rhi: d3d12: Implement multiview support

This relies on qsb being able to invoke dxc instead of fxc when the
request HLSL (shader model) version is 6.1.  (6.1 is required for
SV_ViewID) This currently works only when conditioning offline with
qsb (or via CMake), because qsb can easily invoke dxc instead of
fxc. When shipping HLSL inside the .qsb package (so when -c is not
specified or running the external tool fails), this won't work since
the D3D12 backend still uses D3DCompile(), not IDxcCompiler. Support
for that will be investigated separately.

We also need to bump to ID3D12Device2 and ID3D12GraphicsCommandList1.
With Windows 10 version 1703 being quite old now, this should not be a
problem at run time.

There are however issues at build time, namely that MinGW and
MinGW/LLVM and similar seems to have ancient Windows SDK headers
according to the CI test runs. None of the MSVC configurations have
this in the CI, they have reasonable versions of d3d12.h and similar.

Therefore, one important aspect of this change is that the D3D12
backend of QRhi will only be available from now on when the SDK
headers are new enough (meaning ID3D12Device2 is declared, which is a
several years old type now). Otherwise, QRhi::create() will simply
fail when asking for D3D12 with a helpful warning message about the Qt
build being crippled.

Implementation-wise, there are surprises in store as well:

The way the PSO is created needs to be revamped to follow the
extensible approach that uses a pipeline state stream
description. Both the graphics and compute pipeline creation is
changed to use CreatePipelineState() and the associated
machinery. This is only really essential for graphics pipelines since
we know have to include data for view instancing (multiview). For
compute the result is the same as before.

Additionally, the view count must now be baked into the
QRhiGraphicsPipeline. This means that applications must call
setMultiViewCount() with the same value (typically 2) *both* on the
render target's color attachment and on the pipeline. Backends that do
not care about the pipeline's view count (GL, Vulkan) will of course
ignore it, but if it's not set correctly D3D12 will fail. The manual
test is updated accordingly.

Fixes: QTBUG-114772
Change-Id: I93db7313377e711c2faeb956815899b12132d23b
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
This commit is contained in:
Laszlo Agocs 2023-06-20 14:14:24 +02:00
parent 1d9bf6ea38
commit b7d9b7fa69
11 changed files with 236 additions and 124 deletions

View File

@ -78,8 +78,10 @@ Q_LOGGING_CATEGORY(QRHI_LOG_INFO, "qt.rhi.general")
\l{https://learn.microsoft.com/en-us/windows/win32/direct3darticles/directx-warp}{software
adapter} is still an option.
\li Direct3D 12.0 or newer, with Shader Model 5.0 or newer. The D3D12
device is by default created with specifying a minimum feature level of
\li Direct3D 12 on Windows 10 version 1703 and newer, with Shader Model 5.0
or newer. Qt requires ID3D12Device2 to be present, hence the requirement
for at least version 1703 of Windows 10. The D3D12 device is by default
created with specifying a minimum feature level of
\c{D3D_FEATURE_LEVEL_11_0}.
\li Metal 1.2 or newer.
@ -976,7 +978,9 @@ Q_LOGGING_CATEGORY(QRHI_LOG_INFO, "qt.rhi.general")
typically supported. When reported as supported, creating a
QRhiTextureRenderTarget with a QRhiColorAttachment that references a texture
array and has \l{QRhiColorAttachment::setMultiViewCount()}{multiViewCount}
set enables recording a render pass that uses multiview rendering. Note that
set enables recording a render pass that uses multiview rendering. In addition,
any QRhiGraphicsPipeline used in that render pass must have
\l{QRhiGraphicsPipeline::setMultiViewCount()}{the same view count set}. Note that
multiview is only available in combination with 2D texture arrays. It cannot
be used to optimize the rendering into individual textures (e.g. two, for
the left and right eyes). Rather, the target of a multiview render pass is
@ -6772,6 +6776,26 @@ QRhiResource::Type QRhiGraphicsPipeline::resourceType() const
\sa QRhi::NonFillPolygonMode
*/
/*!
\fn int QRhiGraphicsPipeline::multiViewCount() const
\return the view count. The default is 0, indicating no multiview rendering.
\since 6.7
*/
/*!
\fn void QRhiGraphicsPipeline::setMultiViewCount(int count)
Sets the view \a count for multiview rendering. The default is 0,
indicating no multiview rendering.
\a count must be 2 or larger to trigger multiview rendering.
Multiview is only available when the \l{QRhi::MultiView}{MultiView feature}
is reported as supported. The render target must be a 2D texture array, and
the color attachment for the render target must have the same \a count set.
\since 6.7
\sa QRhi::MultiView, QRhiColorAttachment::setMultiViewCount()
*/
/*!
\class QRhiSwapChain
\inmodule QtGui
@ -8088,9 +8112,17 @@ QRhi *QRhi::create(Implementation impl, QRhiInitParams *params, Flags flags, QRh
#endif
case D3D12:
#ifdef Q_OS_WIN
#ifdef QRHI_D3D12_AVAILABLE
r->d = new QRhiD3D12(static_cast<QRhiD3D12InitParams *>(params),
static_cast<QRhiD3D12NativeHandles *>(importDevice));
break;
#else
qWarning("Qt was built without Direct3D 12 support. "
"This is likely due to having ancient SDK headers (such as d3d12.h) in the Qt build environment. "
"Rebuild Qt with an SDK supporting D3D12 features introduced in Windows 10 version 1703, "
"or use an MSVC build as those typically are built with more up-to-date SDKs.");
break;
#endif
#else
qWarning("This platform has no Direct3D 12 support");
break;

View File

@ -1441,6 +1441,9 @@ public:
PolygonMode polygonMode() const {return m_polygonMode; }
void setPolygonMode(PolygonMode mode) {m_polygonMode = mode; }
int multiViewCount() const { return m_multiViewCount; }
void setMultiViewCount(int count) { m_multiViewCount = count; }
virtual bool create() = 0;
protected:
@ -1464,6 +1467,7 @@ protected:
float m_slopeScaledDepthBias = 0.0f;
int m_patchControlPointCount = 3;
PolygonMode m_polygonMode = Fill;
int m_multiViewCount = 0;
QVarLengthArray<QRhiShaderStage, 4> m_shaderStages;
QRhiVertexInputLayout m_vertexInputLayout;
QRhiShaderResourceBindings *m_shaderResourceBindings = nullptr;

View File

@ -145,7 +145,7 @@ struct Q_GUI_EXPORT QRhiD3D12NativeHandles : public QRhiNativeHandles
struct Q_GUI_EXPORT QRhiD3D12CommandBufferNativeHandles : public QRhiNativeHandles
{
void *commandList = nullptr; // ID3D12GraphicsCommandList
void *commandList = nullptr; // ID3D12GraphicsCommandList1
};
#endif // WIN/QDOC

View File

@ -19,6 +19,8 @@
#define QRHI_D3D12_HAS_OLD_PIX
#endif
#ifdef __ID3D12Device2_INTERFACE_DEFINED__
QT_BEGIN_NAMESPACE
/*
@ -108,7 +110,7 @@ QT_BEGIN_NAMESPACE
/*!
\class QRhiD3D12CommandBufferNativeHandles
\inmodule QtGui
\brief Holds the ID3D12GraphicsCommandList object that is backing a QRhiCommandBuffer.
\brief Holds the ID3D12GraphicsCommandList1 object that is backing a QRhiCommandBuffer.
\note The command list object is only guaranteed to be valid, and
in recording state, while recording a frame. That is, between a
@ -132,8 +134,14 @@ QRhiD3D12::QRhiD3D12(QRhiD3D12InitParams *params, QRhiD3D12NativeHandles *import
debugLayer = params->enableDebugLayer;
if (importParams) {
if (importParams->dev) {
dev = reinterpret_cast<ID3D12Device *>(importParams->dev);
importedDevice = true;
ID3D12Device *d3d12Device = reinterpret_cast<ID3D12Device *>(importParams->dev);
if (SUCCEEDED(d3d12Device->QueryInterface(__uuidof(ID3D12Device2), reinterpret_cast<void **>(&dev)))) {
// get rid of the ref added by QueryInterface
d3d12Device->Release();
importedDevice = true;
} else {
qWarning("ID3D12Device2 not supported, cannot import device");
}
}
if (importParams->commandQueue) {
cmdQueue = reinterpret_cast<ID3D12CommandQueue *>(importParams->commandQueue);
@ -267,7 +275,7 @@ bool QRhiD3D12::create(QRhi::Flags flags)
hr = D3D12CreateDevice(activeAdapter,
minimumFeatureLevel,
__uuidof(ID3D12Device),
__uuidof(ID3D12Device2),
reinterpret_cast<void **>(&dev));
if (FAILED(hr)) {
qWarning("Failed to create D3D12 device: %s", qPrintable(QSystemError::windowsComString(hr)));
@ -402,6 +410,10 @@ bool QRhiD3D12::create(QRhi::Flags flags)
return false;
}
D3D12_FEATURE_DATA_D3D12_OPTIONS3 options3 = {};
if (SUCCEEDED(dev->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS3, &options3, sizeof(options3))))
caps.multiView = options3.ViewInstancingTier != D3D12_VIEW_INSTANCING_TIER_NOT_SUPPORTED;
deviceLost = false;
offscreenActive = false;
@ -639,7 +651,7 @@ bool QRhiD3D12::isFeatureSupported(QRhi::Feature feature) const
case QRhi::ThreeDimensionalTextureMipmaps:
return false; // we generate mipmaps ourselves with compute and this is not implemented
case QRhi::MultiView:
return false;
return caps.multiView;
}
return false;
}
@ -796,6 +808,9 @@ void QRhiD3D12::setGraphicsPipeline(QRhiCommandBuffer *cb, QRhiGraphicsPipeline
}
cbD->cmdList->IASetPrimitiveTopology(psD->topology);
if (psD->viewInstanceMask)
cbD->cmdList->SetViewInstanceMask(psD->viewInstanceMask);
}
}
@ -1465,7 +1480,7 @@ QRhi::FrameOpResult QRhiD3D12::endFrame(QRhiSwapChain *swapChain, QRhi::EndFrame
barrierGen.addTransitionBarrier(backBufferResourceHandle, D3D12_RESOURCE_STATE_PRESENT);
barrierGen.enqueueBufferedTransitionBarriers(cbD);
ID3D12GraphicsCommandList *cmdList = cbD->cmdList;
ID3D12GraphicsCommandList1 *cmdList = cbD->cmdList;
HRESULT hr = cmdList->Close();
if (FAILED(hr)) {
qWarning("Failed to close command list: %s",
@ -1562,7 +1577,7 @@ QRhi::FrameOpResult QRhiD3D12::endOffscreenFrame(QRhi::EndFrameFlags flags)
offscreenActive = false;
QD3D12CommandBuffer *cbD = offscreenCb[currentFrameSlot];
ID3D12GraphicsCommandList *cmdList = cbD->cmdList;
ID3D12GraphicsCommandList1 *cmdList = cbD->cmdList;
HRESULT hr = cmdList->Close();
if (FAILED(hr)) {
qWarning("Failed to close command list: %s",
@ -1603,7 +1618,7 @@ QRhi::FrameOpResult QRhiD3D12::finish()
Q_ASSERT(cbD->recordingPass == QD3D12CommandBuffer::NoPass);
ID3D12GraphicsCommandList *cmdList = cbD->cmdList;
ID3D12GraphicsCommandList1 *cmdList = cbD->cmdList;
HRESULT hr = cmdList->Close();
if (FAILED(hr)) {
qWarning("Failed to close command list: %s",
@ -2912,7 +2927,7 @@ DXGI_SAMPLE_DESC QRhiD3D12::effectiveSampleCount(int sampleCount, DXGI_FORMAT fo
return desc;
}
bool QRhiD3D12::startCommandListForCurrentFrameSlot(ID3D12GraphicsCommandList **cmdList)
bool QRhiD3D12::startCommandListForCurrentFrameSlot(ID3D12GraphicsCommandList1 **cmdList)
{
ID3D12CommandAllocator *cmdAlloc = cmdAllocators[currentFrameSlot];
if (!*cmdList) {
@ -2920,7 +2935,7 @@ bool QRhiD3D12::startCommandListForCurrentFrameSlot(ID3D12GraphicsCommandList **
D3D12_COMMAND_LIST_TYPE_DIRECT,
cmdAlloc,
nullptr,
__uuidof(ID3D12GraphicsCommandList),
__uuidof(ID3D12GraphicsCommandList1),
reinterpret_cast<void **>(cmdList));
if (FAILED(hr)) {
qWarning("Failed to create command list: %s", qPrintable(QSystemError::windowsComString(hr)));
@ -4412,19 +4427,21 @@ bool QD3D12TextureRenderTarget::create()
qWarning("Could not look up texture handle for render target");
return false;
}
const bool isMultiView = it->multiViewCount() >= 2;
UINT layerCount = isMultiView ? UINT(it->multiViewCount()) : 1;
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = {};
rtvDesc.Format = toD3DTextureFormat(texD->format(), texD->flags());
if (texD->flags().testFlag(QRhiTexture::CubeMap)) {
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.MipSlice = UINT(colorAtt.level());
rtvDesc.Texture2DArray.FirstArraySlice = UINT(colorAtt.layer());
rtvDesc.Texture2DArray.ArraySize = 1;
rtvDesc.Texture2DArray.ArraySize = layerCount;
} else if (texD->flags().testFlag(QRhiTexture::OneDimensional)) {
if (texD->flags().testFlag(QRhiTexture::TextureArray)) {
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE1DARRAY;
rtvDesc.Texture1DArray.MipSlice = UINT(colorAtt.level());
rtvDesc.Texture1DArray.FirstArraySlice = UINT(colorAtt.layer());
rtvDesc.Texture1DArray.ArraySize = 1;
rtvDesc.Texture1DArray.ArraySize = layerCount;
} else {
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE1D;
rtvDesc.Texture1D.MipSlice = UINT(colorAtt.level());
@ -4433,18 +4450,18 @@ bool QD3D12TextureRenderTarget::create()
if (texD->sampleDesc.Count > 1) {
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
rtvDesc.Texture2DMSArray.FirstArraySlice = UINT(colorAtt.layer());
rtvDesc.Texture2DMSArray.ArraySize = 1;
rtvDesc.Texture2DMSArray.ArraySize = layerCount;
} else {
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.MipSlice = UINT(colorAtt.level());
rtvDesc.Texture2DArray.FirstArraySlice = UINT(colorAtt.layer());
rtvDesc.Texture2DArray.ArraySize = 1;
rtvDesc.Texture2DArray.ArraySize = layerCount;
}
} else if (texD->flags().testFlag(QRhiTexture::ThreeDimensional)) {
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
rtvDesc.Texture3D.MipSlice = UINT(colorAtt.level());
rtvDesc.Texture3D.FirstWSlice = UINT(colorAtt.layer());
rtvDesc.Texture3D.WSize = 1;
rtvDesc.Texture3D.WSize = layerCount;
} else {
if (texD->sampleDesc.Count > 1) {
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
@ -5257,83 +5274,26 @@ bool QD3D12GraphicsPipeline::create()
QD3D12RenderPassDescriptor *rpD = QRHI_RES(QD3D12RenderPassDescriptor, m_renderPassDesc);
const DXGI_SAMPLE_DESC sampleDesc = rhiD->effectiveSampleCount(m_sampleCount, DXGI_FORMAT(rpD->colorFormat[0]));
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.pRootSignature = rootSig;
for (const QRhiShaderStage &shaderStage : std::as_const(m_shaderStages)) {
const int d3dStage = qd3d12_stage(shaderStage.type());
switch (d3dStage) {
case VS:
psoDesc.VS.pShaderBytecode = shaderBytecode[d3dStage].constData();
psoDesc.VS.BytecodeLength = shaderBytecode[d3dStage].size();
break;
case HS:
psoDesc.HS.pShaderBytecode = shaderBytecode[d3dStage].constData();
psoDesc.HS.BytecodeLength = shaderBytecode[d3dStage].size();
break;
case DS:
psoDesc.DS.pShaderBytecode = shaderBytecode[d3dStage].constData();
psoDesc.DS.BytecodeLength = shaderBytecode[d3dStage].size();
break;
case GS:
psoDesc.GS.pShaderBytecode = shaderBytecode[d3dStage].constData();
psoDesc.GS.BytecodeLength = shaderBytecode[d3dStage].size();
break;
case PS:
psoDesc.PS.pShaderBytecode = shaderBytecode[d3dStage].constData();
psoDesc.PS.BytecodeLength = shaderBytecode[d3dStage].size();
break;
default:
Q_UNREACHABLE();
break;
}
}
struct {
QD3D12PipelineStateSubObject<ID3D12RootSignature *, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_ROOT_SIGNATURE> rootSig;
QD3D12PipelineStateSubObject<D3D12_INPUT_LAYOUT_DESC, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_INPUT_LAYOUT> inputLayout;
QD3D12PipelineStateSubObject<D3D12_PRIMITIVE_TOPOLOGY_TYPE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PRIMITIVE_TOPOLOGY> primitiveTopology;
QD3D12PipelineStateSubObject<D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VS> VS;
QD3D12PipelineStateSubObject<D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_HS> HS;
QD3D12PipelineStateSubObject<D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DS> DS;
QD3D12PipelineStateSubObject<D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_GS> GS;
QD3D12PipelineStateSubObject<D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PS> PS;
QD3D12PipelineStateSubObject<D3D12_RASTERIZER_DESC, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RASTERIZER> rasterizerState;
QD3D12PipelineStateSubObject<D3D12_DEPTH_STENCIL_DESC, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL> depthStencilState;
QD3D12PipelineStateSubObject<D3D12_BLEND_DESC, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_BLEND> blendState;
QD3D12PipelineStateSubObject<D3D12_RT_FORMAT_ARRAY, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RENDER_TARGET_FORMATS> rtFormats;
QD3D12PipelineStateSubObject<DXGI_FORMAT, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL_FORMAT> dsFormat;
QD3D12PipelineStateSubObject<DXGI_SAMPLE_DESC, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_DESC> sampleDesc;
QD3D12PipelineStateSubObject<UINT, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_MASK> sampleMask;
QD3D12PipelineStateSubObject<D3D12_VIEW_INSTANCING_DESC, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VIEW_INSTANCING> viewInstancingDesc;
} stream;
psoDesc.BlendState.IndependentBlendEnable = m_targetBlends.count() > 1;
for (int i = 0, ie = m_targetBlends.count(); i != ie; ++i) {
const QRhiGraphicsPipeline::TargetBlend &b(m_targetBlends[i]);
D3D12_RENDER_TARGET_BLEND_DESC blend = {};
blend.BlendEnable = b.enable;
blend.SrcBlend = toD3DBlendFactor(b.srcColor, true);
blend.DestBlend = toD3DBlendFactor(b.dstColor, true);
blend.BlendOp = toD3DBlendOp(b.opColor);
blend.SrcBlendAlpha = toD3DBlendFactor(b.srcAlpha, false);
blend.DestBlendAlpha = toD3DBlendFactor(b.dstAlpha, false);
blend.BlendOpAlpha = toD3DBlendOp(b.opAlpha);
blend.RenderTargetWriteMask = toD3DColorWriteMask(b.colorWrite);
psoDesc.BlendState.RenderTarget[i] = blend;
}
if (m_targetBlends.isEmpty()) {
D3D12_RENDER_TARGET_BLEND_DESC blend = {};
blend.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
psoDesc.BlendState.RenderTarget[0] = blend;
}
psoDesc.SampleMask = 0xFFFFFFFF;
psoDesc.RasterizerState.FillMode = toD3DFillMode(m_polygonMode);
psoDesc.RasterizerState.CullMode = toD3DCullMode(m_cullMode);
psoDesc.RasterizerState.FrontCounterClockwise = m_frontFace == CCW;
psoDesc.RasterizerState.DepthBias = m_depthBias;
psoDesc.RasterizerState.SlopeScaledDepthBias = m_slopeScaledDepthBias;
psoDesc.RasterizerState.DepthClipEnable = TRUE;
psoDesc.RasterizerState.MultisampleEnable = sampleDesc.Count > 1;
psoDesc.DepthStencilState.DepthEnable = m_depthTest;
psoDesc.DepthStencilState.DepthWriteMask = m_depthWrite ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
psoDesc.DepthStencilState.DepthFunc = toD3DCompareOp(m_depthOp);
psoDesc.DepthStencilState.StencilEnable = m_stencilTest;
if (m_stencilTest) {
psoDesc.DepthStencilState.StencilReadMask = UINT8(m_stencilReadMask);
psoDesc.DepthStencilState.StencilWriteMask = UINT8(m_stencilWriteMask);
psoDesc.DepthStencilState.FrontFace.StencilFailOp = toD3DStencilOp(m_stencilFront.failOp);
psoDesc.DepthStencilState.FrontFace.StencilDepthFailOp = toD3DStencilOp(m_stencilFront.depthFailOp);
psoDesc.DepthStencilState.FrontFace.StencilPassOp = toD3DStencilOp(m_stencilFront.passOp);
psoDesc.DepthStencilState.FrontFace.StencilFunc = toD3DCompareOp(m_stencilFront.compareOp);
psoDesc.DepthStencilState.BackFace.StencilFailOp = toD3DStencilOp(m_stencilBack.failOp);
psoDesc.DepthStencilState.BackFace.StencilDepthFailOp = toD3DStencilOp(m_stencilBack.depthFailOp);
psoDesc.DepthStencilState.BackFace.StencilPassOp = toD3DStencilOp(m_stencilBack.passOp);
psoDesc.DepthStencilState.BackFace.StencilFunc = toD3DCompareOp(m_stencilBack.compareOp);
}
stream.rootSig.object = rootSig;
QVarLengthArray<D3D12_INPUT_ELEMENT_DESC, 4> inputDescs;
QByteArrayList matrixSliceSemantics;
@ -5371,24 +5331,113 @@ bool QD3D12GraphicsPipeline::create()
inputDescs.append(desc);
}
}
if (!inputDescs.isEmpty()) {
psoDesc.InputLayout.pInputElementDescs = inputDescs.constData();
psoDesc.InputLayout.NumElements = inputDescs.count();
}
psoDesc.PrimitiveTopologyType = toD3DTopologyType(m_topology);
stream.inputLayout.object.NumElements = inputDescs.count();
stream.inputLayout.object.pInputElementDescs = inputDescs.isEmpty() ? nullptr : inputDescs.constData();
stream.primitiveTopology.object = toD3DTopologyType(m_topology);
topology = toD3DTopology(m_topology, m_patchControlPointCount);
psoDesc.NumRenderTargets = rpD->colorAttachmentCount;
for (const QRhiShaderStage &shaderStage : std::as_const(m_shaderStages)) {
const int d3dStage = qd3d12_stage(shaderStage.type());
switch (d3dStage) {
case VS:
stream.VS.object.pShaderBytecode = shaderBytecode[d3dStage].constData();
stream.VS.object.BytecodeLength = shaderBytecode[d3dStage].size();
break;
case HS:
stream.HS.object.pShaderBytecode = shaderBytecode[d3dStage].constData();
stream.HS.object.BytecodeLength = shaderBytecode[d3dStage].size();
break;
case DS:
stream.DS.object.pShaderBytecode = shaderBytecode[d3dStage].constData();
stream.DS.object.BytecodeLength = shaderBytecode[d3dStage].size();
break;
case GS:
stream.GS.object.pShaderBytecode = shaderBytecode[d3dStage].constData();
stream.GS.object.BytecodeLength = shaderBytecode[d3dStage].size();
break;
case PS:
stream.PS.object.pShaderBytecode = shaderBytecode[d3dStage].constData();
stream.PS.object.BytecodeLength = shaderBytecode[d3dStage].size();
break;
default:
Q_UNREACHABLE();
break;
}
}
stream.rasterizerState.object.FillMode = toD3DFillMode(m_polygonMode);
stream.rasterizerState.object.CullMode = toD3DCullMode(m_cullMode);
stream.rasterizerState.object.FrontCounterClockwise = m_frontFace == CCW;
stream.rasterizerState.object.DepthBias = m_depthBias;
stream.rasterizerState.object.SlopeScaledDepthBias = m_slopeScaledDepthBias;
stream.rasterizerState.object.DepthClipEnable = TRUE;
stream.rasterizerState.object.MultisampleEnable = sampleDesc.Count > 1;
stream.depthStencilState.object.DepthEnable = m_depthTest;
stream.depthStencilState.object.DepthWriteMask = m_depthWrite ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
stream.depthStencilState.object.DepthFunc = toD3DCompareOp(m_depthOp);
stream.depthStencilState.object.StencilEnable = m_stencilTest;
if (m_stencilTest) {
stream.depthStencilState.object.StencilReadMask = UINT8(m_stencilReadMask);
stream.depthStencilState.object.StencilWriteMask = UINT8(m_stencilWriteMask);
stream.depthStencilState.object.FrontFace.StencilFailOp = toD3DStencilOp(m_stencilFront.failOp);
stream.depthStencilState.object.FrontFace.StencilDepthFailOp = toD3DStencilOp(m_stencilFront.depthFailOp);
stream.depthStencilState.object.FrontFace.StencilPassOp = toD3DStencilOp(m_stencilFront.passOp);
stream.depthStencilState.object.FrontFace.StencilFunc = toD3DCompareOp(m_stencilFront.compareOp);
stream.depthStencilState.object.BackFace.StencilFailOp = toD3DStencilOp(m_stencilBack.failOp);
stream.depthStencilState.object.BackFace.StencilDepthFailOp = toD3DStencilOp(m_stencilBack.depthFailOp);
stream.depthStencilState.object.BackFace.StencilPassOp = toD3DStencilOp(m_stencilBack.passOp);
stream.depthStencilState.object.BackFace.StencilFunc = toD3DCompareOp(m_stencilBack.compareOp);
}
stream.blendState.object.IndependentBlendEnable = m_targetBlends.count() > 1;
for (int i = 0, ie = m_targetBlends.count(); i != ie; ++i) {
const QRhiGraphicsPipeline::TargetBlend &b(m_targetBlends[i]);
D3D12_RENDER_TARGET_BLEND_DESC blend = {};
blend.BlendEnable = b.enable;
blend.SrcBlend = toD3DBlendFactor(b.srcColor, true);
blend.DestBlend = toD3DBlendFactor(b.dstColor, true);
blend.BlendOp = toD3DBlendOp(b.opColor);
blend.SrcBlendAlpha = toD3DBlendFactor(b.srcAlpha, false);
blend.DestBlendAlpha = toD3DBlendFactor(b.dstAlpha, false);
blend.BlendOpAlpha = toD3DBlendOp(b.opAlpha);
blend.RenderTargetWriteMask = toD3DColorWriteMask(b.colorWrite);
stream.blendState.object.RenderTarget[i] = blend;
}
if (m_targetBlends.isEmpty()) {
D3D12_RENDER_TARGET_BLEND_DESC blend = {};
blend.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
stream.blendState.object.RenderTarget[0] = blend;
}
stream.rtFormats.object.NumRenderTargets = rpD->colorAttachmentCount;
for (int i = 0; i < rpD->colorAttachmentCount; ++i)
psoDesc.RTVFormats[i] = DXGI_FORMAT(rpD->colorFormat[i]);
psoDesc.DSVFormat = rpD->hasDepthStencil ? DXGI_FORMAT(rpD->dsFormat) : DXGI_FORMAT_UNKNOWN;
psoDesc.SampleDesc = sampleDesc;
stream.rtFormats.object.RTFormats[i] = DXGI_FORMAT(rpD->colorFormat[i]);
stream.dsFormat.object = rpD->hasDepthStencil ? DXGI_FORMAT(rpD->dsFormat) : DXGI_FORMAT_UNKNOWN;
stream.sampleDesc.object = sampleDesc;
stream.sampleMask.object = 0xFFFFFFFF;
viewInstanceMask = 0;
const bool isMultiView = m_multiViewCount >= 2;
stream.viewInstancingDesc.object.ViewInstanceCount = isMultiView ? m_multiViewCount : 0;
QVarLengthArray<D3D12_VIEW_INSTANCE_LOCATION, 4> viewInstanceLocations;
if (isMultiView) {
for (int i = 0; i < m_multiViewCount; ++i) {
viewInstanceMask |= (1 << i);
viewInstanceLocations.append({ 0, UINT(i) });
}
stream.viewInstancingDesc.object.pViewInstanceLocations = viewInstanceLocations.constData();
}
const D3D12_PIPELINE_STATE_STREAM_DESC streamDesc = { sizeof(stream), &stream };
ID3D12PipelineState *pso = nullptr;
HRESULT hr = rhiD->dev->CreateGraphicsPipelineState(&psoDesc,
__uuidof(ID3D12PipelineState),
reinterpret_cast<void **>(&pso));
HRESULT hr = rhiD->dev->CreatePipelineState(&streamDesc, __uuidof(ID3D12PipelineState), reinterpret_cast<void **>(&pso));
if (FAILED(hr)) {
qWarning("Failed to create graphics pipeline state: %s",
qPrintable(QSystemError::windowsComString(hr)));
@ -5487,14 +5536,16 @@ bool QD3D12ComputePipeline::create()
return false;
}
D3D12_COMPUTE_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.pRootSignature = rootSig;
psoDesc.CS.pShaderBytecode = shaderBytecode.constData();
psoDesc.CS.BytecodeLength = shaderBytecode.size();
struct {
QD3D12PipelineStateSubObject<ID3D12RootSignature *, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_ROOT_SIGNATURE> rootSig;
QD3D12PipelineStateSubObject<D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_CS> CS;
} stream;
stream.rootSig.object = rootSig;
stream.CS.object.pShaderBytecode = shaderBytecode.constData();
stream.CS.object.BytecodeLength = shaderBytecode.size();
const D3D12_PIPELINE_STATE_STREAM_DESC streamDesc = { sizeof(stream), &stream };
ID3D12PipelineState *pso = nullptr;
HRESULT hr = rhiD->dev->CreateComputePipelineState(&psoDesc,
__uuidof(ID3D12PipelineState),
reinterpret_cast<void **>(&pso));
HRESULT hr = rhiD->dev->CreatePipelineState(&streamDesc, __uuidof(ID3D12PipelineState), reinterpret_cast<void **>(&pso));
if (FAILED(hr)) {
qWarning("Failed to create compute pipeline state: %s",
qPrintable(QSystemError::windowsComString(hr)));
@ -6141,3 +6192,5 @@ bool QD3D12SwapChain::createOrResize()
}
QT_END_NAMESPACE
#endif // __ID3D12Device2_INTERFACE_DEFINED__

View File

@ -30,6 +30,15 @@
#include "D3D12MemAlloc.h"
// ID3D12Device2 and ID3D12GraphicsCommandList1 and types and enums introduced
// with those are hard requirements now. These should be declared in any
// moderately recent d3d12.h, but if it is an SDK from before Windows 10
// version 1703 then these types could be missing. In the absence of other
// options, handle this by skipping all the code and making QRhi::create() fail
// in such builds.
#ifdef __ID3D12Device2_INTERFACE_DEFINED__
#define QRHI_D3D12_AVAILABLE
QT_BEGIN_NAMESPACE
static const int QD3D12_FRAMES_IN_FLIGHT = 2;
@ -863,6 +872,7 @@ struct QD3D12GraphicsPipeline : public QRhiGraphicsPipeline
QD3D12ObjectHandle rootSigHandle;
std::array<QD3D12ShaderStageData, 5> stageData;
D3D12_PRIMITIVE_TOPOLOGY topology;
UINT viewInstanceMask = 0;
uint generation = 0;
friend class QRhiD3D12;
};
@ -889,7 +899,7 @@ struct QD3D12CommandBuffer : public QRhiCommandBuffer
const QRhiNativeHandles *nativeHandles();
ID3D12GraphicsCommandList *cmdList = nullptr; // not owned
ID3D12GraphicsCommandList1 *cmdList = nullptr; // not owned
QRhiD3D12CommandBufferNativeHandles nativeHandlesStruct;
enum PassType {
@ -984,12 +994,19 @@ struct QD3D12SwapChain : public QRhiSwapChain
ID3D12Fence *fence = nullptr;
HANDLE fenceEvent = nullptr;
UINT64 fenceCounter = 0;
ID3D12GraphicsCommandList *cmdList = nullptr;
ID3D12GraphicsCommandList1 *cmdList = nullptr;
} frameRes[QD3D12_FRAMES_IN_FLIGHT];
int currentFrameSlot = 0; // index in frameRes
};
template<typename T, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE Type>
struct alignas(void*) QD3D12PipelineStateSubObject
{
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type = Type;
T object = {};
};
class QRhiD3D12 : public QRhiImplementation
{
public:
@ -1111,7 +1128,7 @@ public:
void waitGpu();
DXGI_SAMPLE_DESC effectiveSampleCount(int sampleCount, DXGI_FORMAT format) const;
bool ensureDirectCompositionDevice();
bool startCommandListForCurrentFrameSlot(ID3D12GraphicsCommandList **cmdList);
bool startCommandListForCurrentFrameSlot(ID3D12GraphicsCommandList1 **cmdList);
void enqueueResourceUpdates(QD3D12CommandBuffer *cbD, QRhiResourceUpdateBatch *resourceUpdates);
void finishActiveReadbacks(bool forced = false);
bool ensureShaderVisibleDescriptorHeapCapacity(QD3D12ShaderVisibleDescriptorHeap *h,
@ -1122,7 +1139,7 @@ public:
void bindShaderVisibleHeaps(QD3D12CommandBuffer *cbD);
bool debugLayer = false;
ID3D12Device *dev = nullptr;
ID3D12Device2 *dev = nullptr;
D3D_FEATURE_LEVEL minimumFeatureLevel = D3D_FEATURE_LEVEL(0);
LUID adapterLuid = {};
bool importedDevice = false;
@ -1187,8 +1204,14 @@ public:
const QRhiShaderResourceBinding::Data::StorageImageData &d,
QD3D12ShaderResourceVisitor::StorageOp op,
int shaderRegister);
struct {
bool multiView = false;
} caps;
};
QT_END_NAMESPACE
#endif // __ID3D12Device2_INTERFACE_DEFINED__
#endif

View File

@ -1,4 +1,4 @@
qsb --view-count 2 --glsl "300 es,330" --hlsl 61 multiview.vert -o multiview.vert.qsb
qsb --glsl "300 es,330" --hlsl 61 multiview.frag -o multiview.frag.qsb
qsb --glsl "300 es,330" --hlsl 61 texture.vert -o texture.vert.qsb
qsb --glsl "300 es,330" --hlsl 61 texture.frag -o texture.frag.qsb
qsb --view-count 2 --glsl "300 es,330" --hlsl 61 -c multiview.vert -o multiview.vert.qsb
qsb --glsl "300 es,330" --hlsl 61 -c multiview.frag -o multiview.frag.qsb
qsb --glsl "300 es,330" --hlsl 61 -c texture.vert -o texture.vert.qsb
qsb --glsl "300 es,330" --hlsl 61 -c texture.frag -o texture.frag.qsb

View File

@ -64,7 +64,7 @@ void Window::customInit()
QRhiColorAttachment multiViewAtt(d.tex);
// using array elements 0 and 1
multiViewAtt.setLayer(0);
multiViewAtt.setMultiViewCount(2);
multiViewAtt.setMultiViewCount(2); // the view count must be set both on the render target and the pipeline
QRhiTextureRenderTargetDescription rtDesc(multiViewAtt);
d.rt = m_r->newTextureRenderTarget(rtDesc);
d.releasePool << d.rt;
@ -155,7 +155,7 @@ void Window::customInit()
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/multiview.vert.qsb")) },
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/multiview.frag.qsb")) }
});
d.triPs->setMultiViewCount(2); // the view count must be set both on the render target and the pipeline
inputLayout.setBindings({
{ 5 * sizeof(float) }
});