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1 // Copyright 2019 The Dawn Authors
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 //     http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14 
15 #include "dawn_native/d3d12/D3D12Info.h"
16 
17 #include "common/GPUInfo.h"
18 #include "dawn_native/d3d12/AdapterD3D12.h"
19 #include "dawn_native/d3d12/BackendD3D12.h"
20 #include "dawn_native/d3d12/D3D12Error.h"
21 #include "dawn_native/d3d12/PlatformFunctions.h"
22 
23 namespace dawn_native { namespace d3d12 {
24 
GatherDeviceInfo(const Adapter & adapter)25     ResultOrError<D3D12DeviceInfo> GatherDeviceInfo(const Adapter& adapter) {
26         D3D12DeviceInfo info = {};
27 
28         // Newer builds replace D3D_FEATURE_DATA_ARCHITECTURE with
29         // D3D_FEATURE_DATA_ARCHITECTURE1. However, D3D_FEATURE_DATA_ARCHITECTURE can be used
30         // for backwards compat.
31         // https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ne-d3d12-d3d12_feature
32         D3D12_FEATURE_DATA_ARCHITECTURE arch = {};
33         DAWN_TRY(CheckHRESULT(adapter.GetDevice()->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE,
34                                                                        &arch, sizeof(arch)),
35                               "ID3D12Device::CheckFeatureSupport"));
36 
37         info.isUMA = arch.UMA;
38 
39         D3D12_FEATURE_DATA_D3D12_OPTIONS options = {};
40         DAWN_TRY(CheckHRESULT(adapter.GetDevice()->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS,
41                                                                        &options, sizeof(options)),
42                               "ID3D12Device::CheckFeatureSupport"));
43 
44         info.resourceHeapTier = options.ResourceHeapTier;
45 
46         // Windows builds 1809 and above can use the D3D12 render pass API. If we query
47         // CheckFeatureSupport for D3D12_FEATURE_D3D12_OPTIONS5 successfully, then we can use
48         // the render pass API.
49         info.supportsRenderPass = false;
50         D3D12_FEATURE_DATA_D3D12_OPTIONS5 featureOptions5 = {};
51         if (SUCCEEDED(adapter.GetDevice()->CheckFeatureSupport(
52                 D3D12_FEATURE_D3D12_OPTIONS5, &featureOptions5, sizeof(featureOptions5)))) {
53             // Performance regressions been observed when using a render pass on Intel graphics
54             // with RENDER_PASS_TIER_1 available, so fall back to a software emulated render
55             // pass on these platforms.
56             if (featureOptions5.RenderPassesTier < D3D12_RENDER_PASS_TIER_1 ||
57                 !gpu_info::IsIntel(adapter.GetPCIInfo().vendorId)) {
58                 info.supportsRenderPass = true;
59             }
60         }
61 
62         // Used to share resources cross-API. If we query CheckFeatureSupport for
63         // D3D12_FEATURE_D3D12_OPTIONS4 successfully, then we can use cross-API sharing.
64         info.supportsSharedResourceCapabilityTier1 = false;
65         D3D12_FEATURE_DATA_D3D12_OPTIONS4 featureOptions4 = {};
66         if (SUCCEEDED(adapter.GetDevice()->CheckFeatureSupport(
67                 D3D12_FEATURE_D3D12_OPTIONS4, &featureOptions4, sizeof(featureOptions4)))) {
68             // Tier 1 support additionally enables the NV12 format. Since only the NV12 format
69             // is used by Dawn, check for Tier 1.
70             if (featureOptions4.SharedResourceCompatibilityTier >=
71                 D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_1) {
72                 info.supportsSharedResourceCapabilityTier1 = true;
73             }
74         }
75 
76         D3D12_FEATURE_DATA_SHADER_MODEL knownShaderModels[] = {{D3D_SHADER_MODEL_6_2},
77                                                                {D3D_SHADER_MODEL_6_1},
78                                                                {D3D_SHADER_MODEL_6_0},
79                                                                {D3D_SHADER_MODEL_5_1}};
80         uint32_t driverShaderModel = 0;
81         for (D3D12_FEATURE_DATA_SHADER_MODEL shaderModel : knownShaderModels) {
82             if (SUCCEEDED(adapter.GetDevice()->CheckFeatureSupport(
83                     D3D12_FEATURE_SHADER_MODEL, &shaderModel, sizeof(shaderModel)))) {
84                 driverShaderModel = shaderModel.HighestShaderModel;
85                 break;
86             }
87         }
88 
89         if (driverShaderModel < D3D_SHADER_MODEL_5_1) {
90             return DAWN_INTERNAL_ERROR("Driver doesn't support Shader Model 5.1 or higher");
91         }
92 
93         // D3D_SHADER_MODEL is encoded as 0xMm with M the major version and m the minor version
94         ASSERT(driverShaderModel <= 0xFF);
95         uint32_t shaderModelMajor = (driverShaderModel & 0xF0) >> 4;
96         uint32_t shaderModelMinor = (driverShaderModel & 0xF);
97 
98         ASSERT(shaderModelMajor < 10);
99         ASSERT(shaderModelMinor < 10);
100         info.shaderModel = 10 * shaderModelMajor + shaderModelMinor;
101 
102         // Profiles are always <stage>s_<minor>_<major> so we build the s_<minor>_major and add
103         // it to each of the stage's suffix.
104         std::wstring profileSuffix = L"s_M_n";
105         profileSuffix[2] = wchar_t('0' + shaderModelMajor);
106         profileSuffix[4] = wchar_t('0' + shaderModelMinor);
107 
108         info.shaderProfiles[SingleShaderStage::Vertex] = L"v" + profileSuffix;
109         info.shaderProfiles[SingleShaderStage::Fragment] = L"p" + profileSuffix;
110         info.shaderProfiles[SingleShaderStage::Compute] = L"c" + profileSuffix;
111 
112         D3D12_FEATURE_DATA_D3D12_OPTIONS4 featureData4 = {};
113         if (SUCCEEDED(adapter.GetDevice()->CheckFeatureSupport(
114                 D3D12_FEATURE_D3D12_OPTIONS4, &featureData4, sizeof(featureData4)))) {
115             info.supportsShaderFloat16 = driverShaderModel >= D3D_SHADER_MODEL_6_2 &&
116                                          featureData4.Native16BitShaderOpsSupported;
117         }
118 
119         return std::move(info);
120     }
121 
122 }}  // namespace dawn_native::d3d12
123