
1173 const struct pipe_vertex_buffer* buf = ctx->vbs + i;
1174 if (!buf->buffer.resource)
1175 continue;
1176 struct d3d12_resource *res = d3d12_resource(buf->buffer.resource);
1177 ctx->vbvs[i].BufferLocation = d3d12_resource_gpu_virtual_address(res) + buf->buffer_offset;
1178 ctx->vbvs[i].StrideInBytes = buf->stride;
1179 ctx->vbvs[i].SizeInBytes = res->base.width0 - buf->buffer_offset;
1180 }
1181 ctx->state_dirty |= D3D12_DIRTY_VERTEX_BUFFERS;
1182 }
1183
1184 static void
d3d12_set_viewport_states(struct pipe_context * pctx,unsigned start_slot,unsigned num_viewports,const struct pipe_viewport_state * state)1185 d3d12_set_viewport_states(struct pipe_context *pctx,
1186 unsigned start_slot,
1187 unsigned num_viewports,
1188 const struct pipe_viewport_state *state)
1189 {
1190 struct d3d12_context *ctx = d3d12_context(pctx);
1191
1192 for (unsigned i = 0; i < num_viewports; ++i) {
1193 if (state[i].scale[1] < 0) {
1194 ctx->flip_y = 1.0f;
1195 ctx->viewports[start_slot + i].TopLeftY = state[i].translate[1] + state[i].scale[1];
1196 ctx->viewports[start_slot + i].Height = -state[i].scale[1] * 2;
1197 } else {
1198 ctx->flip_y = -1.0f;
1199 ctx->viewports[start_slot + i].TopLeftY = state[i].translate[1] - state[i].scale[1];
1200 ctx->viewports[start_slot + i].Height = state[i].scale[1] * 2;
1201 }
1202 ctx->viewports[start_slot + i].TopLeftX = state[i].translate[0] - state[i].scale[0];
1203 ctx->viewports[start_slot + i].Width = state[i].scale[0] * 2;
1204
1205 float near_depth = state[i].translate[2] - state[i].scale[2];
1206 float far_depth = state[i].translate[2] + state[i].scale[2];
1207
1208 ctx->reverse_depth_range = near_depth > far_depth;
1209 if (ctx->reverse_depth_range) {
1210 float tmp = near_depth;
1211 near_depth = far_depth;
1212 far_depth = tmp;
1213 }
1214 ctx->viewports[start_slot + i].MinDepth = near_depth;
1215 ctx->viewports[start_slot + i].MaxDepth = far_depth;
1216 ctx->viewport_states[start_slot + i] = state[i];
1217 }
1218 ctx->num_viewports = start_slot + num_viewports;
1219 ctx->state_dirty |= D3D12_DIRTY_VIEWPORT;
1220 }
1221
1222
1223 static void
d3d12_set_scissor_states(struct pipe_context * pctx,unsigned start_slot,unsigned num_scissors,const struct pipe_scissor_state * states)1224 d3d12_set_scissor_states(struct pipe_context *pctx,
1225 unsigned start_slot, unsigned num_scissors,
1226 const struct pipe_scissor_state *states)
1227 {
1228 struct d3d12_context *ctx = d3d12_context(pctx);
1229
1230 for (unsigned i = 0; i < num_scissors; i++) {
1231 ctx->scissors[start_slot + i].left = states[i].minx;
1232 ctx->scissors[start_slot + i].top = states[i].miny;
1233 ctx->scissors[start_slot + i].right = states[i].maxx;
1234 ctx->scissors[start_slot + i].bottom = states[i].maxy;
1235 ctx->scissor_states[start_slot + i] = states[i];
1236 }
1237 ctx->state_dirty |= D3D12_DIRTY_SCISSOR;
1238 }
1239
1240 static void
d3d12_decrement_constant_buffer_bind_count(struct d3d12_context * ctx,enum pipe_shader_type shader,struct d3d12_resource * res)1241 d3d12_decrement_constant_buffer_bind_count(struct d3d12_context *ctx,
1242 enum pipe_shader_type shader,
1243 struct d3d12_resource *res) {
1244 assert(res->bind_counts[shader][D3D12_RESOURCE_BINDING_TYPE_CBV] > 0);
1245 res->bind_counts[shader][D3D12_RESOURCE_BINDING_TYPE_CBV]--;
1246 }
1247
1248 static void
d3d12_increment_constant_buffer_bind_count(struct d3d12_context * ctx,enum pipe_shader_type shader,struct d3d12_resource * res)1249 d3d12_increment_constant_buffer_bind_count(struct d3d12_context *ctx,
1250 enum pipe_shader_type shader,
1251 struct d3d12_resource *res) {
1252 res->bind_counts[shader][D3D12_RESOURCE_BINDING_TYPE_CBV]++;
1253 }
1254
1255 static void
d3d12_set_constant_buffer(struct pipe_context * pctx,enum pipe_shader_type shader,uint index,bool take_ownership,const struct pipe_constant_buffer * buf)1256 d3d12_set_constant_buffer(struct pipe_context *pctx,
1257 enum pipe_shader_type shader, uint index,
1258 bool take_ownership,
1259 const struct pipe_constant_buffer *buf)
1260 {
1261 struct d3d12_context *ctx = d3d12_context(pctx);
1262
1263 if (buf) {
1264 struct pipe_resource *buffer = buf->buffer;
1265 unsigned offset = buf->buffer_offset;
1266 if (buf->user_buffer) {
1267 u_upload_data(pctx->const_uploader, 0, buf->buffer_size,
1268 D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT,
1269 buf->user_buffer, &offset, &ctx->cbufs[shader][index].buffer);
1270
1271 } else {
1272 if (take_ownership) {
1273 struct d3d12_resource *old_buf = d3d12_resource(ctx->cbufs[shader][index].buffer);
1274 if (old_buf)
1275 d3d12_decrement_constant_buffer_bind_count(ctx, shader, old_buf);
1276 pipe_resource_reference(&ctx->cbufs[shader][index].buffer, NULL);
1277 ctx->cbufs[shader][index].buffer = buffer;
1278 if (buffer)
1279 d3d12_increment_constant_buffer_bind_count(ctx, shader, d3d12_resource(buffer));
1280 } else {
1281 pipe_resource_reference(&ctx->cbufs[shader][index].buffer, buffer);
1282 }
1283 }
1284
1285
1286 ctx->cbufs[shader][index].buffer_offset = offset;
1287 ctx->cbufs[shader][index].buffer_size = buf->buffer_size;
1288 ctx->cbufs[shader][index].user_buffer = NULL;
1289
1290 } else {
1291 pipe_resource_reference(&ctx->cbufs[shader][index].buffer, NULL);
1292 ctx->cbufs[shader][index].buffer_offset = 0;
1293 ctx->cbufs[shader][index].buffer_size = 0;
1294 ctx->cbufs[shader][index].user_buffer = NULL;
1295 }
1296 ctx->shader_dirty[shader] |= D3D12_SHADER_DIRTY_CONSTBUF;
1297 }
1298
1299 static void
d3d12_set_framebuffer_state(struct pipe_context * pctx,const struct pipe_framebuffer_state * state)1300 d3d12_set_framebuffer_state(struct pipe_context *pctx,
1301 const struct pipe_framebuffer_state *state)
1302 {
1303 struct d3d12_context *ctx = d3d12_context(pctx);
1304 int samples = -1;
1305
1306 util_copy_framebuffer_state(&d3d12_context(pctx)->fb, state);
1307
1308 ctx->gfx_pipeline_state.num_cbufs = state->nr_cbufs;
1309 ctx->gfx_pipeline_state.has_float_rtv = false;
1310 for (int i = 0; i < state->nr_cbufs; ++i) {
1311 if (state->cbufs[i]) {
1312 if (util_format_is_float(state->cbufs[i]->format))
1313 ctx->gfx_pipeline_state.has_float_rtv = true;
1314 ctx->gfx_pipeline_state.rtv_formats[i] = d3d12_get_format(state->cbufs[i]->format);
1315 samples = MAX2(samples, (int)state->cbufs[i]->texture->nr_samples);
1316 } else {
1317 ctx->gfx_pipeline_state.rtv_formats[i] = DXGI_FORMAT_UNKNOWN;
1318 }
1319 }
1320
1321 if (state->zsbuf) {
1322 ctx->gfx_pipeline_state.dsv_format = d3d12_get_resource_rt_format(state->zsbuf->format);
1323 samples = MAX2(samples, (int)ctx->fb.zsbuf->texture->nr_samples);
1324 } else
1325 ctx->gfx_pipeline_state.dsv_format = DXGI_FORMAT_UNKNOWN;
1326
1327 if (samples < 0)
1328 samples = state->samples;
1329
1330 ctx->gfx_pipeline_state.samples = MAX2(samples, 1);
1331
1332 ctx->state_dirty |= D3D12_DIRTY_FRAMEBUFFER;
1333 }
1334
1335 static void
d3d12_set_blend_color(struct pipe_context * pctx,const struct pipe_blend_color * color)1336 d3d12_set_blend_color(struct pipe_context *pctx,
1337 const struct pipe_blend_color *color)
1338 {
1339 struct d3d12_context *ctx = d3d12_context(pctx);
1340 memcpy(ctx->blend_factor, color->color, sizeof(float) * 4);
1341 ctx->state_dirty |= D3D12_DIRTY_BLEND_COLOR;
1342 }
1343
1344 static void
d3d12_set_sample_mask(struct pipe_context * pctx,unsigned sample_mask)1345 d3d12_set_sample_mask(struct pipe_context *pctx, unsigned sample_mask)
1346 {
1347 struct d3d12_context *ctx = d3d12_context(pctx);
1348 ctx->gfx_pipeline_state.sample_mask = sample_mask;
1349 ctx->state_dirty |= D3D12_DIRTY_SAMPLE_MASK;
1350 }
1351
1352 static void
d3d12_set_stencil_ref(struct pipe_context * pctx,const struct pipe_stencil_ref ref)1353 d3d12_set_stencil_ref(struct pipe_context *pctx,
1354 const struct pipe_stencil_ref ref)
1355 {
1356 struct d3d12_context *ctx = d3d12_context(pctx);
1357 if ((ref.ref_value[0] != ref.ref_value[1]) &&
1358 (d3d12_debug & D3D12_DEBUG_VERBOSE))
1359 debug_printf("D3D12: Different values for front and back stencil reference are not supported\n");
1360 ctx->stencil_ref = ref;
1361 ctx->state_dirty |= D3D12_DIRTY_STENCIL_REF;
1362 }
1363
1364 static void
d3d12_set_clip_state(struct pipe_context * pctx,const struct pipe_clip_state * pcs)1365 d3d12_set_clip_state(struct pipe_context *pctx,
1366 const struct pipe_clip_state *pcs)
1367 {
1368 }
1369
1370 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)1371 d3d12_create_stream_output_target(struct pipe_context *pctx,
1372 struct pipe_resource *pres,
1373 unsigned buffer_offset,
1374 unsigned buffer_size)
1375 {
1376 struct d3d12_resource *res = d3d12_resource(pres);
1377 struct d3d12_stream_output_target *cso = CALLOC_STRUCT(d3d12_stream_output_target);
1378
1379 if (!cso)
1380 return NULL;
1381
1382 pipe_reference_init(&cso->base.reference, 1);
1383 pipe_resource_reference(&cso->base.buffer, pres);
1384 cso->base.buffer_offset = buffer_offset;
1385 cso->base.buffer_size = buffer_size;
1386 cso->base.context = pctx;
1387
1388 if (res->bo && res->bo->buffer && d3d12_buffer(res->bo->buffer)->map)
1389 util_range_add(pres, &res->valid_buffer_range, buffer_offset,
1390 buffer_offset + buffer_size);
1391
1392 return &cso->base;
1393 }
1394
1395 static void
d3d12_stream_output_target_destroy(struct pipe_context * ctx,struct pipe_stream_output_target * state)1396 d3d12_stream_output_target_destroy(struct pipe_context *ctx,
1397 struct pipe_stream_output_target *state)
1398 {
1399 pipe_resource_reference(&state->buffer, NULL);
1400
1401 FREE(state);
1402 }
1403
1404 static void
fill_stream_output_buffer_view(D3D12_STREAM_OUTPUT_BUFFER_VIEW * view,struct d3d12_stream_output_target * target)1405 fill_stream_output_buffer_view(D3D12_STREAM_OUTPUT_BUFFER_VIEW *view,
1406 struct d3d12_stream_output_target *target)
1407 {
1408 struct d3d12_resource *res = d3d12_resource(target->base.buffer);
1409 struct d3d12_resource *fill_res = d3d12_resource(target->fill_buffer);
1410
1411 view->SizeInBytes = target->base.buffer_size;
1412 view->BufferLocation = d3d12_resource_gpu_virtual_address(res) + target->base.buffer_offset;
1413 view->BufferFilledSizeLocation = d3d12_resource_gpu_virtual_address(fill_res) + target->fill_buffer_offset;
1414 }
1415
1416 static void
d3d12_set_stream_output_targets(struct pipe_context * pctx,unsigned num_targets,struct pipe_stream_output_target ** targets,const unsigned * offsets)1417 d3d12_set_stream_output_targets(struct pipe_context *pctx,
1418 unsigned num_targets,
1419 struct pipe_stream_output_target **targets,
1420 const unsigned *offsets)
1421 {
1422 struct d3d12_context *ctx = d3d12_context(pctx);
1423
1424 assert(num_targets <= ARRAY_SIZE(ctx->so_targets));
1425
1426 d3d12_disable_fake_so_buffers(ctx);
1427
1428 for (unsigned i = 0; i < PIPE_MAX_SO_BUFFERS; i++) {
1429 struct d3d12_stream_output_target *target =
1430 i < num_targets ? (struct d3d12_stream_output_target *)targets[i] : NULL;
1431
1432 if (target) {
1433 /* Sub-allocate a new fill buffer each time to avoid GPU/CPU synchronization */
1434 u_suballocator_alloc(&ctx->so_allocator, sizeof(uint64_t), 4,
1435 &target->fill_buffer_offset, &target->fill_buffer);
1436 fill_stream_output_buffer_view(&ctx->so_buffer_views[i], target);
1437 pipe_so_target_reference(&ctx->so_targets[i], targets[i]);
1438 } else {
1439 ctx->so_buffer_views[i].SizeInBytes = 0;
1440 pipe_so_target_reference(&ctx->so_targets[i], NULL);
1441 }
1442 }
1443
1444 ctx->gfx_pipeline_state.num_so_targets = num_targets;
1445 ctx->state_dirty |= D3D12_DIRTY_STREAM_OUTPUT;
1446 }
1447
1448 static void
d3d12_invalidate_context_bindings(struct d3d12_context * ctx,struct d3d12_resource * res)1449 d3d12_invalidate_context_bindings(struct d3d12_context *ctx, struct d3d12_resource *res) {
1450 // For each shader type, if the resource is currently bound as CBV or SRV
1451 // set the context shader_dirty bit.
1452 for (uint i = 0; i < PIPE_SHADER_TYPES; ++i) {
1453 if (res->bind_counts[i][D3D12_RESOURCE_BINDING_TYPE_CBV] > 0) {
1454 ctx->shader_dirty[i] |= D3D12_SHADER_DIRTY_CONSTBUF;
1455 }
1456
1457 if (res->bind_counts[i][D3D12_RESOURCE_BINDING_TYPE_SRV] > 0) {
1458 ctx->shader_dirty[i] |= D3D12_SHADER_DIRTY_SAMPLER_VIEWS;
1459 }
1460 }
1461 }
1462
1463 bool
d3d12_enable_fake_so_buffers(struct d3d12_context * ctx,unsigned factor)1464 d3d12_enable_fake_so_buffers(struct d3d12_context *ctx, unsigned factor)
1465 {
1466 if (ctx->fake_so_buffer_factor == factor)
1467 return true;
1468
1469 d3d12_disable_fake_so_buffers(ctx);
1470
1471 for (unsigned i = 0; i < ctx->gfx_pipeline_state.num_so_targets; ++i) {
1472 struct d3d12_stream_output_target *target = (struct d3d12_stream_output_target *)ctx->so_targets[i];
1473 struct d3d12_stream_output_target *fake_target;
1474
1475 fake_target = CALLOC_STRUCT(d3d12_stream_output_target);
1476 if (!fake_target)
1477 return false;
1478 pipe_reference_init(&fake_target->base.reference, 1);
1479 fake_target->base.context = &ctx->base;
1480
1481 d3d12_resource_wait_idle(ctx, d3d12_resource(target->base.buffer));
1482
1483 /* Check if another target is using the same buffer */
1484 for (unsigned j = 0; j < i; ++j) {
1485 if (ctx->so_targets[j] && ctx->so_targets[j]->buffer == target->base.buffer) {
1486 struct d3d12_stream_output_target *prev_target =
1487 (struct d3d12_stream_output_target *)ctx->fake_so_targets[j];
1488 pipe_resource_reference(&fake_target->base.buffer, prev_target->base.buffer);
1489 pipe_resource_reference(&fake_target->fill_buffer, prev_target->fill_buffer);
1490 fake_target->fill_buffer_offset = prev_target->fill_buffer_offset;
1491 fake_target->cached_filled_size = prev_target->cached_filled_size;
1492 break;
1493 }
1494 }
1495
1496 /* Create new SO buffer 6x (2 triangles instead of 1 point) the original size if not */
1497 if (!fake_target->base.buffer) {
1498 fake_target->base.buffer = pipe_buffer_create(ctx->base.screen,
1499 PIPE_BIND_STREAM_OUTPUT,
1500 PIPE_USAGE_STAGING,
1501 target->base.buffer->width0 * factor);
1502 u_suballocator_alloc(&ctx->so_allocator, sizeof(uint64_t), 4,
1503 &fake_target->fill_buffer_offset, &fake_target->fill_buffer);
1504 pipe_buffer_read(&ctx->base, target->fill_buffer,
1505 target->fill_buffer_offset, sizeof(uint64_t),
1506 &fake_target->cached_filled_size);
1507 }
1508
1509 fake_target->base.buffer_offset = target->base.buffer_offset * factor;
1510 fake_target->base.buffer_size = (target->base.buffer_size - fake_target->cached_filled_size) * factor;
1511 ctx->fake_so_targets[i] = &fake_target->base;
1512 fill_stream_output_buffer_view(&ctx->fake_so_buffer_views[i], fake_target);
1513 }
1514
1515 ctx->fake_so_buffer_factor = factor;
1516 ctx->cmdlist_dirty |= D3D12_DIRTY_STREAM_OUTPUT;
1517
1518 return true;
1519 }
1520
1521 bool
d3d12_disable_fake_so_buffers(struct d3d12_context * ctx)1522 d3d12_disable_fake_so_buffers(struct d3d12_context *ctx)
1523 {
1524 if (ctx->fake_so_buffer_factor == 0)
1525 return true;
1526
1527 d3d12_flush_cmdlist_and_wait(ctx);
1528
1529 for (unsigned i = 0; i < ctx->gfx_pipeline_state.num_so_targets; ++i) {
1530 struct d3d12_stream_output_target *target = (struct d3d12_stream_output_target *)ctx->so_targets[i];
1531 struct d3d12_stream_output_target *fake_target = (struct d3d12_stream_output_target *)ctx->fake_so_targets[i];
1532 uint64_t filled_size = 0;
1533 struct pipe_transfer *src_transfer, *dst_transfer;
1534 uint8_t *src, *dst;
1535
1536 if (fake_target == NULL)
1537 continue;
1538
1539 pipe_buffer_read(&ctx->base, fake_target->fill_buffer,
1540 fake_target->fill_buffer_offset, sizeof(uint64_t),
1541 &filled_size);
1542
1543 src = (uint8_t *)pipe_buffer_map_range(&ctx->base, fake_target->base.buffer,
1544 fake_target->base.buffer_offset,
1545 fake_target->base.buffer_size,
1546 PIPE_MAP_READ, &src_transfer);
1547 dst = (uint8_t *)pipe_buffer_map_range(&ctx->base, target->base.buffer,
1548 target->base.buffer_offset,
1549 target->base.buffer_size,
1550 PIPE_MAP_READ, &dst_transfer);
1551
1552 /* Note: This will break once support for gl_SkipComponents is added */
1553 uint32_t stride = ctx->gfx_pipeline_state.so_info.stride[i] * 4;
1554 uint64_t src_offset = 0, dst_offset = fake_target->cached_filled_size;
1555 while (src_offset < filled_size) {
1556 memcpy(dst + dst_offset, src + src_offset, stride);
1557 src_offset += stride * ctx->fake_so_buffer_factor;
1558 dst_offset += stride;
1559 }
1560
1561 pipe_buffer_unmap(&ctx->base, src_transfer);
1562 pipe_buffer_unmap(&ctx->base, dst_transfer);
1563
1564 pipe_so_target_reference(&ctx->fake_so_targets[i], NULL);
1565 ctx->fake_so_buffer_views[i].SizeInBytes = 0;
1566
1567 /* Make sure the buffer is not copied twice */
1568 for (unsigned j = i + 1; j <= ctx->gfx_pipeline_state.num_so_targets; ++j) {
1569 if (ctx->so_targets[j] && ctx->so_targets[j]->buffer == target->base.buffer)
1570 pipe_so_target_reference(&ctx->fake_so_targets[j], NULL);
1571 }
1572 }
1573
1574 ctx->fake_so_buffer_factor = 0;
1575 ctx->cmdlist_dirty |= D3D12_DIRTY_STREAM_OUTPUT;
1576
1577 return true;
1578 }
1579
1580 void
d3d12_flush_cmdlist(struct d3d12_context * ctx)1581 d3d12_flush_cmdlist(struct d3d12_context *ctx)
1582 {
1583 d3d12_end_batch(ctx, d3d12_current_batch(ctx));
1584
1585 ctx->current_batch_idx++;
1586 if (ctx->current_batch_idx == ARRAY_SIZE(ctx->batches))
1587 ctx->current_batch_idx = 0;
1588
1589 d3d12_start_batch(ctx, d3d12_current_batch(ctx));
1590 }
1591
1592 void
d3d12_flush_cmdlist_and_wait(struct d3d12_context * ctx)1593 d3d12_flush_cmdlist_and_wait(struct d3d12_context *ctx)
1594 {
1595 struct d3d12_batch *batch = d3d12_current_batch(ctx);
1596
1597 d3d12_foreach_submitted_batch(ctx, old_batch)
1598 d3d12_reset_batch(ctx, old_batch, PIPE_TIMEOUT_INFINITE);
1599 d3d12_flush_cmdlist(ctx);
1600 d3d12_reset_batch(ctx, batch, PIPE_TIMEOUT_INFINITE);
1601 }
1602
1603 void
d3d12_transition_resource_state(struct d3d12_context * ctx,struct d3d12_resource * res,D3D12_RESOURCE_STATES state,d3d12_bind_invalidate_option bind_invalidate)1604 d3d12_transition_resource_state(struct d3d12_context *ctx,
1605 struct d3d12_resource *res,
1606 D3D12_RESOURCE_STATES state,
1607 d3d12_bind_invalidate_option bind_invalidate)
1608 {
1609 TransitionableResourceState *xres = d3d12_resource_state(res);
1610
1611 if (bind_invalidate == D3D12_BIND_INVALIDATE_FULL)
1612 d3d12_invalidate_context_bindings(ctx, res);
1613
1614 ctx->resource_state_manager->TransitionResource(xres, state);
1615 }
1616
1617 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,d3d12_bind_invalidate_option bind_invalidate)1618 d3d12_transition_subresources_state(struct d3d12_context *ctx,
1619 struct d3d12_resource *res,
1620 uint32_t start_level, uint32_t num_levels,
1621 uint32_t start_layer, uint32_t num_layers,
1622 uint32_t start_plane, uint32_t num_planes,
1623 D3D12_RESOURCE_STATES state,
1624 d3d12_bind_invalidate_option bind_invalidate)
1625 {
1626 TransitionableResourceState *xres = d3d12_resource_state(res);
1627
1628 if(bind_invalidate == D3D12_BIND_INVALIDATE_FULL)
1629 d3d12_invalidate_context_bindings(ctx, res);
1630
1631 for (uint32_t l = 0; l < num_levels; l++) {
1632 const uint32_t level = start_level + l;
1633 for (uint32_t a = 0; a < num_layers; a++) {
1634 const uint32_t layer = start_layer + a;
1635 for( uint32_t p = 0; p < num_planes; p++) {
1636 const uint32_t plane = start_plane + p;
1637 uint32_t subres_id = level + (layer * res->mip_levels) + plane * (res->mip_levels * res->base.array_size);
1638 assert(subres_id < xres->NumSubresources());
1639 ctx->resource_state_manager->TransitionSubresource(xres, subres_id, state);
1640 }
1641 }
1642 }
1643 }
1644
1645 void
d3d12_apply_resource_states(struct d3d12_context * ctx)1646 d3d12_apply_resource_states(struct d3d12_context *ctx)
1647 {
1648 ctx->resource_state_manager->ApplyAllResourceTransitions(ctx->cmdlist, ctx->fence_value);
1649 }
1650
1651 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)1652 d3d12_clear_render_target(struct pipe_context *pctx,
1653 struct pipe_surface *psurf,
1654 const union pipe_color_union *color,
1655 unsigned dstx, unsigned dsty,
1656 unsigned width, unsigned height,
1657 bool render_condition_enabled)
1658 {
1659 struct d3d12_context *ctx = d3d12_context(pctx);
1660 struct d3d12_surface *surf = d3d12_surface(psurf);
1661
1662 if (!render_condition_enabled && ctx->current_predication)
1663 ctx->cmdlist->SetPredication(NULL, 0, D3D12_PREDICATION_OP_EQUAL_ZERO);
1664
1665 struct d3d12_resource *res = d3d12_resource(psurf->texture);
1666 d3d12_transition_resource_state(ctx, res,
1667 D3D12_RESOURCE_STATE_RENDER_TARGET,
1668 D3D12_BIND_INVALIDATE_FULL);
1669 d3d12_apply_resource_states(ctx);
1670
1671 enum pipe_format format = psurf->texture->format;
1672 float clear_color[4];
1673
1674 if (util_format_is_pure_uint(format)) {
1675 for (int c = 0; c < 4; ++c)
1676 clear_color[c] = color->ui[c];
1677 } else if (util_format_is_pure_sint(format)) {
1678 for (int c = 0; c < 4; ++c)
1679 clear_color[c] = color->i[c];
1680 } else {
1681 for (int c = 0; c < 4; ++c)
1682 clear_color[c] = color->f[c];
1683 }
1684
1685 D3D12_RECT rect = { (int)dstx, (int)dsty,
1686 (int)dstx + (int)width,
1687 (int)dsty + (int)height };
1688 ctx->cmdlist->ClearRenderTargetView(surf->desc_handle.cpu_handle,
1689 clear_color, 1, &rect);
1690
1691 d3d12_batch_reference_surface_texture(d3d12_current_batch(ctx), surf);
1692
1693 if (!render_condition_enabled && ctx->current_predication) {
1694 ctx->cmdlist->SetPredication(
1695 d3d12_resource_resource(ctx->current_predication), 0,
1696 D3D12_PREDICATION_OP_EQUAL_ZERO);
1697 }
1698 }
1699
1700 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)1701 d3d12_clear_depth_stencil(struct pipe_context *pctx,
1702 struct pipe_surface *psurf,
1703 unsigned clear_flags,
1704 double depth,
1705 unsigned stencil,
1706 unsigned dstx, unsigned dsty,
1707 unsigned width, unsigned height,
1708 bool render_condition_enabled)
1709 {
1710 struct d3d12_context *ctx = d3d12_context(pctx);
1711 struct d3d12_surface *surf = d3d12_surface(psurf);
1712
1713 if (!render_condition_enabled && ctx->current_predication)
1714 ctx->cmdlist->SetPredication(NULL, 0, D3D12_PREDICATION_OP_EQUAL_ZERO);
1715
1716 D3D12_CLEAR_FLAGS flags = (D3D12_CLEAR_FLAGS)0;
1717 if (clear_flags & PIPE_CLEAR_DEPTH)
1718 flags |= D3D12_CLEAR_FLAG_DEPTH;
1719 if (clear_flags & PIPE_CLEAR_STENCIL)
1720 flags |= D3D12_CLEAR_FLAG_STENCIL;
1721
1722 struct d3d12_resource *res = d3d12_resource(ctx->fb.zsbuf->texture);
1723 d3d12_transition_resource_state(ctx, res,
1724 D3D12_RESOURCE_STATE_DEPTH_WRITE,
1725 D3D12_BIND_INVALIDATE_FULL);
1726 d3d12_apply_resource_states(ctx);
1727
1728 D3D12_RECT rect = { (int)dstx, (int)dsty,
1729 (int)dstx + (int)width,
1730 (int)dsty + (int)height };
1731 ctx->cmdlist->ClearDepthStencilView(surf->desc_handle.cpu_handle, flags,
1732 depth, stencil, 1, &rect);
1733
1734 d3d12_batch_reference_surface_texture(d3d12_current_batch(ctx), surf);
1735
1736 if (!render_condition_enabled && ctx->current_predication) {
1737 ctx->cmdlist->SetPredication(
1738 d3d12_resource_resource(ctx->current_predication), 0,
1739 D3D12_PREDICATION_OP_EQUAL_ZERO);
1740 }
1741 }
1742
1743 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)1744 d3d12_clear(struct pipe_context *pctx,
1745 unsigned buffers,
1746 const struct pipe_scissor_state *scissor_state,
1747 const union pipe_color_union *color,
1748 double depth, unsigned stencil)
1749 {
1750 struct d3d12_context *ctx = d3d12_context(pctx);
1751
1752 if (buffers & PIPE_CLEAR_COLOR) {
1753 for (int i = 0; i < ctx->fb.nr_cbufs; ++i) {
1754 if (buffers & (PIPE_CLEAR_COLOR0 << i)) {
1755 struct pipe_surface *psurf = ctx->fb.cbufs[i];
1756 d3d12_clear_render_target(pctx, psurf, color,
1757 0, 0, psurf->width, psurf->height,
1758 true);
1759 }
1760 }
1761 }
1762
1763 if (buffers & PIPE_CLEAR_DEPTHSTENCIL && ctx->fb.zsbuf) {
1764 struct pipe_surface *psurf = ctx->fb.zsbuf;
1765 d3d12_clear_depth_stencil(pctx, psurf,
1766 buffers & PIPE_CLEAR_DEPTHSTENCIL,
1767 depth, stencil,
1768 0, 0, psurf->width, psurf->height,
1769 true);
1770 }
1771 }
1772
1773 static void
d3d12_flush(struct pipe_context * pipe,struct pipe_fence_handle ** fence,unsigned flags)1774 d3d12_flush(struct pipe_context *pipe,
1775 struct pipe_fence_handle **fence,
1776 unsigned flags)
1777 {
1778 struct d3d12_context *ctx = d3d12_context(pipe);
1779 struct d3d12_batch *batch = d3d12_current_batch(ctx);
1780
1781 d3d12_flush_cmdlist(ctx);
1782
1783 if (fence)
1784 d3d12_fence_reference((struct d3d12_fence **)fence, batch->fence);
1785 }
1786
1787 static void
d3d12_flush_resource(struct pipe_context * pctx,struct pipe_resource * pres)1788 d3d12_flush_resource(struct pipe_context *pctx,
1789 struct pipe_resource *pres)
1790 {
1791 struct d3d12_context *ctx = d3d12_context(pctx);
1792 struct d3d12_resource *res = d3d12_resource(pres);
1793
1794 d3d12_transition_resource_state(ctx, res,
1795 D3D12_RESOURCE_STATE_COMMON,
1796 D3D12_BIND_INVALIDATE_FULL);
1797 d3d12_apply_resource_states(ctx);
1798 }
1799
1800 static void
d3d12_init_null_sampler(struct d3d12_context * ctx)1801 d3d12_init_null_sampler(struct d3d12_context *ctx)
1802 {
1803 struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
1804
1805 d3d12_descriptor_pool_alloc_handle(ctx->sampler_pool, &ctx->null_sampler);
1806
1807 D3D12_SAMPLER_DESC desc;
1808 desc.Filter = D3D12_FILTER_ANISOTROPIC;
1809 desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
1810 desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
1811 desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
1812 desc.MipLODBias = 0.0f;
1813 desc.MaxAnisotropy = 0;
1814 desc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
1815 desc.MinLOD = 0.0f;
1816 desc.MaxLOD = 0.0f;
1817 memset(desc.BorderColor, 0, sizeof(desc.BorderColor));
1818 screen->dev->CreateSampler(&desc, ctx->null_sampler.cpu_handle);
1819 }
1820
1821 static uint64_t
d3d12_get_timestamp(struct pipe_context * pctx)1822 d3d12_get_timestamp(struct pipe_context *pctx)
1823 {
1824 struct d3d12_context *ctx = d3d12_context(pctx);
1825
1826 if (!ctx->timestamp_query)
1827 ctx->timestamp_query = pctx->create_query(pctx, PIPE_QUERY_TIMESTAMP, 0);
1828
1829 pipe_query_result result;
1830 pctx->end_query(pctx, ctx->timestamp_query);
1831 pctx->get_query_result(pctx, ctx->timestamp_query, true, &result);
1832 return result.u64;
1833 }
1834
1835 struct pipe_context *
d3d12_context_create(struct pipe_screen * pscreen,void * priv,unsigned flags)1836 d3d12_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
1837 {
1838 struct d3d12_screen *screen = d3d12_screen(pscreen);
1839
1840 struct d3d12_context *ctx = CALLOC_STRUCT(d3d12_context);
1841 if (!ctx)
1842 return NULL;
1843
1844 ctx->base.screen = pscreen;
1845 ctx->base.priv = priv;
1846
1847 ctx->base.destroy = d3d12_context_destroy;
1848
1849 ctx->base.create_vertex_elements_state = d3d12_create_vertex_elements_state;
1850 ctx->base.bind_vertex_elements_state = d3d12_bind_vertex_elements_state;
1851 ctx->base.delete_vertex_elements_state = d3d12_delete_vertex_elements_state;
1852
1853 ctx->base.create_blend_state = d3d12_create_blend_state;
1854 ctx->base.bind_blend_state = d3d12_bind_blend_state;
1855 ctx->base.delete_blend_state = d3d12_delete_blend_state;
1856
1857 ctx->base.create_depth_stencil_alpha_state = d3d12_create_depth_stencil_alpha_state;
1858 ctx->base.bind_depth_stencil_alpha_state = d3d12_bind_depth_stencil_alpha_state;
1859 ctx->base.delete_depth_stencil_alpha_state = d3d12_delete_depth_stencil_alpha_state;
1860
1861 ctx->base.create_rasterizer_state = d3d12_create_rasterizer_state;
1862 ctx->base.bind_rasterizer_state = d3d12_bind_rasterizer_state;
1863 ctx->base.delete_rasterizer_state = d3d12_delete_rasterizer_state;
1864
1865 ctx->base.create_sampler_state = d3d12_create_sampler_state;
1866 ctx->base.bind_sampler_states = d3d12_bind_sampler_states;
1867 ctx->base.delete_sampler_state = d3d12_delete_sampler_state;
1868
1869 ctx->base.create_sampler_view = d3d12_create_sampler_view;
1870 ctx->base.set_sampler_views = d3d12_set_sampler_views;
1871 ctx->base.sampler_view_destroy = d3d12_destroy_sampler_view;
1872
1873 ctx->base.create_vs_state = d3d12_create_vs_state;
1874 ctx->base.bind_vs_state = d3d12_bind_vs_state;
1875 ctx->base.delete_vs_state = d3d12_delete_vs_state;
1876
1877 ctx->base.create_fs_state = d3d12_create_fs_state;
1878 ctx->base.bind_fs_state = d3d12_bind_fs_state;
1879 ctx->base.delete_fs_state = d3d12_delete_fs_state;
1880
1881 ctx->base.create_gs_state = d3d12_create_gs_state;
1882 ctx->base.bind_gs_state = d3d12_bind_gs_state;
1883 ctx->base.delete_gs_state = d3d12_delete_gs_state;
1884
1885 ctx->base.set_polygon_stipple = d3d12_set_polygon_stipple;
1886 ctx->base.set_vertex_buffers = d3d12_set_vertex_buffers;
1887 ctx->base.set_viewport_states = d3d12_set_viewport_states;
1888 ctx->base.set_scissor_states = d3d12_set_scissor_states;
1889 ctx->base.set_constant_buffer = d3d12_set_constant_buffer;
1890 ctx->base.set_framebuffer_state = d3d12_set_framebuffer_state;
1891 ctx->base.set_clip_state = d3d12_set_clip_state;
1892 ctx->base.set_blend_color = d3d12_set_blend_color;
1893 ctx->base.set_sample_mask = d3d12_set_sample_mask;
1894 ctx->base.set_stencil_ref = d3d12_set_stencil_ref;
1895
1896 ctx->base.create_stream_output_target = d3d12_create_stream_output_target;
1897 ctx->base.stream_output_target_destroy = d3d12_stream_output_target_destroy;
1898 ctx->base.set_stream_output_targets = d3d12_set_stream_output_targets;
1899
1900 ctx->base.get_timestamp = d3d12_get_timestamp;
1901
1902 ctx->base.clear = d3d12_clear;
1903 ctx->base.clear_render_target = d3d12_clear_render_target;
1904 ctx->base.clear_depth_stencil = d3d12_clear_depth_stencil;
1905 ctx->base.draw_vbo = d3d12_draw_vbo;
1906 ctx->base.flush = d3d12_flush;
1907 ctx->base.flush_resource = d3d12_flush_resource;
1908
1909 ctx->gfx_pipeline_state.sample_mask = ~0;
1910
1911 d3d12_context_surface_init(&ctx->base);
1912 d3d12_context_resource_init(&ctx->base);
1913 d3d12_context_query_init(&ctx->base);
1914 d3d12_context_blit_init(&ctx->base);
1915
1916
1917 slab_create_child(&ctx->transfer_pool, &d3d12_screen(pscreen)->transfer_pool);
1918
1919 ctx->base.stream_uploader = u_upload_create_default(&ctx->base);
1920 ctx->base.const_uploader = u_upload_create_default(&ctx->base);
1921 u_suballocator_init(&ctx->so_allocator, &ctx->base, 4096, 0,
1922 PIPE_USAGE_DEFAULT,
1923 0, true);
1924
1925 struct primconvert_config cfg;
1926 cfg.primtypes_mask = 1 << PIPE_PRIM_POINTS |
1927 1 << PIPE_PRIM_LINES |
1928 1 << PIPE_PRIM_LINE_STRIP |
1929 1 << PIPE_PRIM_TRIANGLES |
1930 1 << PIPE_PRIM_TRIANGLE_STRIP;
1931 cfg.fixed_prim_restart = true;
1932 ctx->primconvert = util_primconvert_create_config(&ctx->base, &cfg);
1933 if (!ctx->primconvert) {
1934 debug_printf("D3D12: failed to create primconvert\n");
1935 return NULL;
1936 }
1937
1938 d3d12_gfx_pipeline_state_cache_init(ctx);
1939 d3d12_root_signature_cache_init(ctx);
1940 d3d12_gs_variant_cache_init(ctx);
1941
1942 util_dl_library *d3d12_mod = util_dl_open(UTIL_DL_PREFIX "d3d12" UTIL_DL_EXT);
1943 if (!d3d12_mod) {
1944 debug_printf("D3D12: failed to load D3D12.DLL\n");
1945 return NULL;
1946 }
1947 ctx->D3D12SerializeVersionedRootSignature =
1948 (PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE)util_dl_get_proc_address(d3d12_mod, "D3D12SerializeVersionedRootSignature");
1949
1950 if (FAILED(screen->dev->CreateFence(0, D3D12_FENCE_FLAG_NONE,
1951 IID_PPV_ARGS(&ctx->cmdqueue_fence)))) {
1952 FREE(ctx);
1953 return NULL;
1954 }
1955
1956 for (unsigned i = 0; i < ARRAY_SIZE(ctx->batches); ++i) {
1957 if (!d3d12_init_batch(ctx, &ctx->batches[i])) {
1958 FREE(ctx);
1959 return NULL;
1960 }
1961 }
1962 d3d12_start_batch(ctx, &ctx->batches[0]);
1963
1964 ctx->sampler_pool = d3d12_descriptor_pool_new(screen,
1965 D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
1966 64);
1967 if (!ctx->sampler_pool) {
1968 FREE(ctx);
1969 return NULL;
1970 }
1971 d3d12_init_null_sampler(ctx);
1972
1973 ctx->validation_tools = d3d12_validator_create();
1974
1975 ctx->blitter = util_blitter_create(&ctx->base);
1976 if (!ctx->blitter)
1977 return NULL;
1978
1979 ctx->resource_state_manager = new ResourceStateManager();
1980
1981 if (!d3d12_init_polygon_stipple(&ctx->base)) {
1982 debug_printf("D3D12: failed to initialize polygon stipple resources\n");
1983 FREE(ctx);
1984 return NULL;
1985 }
1986
1987 return &ctx->base;
1988 }
1989
1990 bool
d3d12_need_zero_one_depth_range(struct d3d12_context * ctx)1991 d3d12_need_zero_one_depth_range(struct d3d12_context *ctx)
1992 {
1993 struct d3d12_shader_selector *fs = ctx->gfx_stages[PIPE_SHADER_FRAGMENT];
1994
1995 /**
1996 * OpenGL Compatibility spec, section 15.2.3 (Shader Outputs) says
1997 * the following:
1998 *
1999 * For fixed-point depth buffers, the final fragment depth written by
2000 * a fragment shader is first clamped to [0, 1] and then converted to
2001 * fixed-point as if it were a window z value (see section 13.8.1).
2002 * For floating-point depth buffers, conversion is not performed but
2003 * clamping is. Note that the depth range computation is not applied
2004 * here, only the conversion to fixed-point.
2005 *
2006 * However, the D3D11.3 Functional Spec, section 17.10 (Depth Clamp) says
2007 * the following:
2008 *
2009 * Depth values that reach the Output Merger, whether coming from
2010 * interpolation or from Pixel Shader output (replacing the
2011 * interpolated z), are always clamped:
2012 * z = min(Viewport.MaxDepth,max(Viewport.MinDepth,z))
2013 * following the D3D11 Floating Point Rules(3.1) for min/max.
2014 *
2015 * This means that we can't always use the fixed-function viewport-mapping
2016 * D3D provides.
2017 *
2018 * There's only one case where the difference matters: When the fragment
2019 * shader writes a non-implicit value to gl_FragDepth. In all other
2020 * cases, the fragment either shouldn't have been rasterized in the
2021 * first place, or the implicit gl_FragCoord.z-value should already have
2022 * been clamped to the depth-range.
2023 *
2024 * For simplicity, let's assume that an explicitly written frag-result
2025 * doesn't simply forward the value of gl_FragCoord.z. If it does, we'll
2026 * end up generating needless code, but the result will be correct.
2027 */
2028
2029 return fs->initial->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_DEPTH);
2030 }
2031