Files
Xenia-Canary/src/xenia/ui/d3d12/d3d12_provider.cc
2021-06-09 22:56:36 +03:00

498 lines
19 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2020 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/ui/d3d12/d3d12_provider.h"
#include <malloc.h>
#include <cstdlib>
#include "xenia/base/cvar.h"
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/ui/d3d12/d3d12_context.h"
DEFINE_bool(d3d12_debug, false, "Enable Direct3D 12 and DXGI debug layer.",
"D3D12");
DEFINE_bool(d3d12_break_on_error, false,
"Break on Direct3D 12 validation errors.", "D3D12");
DEFINE_bool(d3d12_break_on_warning, false,
"Break on Direct3D 12 validation warnings.", "D3D12");
DEFINE_int32(d3d12_adapter, -1,
"Index of the DXGI adapter to use. "
"-1 for any physical adapter, -2 for WARP software rendering.",
"D3D12");
DEFINE_int32(
d3d12_queue_priority, 1,
"Graphics (direct) command queue scheduling priority, 0 - normal, 1 - "
"high, 2 - global realtime (requires administrator privileges, may impact "
"system responsibility)",
"D3D12");
namespace xe {
namespace ui {
namespace d3d12 {
bool D3D12Provider::IsD3D12APIAvailable() {
HMODULE library_d3d12 = LoadLibraryW(L"D3D12.dll");
if (!library_d3d12) {
return false;
}
FreeLibrary(library_d3d12);
return true;
}
std::unique_ptr<D3D12Provider> D3D12Provider::Create(Window* main_window) {
std::unique_ptr<D3D12Provider> provider(new D3D12Provider(main_window));
if (!provider->Initialize()) {
xe::FatalError(
"Unable to initialize Direct3D 12 graphics subsystem.\n"
"\n"
"Ensure that you have the latest drivers for your GPU and it supports "
"Direct3D 12 with the feature level of at least 11_0.\n"
"\n"
"See https://xenia.jp/faq/ for more information and a list of "
"supported GPUs.");
return nullptr;
}
return provider;
}
D3D12Provider::D3D12Provider(Window* main_window)
: GraphicsProvider(main_window) {}
D3D12Provider::~D3D12Provider() {
if (graphics_analysis_ != nullptr) {
graphics_analysis_->Release();
}
if (direct_queue_ != nullptr) {
direct_queue_->Release();
}
if (device_ != nullptr) {
device_->Release();
}
if (dxgi_factory_ != nullptr) {
dxgi_factory_->Release();
}
if (library_dxcompiler_ != nullptr) {
FreeLibrary(library_dxcompiler_);
}
if (library_dxilconv_ != nullptr) {
FreeLibrary(library_dxilconv_);
}
if (library_d3dcompiler_ != nullptr) {
FreeLibrary(library_d3dcompiler_);
}
if (library_dcomp_ != nullptr) {
FreeLibrary(library_dcomp_);
}
if (library_d3d12_ != nullptr) {
FreeLibrary(library_d3d12_);
}
if (library_dxgi_ != nullptr) {
FreeLibrary(library_dxgi_);
}
}
bool D3D12Provider::EnableIncreaseBasePriorityPrivilege() {
TOKEN_PRIVILEGES privileges;
privileges.PrivilegeCount = 1;
privileges.Privileges[0].Attributes = SE_PRIVILEGE_ENABLED;
if (!LookupPrivilegeValue(nullptr, SE_INC_BASE_PRIORITY_NAME,
&privileges.Privileges[0].Luid)) {
return false;
}
HANDLE token;
if (!OpenProcessToken(GetCurrentProcess(), TOKEN_ADJUST_PRIVILEGES, &token)) {
return false;
}
bool enabled = AdjustTokenPrivileges(token, FALSE, &privileges,
sizeof(privileges), nullptr, nullptr) &&
GetLastError() != ERROR_NOT_ALL_ASSIGNED;
CloseHandle(token);
return enabled;
}
bool D3D12Provider::Initialize() {
// Load the core libraries.
library_dxgi_ = LoadLibraryW(L"dxgi.dll");
library_d3d12_ = LoadLibraryW(L"D3D12.dll");
library_dcomp_ = LoadLibraryW(L"dcomp.dll");
if (!library_dxgi_ || !library_d3d12_ || !library_dcomp_) {
XELOGE("Failed to load dxgi.dll, D3D12.dll or dcomp.dll");
return false;
}
bool libraries_loaded = true;
libraries_loaded &=
(pfn_create_dxgi_factory2_ = PFNCreateDXGIFactory2(
GetProcAddress(library_dxgi_, "CreateDXGIFactory2"))) != nullptr;
libraries_loaded &=
(pfn_dxgi_get_debug_interface1_ = PFNDXGIGetDebugInterface1(
GetProcAddress(library_dxgi_, "DXGIGetDebugInterface1"))) != nullptr;
libraries_loaded &=
(pfn_d3d12_get_debug_interface_ = PFN_D3D12_GET_DEBUG_INTERFACE(
GetProcAddress(library_d3d12_, "D3D12GetDebugInterface"))) !=
nullptr;
libraries_loaded &=
(pfn_d3d12_create_device_ = PFN_D3D12_CREATE_DEVICE(
GetProcAddress(library_d3d12_, "D3D12CreateDevice"))) != nullptr;
libraries_loaded &=
(pfn_d3d12_serialize_root_signature_ = PFN_D3D12_SERIALIZE_ROOT_SIGNATURE(
GetProcAddress(library_d3d12_, "D3D12SerializeRootSignature"))) !=
nullptr;
libraries_loaded &=
(pfn_dcomposition_create_device_ = PFNDCompositionCreateDevice(
GetProcAddress(library_dcomp_, "DCompositionCreateDevice"))) !=
nullptr;
if (!libraries_loaded) {
XELOGE("Failed to get DXGI, Direct3D 12 or DirectComposition functions");
return false;
}
// Load optional D3DCompiler_47.dll.
pfn_d3d_disassemble_ = nullptr;
library_d3dcompiler_ = LoadLibraryW(L"D3DCompiler_47.dll");
if (library_d3dcompiler_) {
pfn_d3d_disassemble_ =
pD3DDisassemble(GetProcAddress(library_d3dcompiler_, "D3DDisassemble"));
if (pfn_d3d_disassemble_ == nullptr) {
XELOGD(
"Failed to get D3DDisassemble from D3DCompiler_47.dll, DXBC "
"disassembly for debugging will be unavailable");
}
} else {
XELOGD(
"Failed to load D3DCompiler_47.dll, DXBC disassembly for debugging "
"will be unavailable");
}
// Load optional dxilconv.dll.
pfn_dxilconv_dxc_create_instance_ = nullptr;
library_dxilconv_ = LoadLibraryW(L"dxilconv.dll");
if (library_dxilconv_) {
pfn_dxilconv_dxc_create_instance_ = DxcCreateInstanceProc(
GetProcAddress(library_dxilconv_, "DxcCreateInstance"));
if (pfn_dxilconv_dxc_create_instance_ == nullptr) {
XELOGD(
"Failed to get DxcCreateInstance from dxilconv.dll, converted DXIL "
"disassembly for debugging will be unavailable");
}
} else {
XELOGD(
"Failed to load dxilconv.dll, converted DXIL disassembly for debugging "
"will be unavailable - DXIL may be unsupported by your OS version");
}
// Load optional dxcompiler.dll.
pfn_dxcompiler_dxc_create_instance_ = nullptr;
library_dxcompiler_ = LoadLibraryW(L"dxcompiler.dll");
if (library_dxcompiler_) {
pfn_dxcompiler_dxc_create_instance_ = DxcCreateInstanceProc(
GetProcAddress(library_dxcompiler_, "DxcCreateInstance"));
if (pfn_dxcompiler_dxc_create_instance_ == nullptr) {
XELOGD(
"Failed to get DxcCreateInstance from dxcompiler.dll, converted DXIL "
"disassembly for debugging will be unavailable");
}
} else {
XELOGD(
"Failed to load dxcompiler.dll, converted DXIL disassembly for "
"debugging will be unavailable - if needed, download the DirectX "
"Shader Compiler from "
"https://github.com/microsoft/DirectXShaderCompiler/releases and place "
"the DLL in the Xenia directory");
}
// Configure the DXGI debug info queue.
if (cvars::d3d12_break_on_error || cvars::d3d12_break_on_warning) {
IDXGIInfoQueue* dxgi_info_queue;
if (SUCCEEDED(pfn_dxgi_get_debug_interface1_(
0, IID_PPV_ARGS(&dxgi_info_queue)))) {
if (cvars::d3d12_break_on_error) {
dxgi_info_queue->SetBreakOnSeverity(
DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, TRUE);
dxgi_info_queue->SetBreakOnSeverity(
DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE);
}
if (cvars::d3d12_break_on_warning) {
dxgi_info_queue->SetBreakOnSeverity(
DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_WARNING, TRUE);
}
dxgi_info_queue->Release();
}
}
// Enable the debug layer.
bool debug = cvars::d3d12_debug;
if (debug) {
ID3D12Debug* debug_interface;
if (SUCCEEDED(
pfn_d3d12_get_debug_interface_(IID_PPV_ARGS(&debug_interface)))) {
debug_interface->EnableDebugLayer();
debug_interface->Release();
} else {
XELOGW("Failed to enable the Direct3D 12 debug layer");
debug = false;
}
}
// Create the DXGI factory.
IDXGIFactory2* dxgi_factory;
if (FAILED(pfn_create_dxgi_factory2_(debug ? DXGI_CREATE_FACTORY_DEBUG : 0,
IID_PPV_ARGS(&dxgi_factory)))) {
XELOGE("Failed to create a DXGI factory");
return false;
}
// Choose the adapter.
uint32_t adapter_index = 0;
IDXGIAdapter1* adapter = nullptr;
while (dxgi_factory->EnumAdapters1(adapter_index, &adapter) == S_OK) {
DXGI_ADAPTER_DESC1 adapter_desc;
if (SUCCEEDED(adapter->GetDesc1(&adapter_desc))) {
if (SUCCEEDED(pfn_d3d12_create_device_(adapter, D3D_FEATURE_LEVEL_11_0,
_uuidof(ID3D12Device), nullptr))) {
if (cvars::d3d12_adapter >= 0) {
if (adapter_index == cvars::d3d12_adapter) {
break;
}
} else if (cvars::d3d12_adapter == -2) {
if (adapter_desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) {
break;
}
} else {
if (!(adapter_desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)) {
break;
}
}
}
}
adapter->Release();
adapter = nullptr;
++adapter_index;
}
if (adapter == nullptr) {
XELOGE(
"Failed to get an adapter supporting Direct3D 12 with the feature "
"level of at least 11_0");
dxgi_factory->Release();
return false;
}
DXGI_ADAPTER_DESC adapter_desc;
if (FAILED(adapter->GetDesc(&adapter_desc))) {
XELOGE("Failed to get the DXGI adapter description");
adapter->Release();
dxgi_factory->Release();
return false;
}
adapter_vendor_id_ = GpuVendorID(adapter_desc.VendorId);
int adapter_name_mb_size = WideCharToMultiByte(
CP_UTF8, 0, adapter_desc.Description, -1, nullptr, 0, nullptr, nullptr);
if (adapter_name_mb_size != 0) {
char* adapter_name_mb =
reinterpret_cast<char*>(alloca(adapter_name_mb_size));
if (WideCharToMultiByte(CP_UTF8, 0, adapter_desc.Description, -1,
adapter_name_mb, adapter_name_mb_size, nullptr,
nullptr) != 0) {
XELOGD3D("DXGI adapter: {} (vendor 0x{:04X}, device 0x{:04X})",
adapter_name_mb, adapter_desc.VendorId, adapter_desc.DeviceId);
}
}
// Create the Direct3D 12 device.
ID3D12Device* device;
if (FAILED(pfn_d3d12_create_device_(adapter, D3D_FEATURE_LEVEL_11_0,
IID_PPV_ARGS(&device)))) {
XELOGE("Failed to create a Direct3D 12 feature level 11_0 device");
adapter->Release();
dxgi_factory->Release();
return false;
}
adapter->Release();
// Configure the Direct3D 12 debug info queue.
ID3D12InfoQueue* d3d12_info_queue;
if (SUCCEEDED(device->QueryInterface(IID_PPV_ARGS(&d3d12_info_queue)))) {
D3D12_MESSAGE_SEVERITY d3d12_info_queue_denied_severities[] = {
D3D12_MESSAGE_SEVERITY_INFO,
};
D3D12_MESSAGE_ID d3d12_info_queue_denied_messages[] = {
// Xbox 360 vertex fetch is explicit in shaders.
D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_EMPTY_LAYOUT,
// Bug in the debug layer (fixed in some version of Windows) - gaps in
// render target bindings must be represented with a fully typed RTV
// descriptor and DXGI_FORMAT_UNKNOWN in the pipeline state, but older
// debug layer versions give a format mismatch error in this case.
D3D12_MESSAGE_ID_RENDER_TARGET_FORMAT_MISMATCH_PIPELINE_STATE,
// Render targets and shader exports don't have to match on the Xbox
// 360.
D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_RENDERTARGETVIEW_NOT_SET,
// Arbitrary scissor can be specified by the guest, also it can be
// explicitly used to disable drawing.
D3D12_MESSAGE_ID_DRAW_EMPTY_SCISSOR_RECTANGLE,
// Arbitrary clear values can be specified by the guest.
D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE,
D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_MISMATCHINGCLEARVALUE,
};
D3D12_INFO_QUEUE_FILTER d3d12_info_queue_filter = {};
d3d12_info_queue_filter.DenyList.NumSeverities =
UINT(xe::countof(d3d12_info_queue_denied_severities));
d3d12_info_queue_filter.DenyList.pSeverityList =
d3d12_info_queue_denied_severities;
d3d12_info_queue_filter.DenyList.NumIDs =
UINT(xe::countof(d3d12_info_queue_denied_messages));
d3d12_info_queue_filter.DenyList.pIDList = d3d12_info_queue_denied_messages;
d3d12_info_queue->PushStorageFilter(&d3d12_info_queue_filter);
if (cvars::d3d12_break_on_error) {
d3d12_info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION,
TRUE);
d3d12_info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
}
if (cvars::d3d12_break_on_warning) {
d3d12_info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING,
TRUE);
}
d3d12_info_queue->Release();
}
// Create the command queue for graphics.
D3D12_COMMAND_QUEUE_DESC queue_desc;
queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
if (cvars::d3d12_queue_priority >= 2) {
queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_GLOBAL_REALTIME;
if (!EnableIncreaseBasePriorityPrivilege()) {
XELOGW(
"Failed to enable SeIncreaseBasePriorityPrivilege for global "
"realtime Direct3D 12 command queue priority, falling back to high "
"priority, try launching Xenia as administrator");
queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_HIGH;
}
} else if (cvars::d3d12_queue_priority >= 1) {
queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_HIGH;
} else {
queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
}
queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queue_desc.NodeMask = 0;
ID3D12CommandQueue* direct_queue;
if (FAILED(device->CreateCommandQueue(&queue_desc,
IID_PPV_ARGS(&direct_queue)))) {
bool queue_created = false;
if (queue_desc.Priority == D3D12_COMMAND_QUEUE_PRIORITY_GLOBAL_REALTIME) {
XELOGW(
"Failed to create a Direct3D 12 direct command queue with global "
"realtime priority, falling back to high priority, try launching "
"Xenia as administrator");
queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_HIGH;
queue_created = SUCCEEDED(
device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&direct_queue)));
}
if (!queue_created) {
XELOGE("Failed to create a Direct3D 12 direct command queue");
device->Release();
dxgi_factory->Release();
return false;
}
}
dxgi_factory_ = dxgi_factory;
device_ = device;
direct_queue_ = direct_queue;
// Get descriptor sizes for each type.
for (uint32_t i = 0; i < D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES; ++i) {
descriptor_sizes_[i] =
device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE(i));
}
// Check if optional features are supported.
// D3D12_HEAP_FLAG_CREATE_NOT_ZEROED requires Windows 10 2004 (indicated by
// the availability of ID3D12Device8 or D3D12_FEATURE_D3D12_OPTIONS7).
heap_flag_create_not_zeroed_ = D3D12_HEAP_FLAG_NONE;
D3D12_FEATURE_DATA_D3D12_OPTIONS7 options7;
if (SUCCEEDED(device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS7,
&options7, sizeof(options7)))) {
heap_flag_create_not_zeroed_ = D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;
}
ps_specified_stencil_reference_supported_ = false;
rasterizer_ordered_views_supported_ = false;
resource_binding_tier_ = D3D12_RESOURCE_BINDING_TIER_1;
tiled_resources_tier_ = D3D12_TILED_RESOURCES_TIER_NOT_SUPPORTED;
D3D12_FEATURE_DATA_D3D12_OPTIONS options;
if (SUCCEEDED(device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS,
&options, sizeof(options)))) {
ps_specified_stencil_reference_supported_ =
bool(options.PSSpecifiedStencilRefSupported);
rasterizer_ordered_views_supported_ = bool(options.ROVsSupported);
resource_binding_tier_ = options.ResourceBindingTier;
tiled_resources_tier_ = options.TiledResourcesTier;
}
programmable_sample_positions_tier_ =
D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER_NOT_SUPPORTED;
D3D12_FEATURE_DATA_D3D12_OPTIONS2 options2;
if (SUCCEEDED(device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS2,
&options2, sizeof(options2)))) {
programmable_sample_positions_tier_ =
options2.ProgrammableSamplePositionsTier;
}
virtual_address_bits_per_resource_ = 0;
D3D12_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT virtual_address_support;
if (SUCCEEDED(device->CheckFeatureSupport(
D3D12_FEATURE_GPU_VIRTUAL_ADDRESS_SUPPORT, &virtual_address_support,
sizeof(virtual_address_support)))) {
virtual_address_bits_per_resource_ =
virtual_address_support.MaxGPUVirtualAddressBitsPerResource;
}
XELOGD3D(
"Direct3D 12 device and OS features:\n"
"* Max GPU virtual address bits per resource: {}\n"
"* Non-zeroed heap creation: {}\n"
"* Pixel-shader-specified stencil reference: {}\n"
"* Programmable sample positions: tier {}\n"
"* Rasterizer-ordered views: {}\n"
"* Resource binding: tier {}\n"
"* Tiled resources: tier {}\n",
virtual_address_bits_per_resource_,
(heap_flag_create_not_zeroed_ & D3D12_HEAP_FLAG_CREATE_NOT_ZEROED) ? "yes"
: "no",
ps_specified_stencil_reference_supported_ ? "yes" : "no",
uint32_t(programmable_sample_positions_tier_),
rasterizer_ordered_views_supported_ ? "yes" : "no",
uint32_t(resource_binding_tier_), uint32_t(tiled_resources_tier_));
// Get the graphics analysis interface, will silently fail if PIX is not
// attached.
pfn_dxgi_get_debug_interface1_(0, IID_PPV_ARGS(&graphics_analysis_));
return true;
}
std::unique_ptr<GraphicsContext> D3D12Provider::CreateContext(
Window* target_window) {
auto new_context =
std::unique_ptr<D3D12Context>(new D3D12Context(this, target_window));
if (!new_context->Initialize()) {
return nullptr;
}
return std::unique_ptr<GraphicsContext>(new_context.release());
}
std::unique_ptr<GraphicsContext> D3D12Provider::CreateOffscreenContext() {
auto new_context =
std::unique_ptr<D3D12Context>(new D3D12Context(this, nullptr));
if (!new_context->Initialize()) {
return nullptr;
}
return std::unique_ptr<GraphicsContext>(new_context.release());
}
} // namespace d3d12
} // namespace ui
} // namespace xe