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-/****************************************************************************
-**
-** Copyright (C) 2016 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of the QtQuick module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPL3 included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or (at your option) the GNU General
-** Public license version 3 or any later version approved by the KDE Free
-** Qt Foundation. The licenses are as published by the Free Software
-** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
-** included in the packaging of this file. Please review the following
-** information to ensure the GNU General Public License requirements will
-** be met: https://www.gnu.org/licenses/gpl-2.0.html and
-** https://www.gnu.org/licenses/gpl-3.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#ifndef QSGD3D12ENGINE_P_P_H
-#define QSGD3D12ENGINE_P_P_H
-
-//
-// W A R N I N G
-// -------------
-//
-// This file is not part of the Qt API. It exists purely as an
-// implementation detail. This header file may change from version to
-// version without notice, or even be removed.
-//
-// We mean it.
-//
-
-#include "qsgd3d12engine_p.h"
-#include <QCache>
-
-#include <d3d12.h>
-#include <dxgi1_4.h>
-#include <dcomp.h>
-#include <wrl/client.h>
-
-using namespace Microsoft::WRL;
-
-// No moc-related features (Q_OBJECT, signals, etc.) can be used here to due
-// moc-generated code failing to compile when combined with COM stuff.
-
-// Recommended reading before moving further: https://github.com/Microsoft/DirectXTK/wiki/ComPtr
-// Note esp. operator= vs. Attach and operator& vs. GetAddressOf
-
-// ID3D12* is never passed to Qt containers directly. Always use ComPtr and put it into a struct.
-
-QT_BEGIN_NAMESPACE
-
-class QSGD3D12CPUDescriptorHeapManager
-{
-public:
- void initialize(ID3D12Device *device);
-
- void releaseResources();
-
- D3D12_CPU_DESCRIPTOR_HANDLE allocate(D3D12_DESCRIPTOR_HEAP_TYPE type);
- void release(D3D12_CPU_DESCRIPTOR_HANDLE handle, D3D12_DESCRIPTOR_HEAP_TYPE type);
- quint32 handleSize(D3D12_DESCRIPTOR_HEAP_TYPE type) const { return m_handleSizes[type]; }
-
-private:
- ID3D12Device *m_device = nullptr;
- struct Heap {
- D3D12_DESCRIPTOR_HEAP_TYPE type;
- ComPtr<ID3D12DescriptorHeap> heap;
- D3D12_CPU_DESCRIPTOR_HANDLE start;
- quint32 handleSize;
- quint32 freeMap[8];
- };
- QVector<Heap> m_heaps;
- quint32 m_handleSizes[D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES];
-};
-
-class QSGD3D12DeviceManager
-{
-public:
- ID3D12Device *ref();
- void unref();
- void deviceLossDetected();
- IDXGIFactory4 *dxgi();
-
- struct DeviceLossObserver {
- virtual void deviceLost() = 0;
- virtual ~DeviceLossObserver() = default;
- };
- void registerDeviceLossObserver(DeviceLossObserver *observer);
-
-private:
- void ensureCreated();
-
- ComPtr<ID3D12Device> m_device;
- ComPtr<IDXGIFactory4> m_factory;
- QAtomicInt m_ref;
- QVector<DeviceLossObserver *> m_observers;
-};
-
-struct QSGD3D12CPUWaitableFence
-{
- ~QSGD3D12CPUWaitableFence() {
- if (event)
- CloseHandle(event);
- }
- ComPtr<ID3D12Fence> fence;
- HANDLE event = nullptr;
- QAtomicInt value;
-};
-
-class QSGD3D12EnginePrivate : public QSGD3D12DeviceManager::DeviceLossObserver
-{
-public:
- void initialize(WId w, const QSize &size, float dpr, int surfaceFormatSamples, bool alpha);
- bool isInitialized() const { return initialized; }
- void releaseResources();
- void setWindowSize(const QSize &size, float dpr);
- WId currentWindow() const { return window; }
- QSize currentWindowSize() const { return windowSize; }
- float currentWindowDpr() const { return windowDpr; }
- uint currentWindowSamples() const { return windowSamples; }
-
- void beginFrame();
- void endFrame();
- void beginLayer();
- void endLayer();
- void invalidateCachedFrameState();
- void restoreFrameState(bool minimal = false);
-
- uint genBuffer();
- void releaseBuffer(uint id);
- void resetBuffer(uint id, const quint8 *data, int size);
- void markBufferDirty(uint id, int offset, int size);
-
- void queueViewport(const QRect &rect);
- void queueScissor(const QRect &rect);
- void queueSetRenderTarget(uint id);
- void queueClearRenderTarget(const QColor &color);
- void queueClearDepthStencil(float depthValue, quint8 stencilValue, QSGD3D12Engine::ClearFlags which);
- void queueSetBlendFactor(const QVector4D &factor);
- void queueSetStencilRef(quint32 ref);
-
- void finalizePipeline(const QSGD3D12PipelineState &pipelineState);
-
- void queueDraw(const QSGD3D12Engine::DrawParams &params);
-
- void present();
- void waitGPU();
-
- uint genTexture();
- void createTexture(uint id, const QSize &size, QImage::Format format, QSGD3D12Engine::TextureCreateFlags flags);
- void queueTextureResize(uint id, const QSize &size);
- void queueTextureUpload(uint id, const QVector<QImage> &images, const QVector<QPoint> &dstPos,
- QSGD3D12Engine::TextureUploadFlags flags);
- void releaseTexture(uint id);
- void useTexture(uint id);
-
- uint genRenderTarget();
- void createRenderTarget(uint id, const QSize &size, const QVector4D &clearColor, uint samples);
- void releaseRenderTarget(uint id);
- void useRenderTargetAsTexture(uint id);
- uint activeRenderTarget() const { return currentRenderTarget; }
-
- QImage executeAndWaitReadbackRenderTarget(uint id);
-
- void simulateDeviceLoss();
-
- void *getResource(QSGRendererInterface::Resource resource) const;
-
- // the device is intentionally hidden here. all resources have to go
- // through the engine and, unlike with GL, cannot just be created in random
- // places due to the need for proper tracking, managing and releasing.
-private:
- void ensureDevice();
- void setupDefaultRenderTargets();
- void deviceLost() override;
-
- bool createCbvSrvUavHeap(int pframeIndex, int descriptorCount);
- void setDescriptorHeaps(bool force = false);
- void ensureGPUDescriptorHeap(int cbvSrvUavDescriptorCount);
-
- DXGI_SAMPLE_DESC makeSampleDesc(DXGI_FORMAT format, uint samples);
- ID3D12Resource *createColorBuffer(D3D12_CPU_DESCRIPTOR_HANDLE viewHandle, const QSize &size,
- const QVector4D &clearColor, uint samples);
- ID3D12Resource *createDepthStencil(D3D12_CPU_DESCRIPTOR_HANDLE viewHandle, const QSize &size, uint samples);
-
- QSGD3D12CPUWaitableFence *createCPUWaitableFence() const;
- void waitForGPU(QSGD3D12CPUWaitableFence *f) const;
-
- void transitionResource(ID3D12Resource *resource, ID3D12GraphicsCommandList *commandList,
- D3D12_RESOURCE_STATES before, D3D12_RESOURCE_STATES after) const;
- void resolveMultisampledTarget(ID3D12Resource *msaa, ID3D12Resource *resolve, D3D12_RESOURCE_STATES resolveUsage,
- ID3D12GraphicsCommandList *commandList) const;
- void uavBarrier(ID3D12Resource *resource, ID3D12GraphicsCommandList *commandList) const;
-
- ID3D12Resource *createBuffer(int size);
-
- typedef QVector<QPair<int, int> > DirtyList;
- void addDirtyRange(DirtyList *dirty, int offset, int size, int bufferSize);
-
- struct PersistentFrameData {
- ComPtr<ID3D12DescriptorHeap> gpuCbvSrvUavHeap;
- int gpuCbvSrvUavHeapSize;
- int cbvSrvUavNextFreeDescriptorIndex;
- QSet<uint> pendingTextureUploads;
- QSet<uint> pendingTextureMipMap;
- struct DeleteQueueEntry {
- ComPtr<ID3D12Resource> res;
- ComPtr<ID3D12DescriptorHeap> descHeap;
- SIZE_T cpuDescriptorPtr = 0;
- D3D12_DESCRIPTOR_HEAP_TYPE descHeapType = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
- };
- QVector<DeleteQueueEntry> deleteQueue;
- QVector<DeleteQueueEntry> outOfFrameDeleteQueue;
- QSet<uint> buffersUsedInDrawCallSet;
- QSet<uint> buffersUsedInFrame;
- struct PendingRelease {
- enum Type {
- TypeTexture,
- TypeBuffer
- };
- Type type = TypeTexture;
- uint id = 0;
- PendingRelease(Type type, uint id) : type(type), id(id) { }
- PendingRelease() { }
- bool operator==(const PendingRelease &other) const { return type == other.type && id == other.id; }
- };
- QSet<PendingRelease> pendingReleases;
- QSet<PendingRelease> outOfFramePendingReleases;
- };
- friend uint qHash(const PersistentFrameData::PendingRelease &pr, uint seed);
-
- void deferredDelete(ComPtr<ID3D12Resource> res);
- void deferredDelete(ComPtr<ID3D12DescriptorHeap> dh);
- void deferredDelete(D3D12_CPU_DESCRIPTOR_HANDLE h, D3D12_DESCRIPTOR_HEAP_TYPE type);
-
- struct Buffer;
- void ensureBuffer(Buffer *buf);
- void updateBuffer(Buffer *buf);
-
- void beginDrawCalls();
- void beginFrameDraw();
- void endDrawCalls(bool lastInFrame = false);
-
- static const int MAX_SWAP_CHAIN_BUFFER_COUNT = 4;
- static const int MAX_FRAME_IN_FLIGHT_COUNT = 4;
-
- bool initialized = false;
- bool inFrame = false;
- WId window = 0;
- QSize windowSize;
- float windowDpr;
- uint windowSamples;
- bool windowAlpha;
- int swapChainBufferCount;
- int frameInFlightCount;
- int waitableSwapChainMaxLatency;
- ID3D12Device *device;
- ComPtr<ID3D12CommandQueue> commandQueue;
- ComPtr<ID3D12CommandQueue> copyCommandQueue;
- ComPtr<IDXGISwapChain3> swapChain;
- HANDLE swapEvent;
- ComPtr<ID3D12Resource> backBufferRT[MAX_SWAP_CHAIN_BUFFER_COUNT];
- ComPtr<ID3D12Resource> defaultRT[MAX_SWAP_CHAIN_BUFFER_COUNT];
- D3D12_CPU_DESCRIPTOR_HANDLE defaultRTV[MAX_SWAP_CHAIN_BUFFER_COUNT];
- ComPtr<ID3D12Resource> defaultDS;
- D3D12_CPU_DESCRIPTOR_HANDLE defaultDSV;
- ComPtr<ID3D12CommandAllocator> frameCommandAllocator[MAX_FRAME_IN_FLIGHT_COUNT];
- ComPtr<ID3D12CommandAllocator> copyCommandAllocator;
- ComPtr<ID3D12GraphicsCommandList> frameCommandList;
- ComPtr<ID3D12GraphicsCommandList> copyCommandList;
- QSGD3D12CPUDescriptorHeapManager cpuDescHeapManager;
- quint64 presentFrameIndex;
- quint64 frameIndex;
- QSGD3D12CPUWaitableFence *presentFence = nullptr;
- QSGD3D12CPUWaitableFence *frameFence[MAX_FRAME_IN_FLIGHT_COUNT];
-
- PersistentFrameData pframeData[MAX_FRAME_IN_FLIGHT_COUNT];
- int currentPFrameIndex;
- ID3D12GraphicsCommandList *commandList = nullptr;
- int activeLayers = 0;
- int currentLayerDepth = 0;
-
- struct PSOCacheEntry {
- ComPtr<ID3D12PipelineState> pso;
- };
- QCache<QSGD3D12PipelineState, PSOCacheEntry> psoCache;
- struct RootSigCacheEntry {
- ComPtr<ID3D12RootSignature> rootSig;
- };
- QCache<QSGD3D12RootSignature, RootSigCacheEntry> rootSigCache;
-
- struct Texture {
- enum Flag {
- EntryInUse = 0x01,
- Alpha = 0x02,
- MipMap = 0x04
- };
- int flags = 0;
- bool entryInUse() const { return flags & EntryInUse; }
- bool alpha() const { return flags & Alpha; }
- bool mipmap() const { return flags & MipMap; }
- ComPtr<ID3D12Resource> texture;
- D3D12_CPU_DESCRIPTOR_HANDLE srv;
- quint64 fenceValue = 0;
- quint64 lastWaitFenceValue = 0;
- struct StagingHeap {
- ComPtr<ID3D12Heap> heap;
- };
- QVector<StagingHeap> stagingHeaps;
- struct StagingBuffer {
- ComPtr<ID3D12Resource> buffer;
- };
- QVector<StagingBuffer> stagingBuffers;
- QVector<D3D12_CPU_DESCRIPTOR_HANDLE> mipUAVs;
- };
-
- QVector<Texture> textures;
- ComPtr<ID3D12Fence> textureUploadFence;
- QAtomicInt nextTextureUploadFenceValue;
-
- struct TransientFrameData {
- QSGGeometry::DrawingMode drawingMode;
- uint currentIndexBuffer;
- struct ActiveTexture {
- enum Type {
- TypeTexture,
- TypeRenderTarget
- };
- Type type = TypeTexture;
- uint id = 0;
- ActiveTexture(Type type, uint id) : type(type), id(id) { }
- ActiveTexture() { }
- };
- int activeTextureCount;
- ActiveTexture activeTextures[QSGD3D12_MAX_TEXTURE_VIEWS];
- int drawCount;
- ID3D12PipelineState *lastPso;
- ID3D12RootSignature *lastRootSig;
- bool descHeapSet;
-
- QRect viewport;
- QRect scissor;
- QVector4D blendFactor = QVector4D(1, 1, 1, 1);
- quint32 stencilRef = 1;
- QSGD3D12PipelineState pipelineState;
- };
- TransientFrameData tframeData;
-
- struct MipMapGen {
- bool initialize(QSGD3D12EnginePrivate *enginePriv);
- void releaseResources();
- void queueGenerate(const Texture &t);
-
- QSGD3D12EnginePrivate *engine;
- ComPtr<ID3D12RootSignature> rootSig;
- ComPtr<ID3D12PipelineState> pipelineState;
- };
-
- MipMapGen mipmapper;
-
- struct RenderTarget {
- enum Flag {
- EntryInUse = 0x01,
- NeedsReadBarrier = 0x02,
- Multisample = 0x04
- };
- int flags = 0;
- bool entryInUse() const { return flags & EntryInUse; }
- ComPtr<ID3D12Resource> color;
- ComPtr<ID3D12Resource> colorResolve;
- D3D12_CPU_DESCRIPTOR_HANDLE rtv;
- ComPtr<ID3D12Resource> ds;
- D3D12_CPU_DESCRIPTOR_HANDLE dsv;
- D3D12_CPU_DESCRIPTOR_HANDLE srv;
- };
-
- QVector<RenderTarget> renderTargets;
- uint currentRenderTarget;
-
- struct CPUBufferRef {
- const quint8 *p = nullptr;
- quint32 size = 0;
- DirtyList dirty;
- CPUBufferRef() { dirty.reserve(16); }
- };
-
- struct Buffer {
- enum Flag {
- EntryInUse = 0x01
- };
- int flags = 0;
- bool entryInUse() const { return flags & EntryInUse; }
- struct InFlightData {
- ComPtr<ID3D12Resource> buffer;
- DirtyList dirty;
- quint32 dataSize = 0;
- quint32 resourceSize = 0;
- InFlightData() { dirty.reserve(16); }
- };
- InFlightData d[MAX_FRAME_IN_FLIGHT_COUNT];
- CPUBufferRef cpuDataRef;
- };
-
- QVector<Buffer> buffers;
-
- struct DeviceLossTester {
- bool initialize(QSGD3D12EnginePrivate *enginePriv);
- void releaseResources();
- void killDevice();
-
- QSGD3D12EnginePrivate *engine;
- ComPtr<ID3D12PipelineState> computeState;
- ComPtr<ID3D12RootSignature> computeRootSignature;
- };
-
- DeviceLossTester devLossTest;
-
-#ifndef Q_OS_WINRT
- ComPtr<IDCompositionDevice> dcompDevice;
- ComPtr<IDCompositionTarget> dcompTarget;
- ComPtr<IDCompositionVisual> dcompVisual;
-#endif
-};
-
-inline uint qHash(const QSGD3D12EnginePrivate::PersistentFrameData::PendingRelease &pr, uint seed = 0)
-{
- Q_UNUSED(seed);
- return pr.id + pr.type;
-}
-
-QT_END_NAMESPACE
-
-#endif