aboutsummaryrefslogtreecommitdiffstats
path: root/src/quick/scenegraph/adaptations/d3d12/qsgd3d12engine_p_p.h
blob: bdd616b9670d52af5435ba5e5812c01e4bf35ed7 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
/****************************************************************************
**
** 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 <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;
    };
    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(QWindow *w);
    bool isInitialized() const { return initialized; }
    void releaseResources();
    void resize();
    QWindow *currentWindow() const { return window; }

    void beginFrame();
    void endFrame();

    void resetVertexBuffer(const quint8 *data, int size);
    void markVertexBufferDirty(int offset, int size);
    void resetIndexBuffer(const quint8 *data, int size);
    void markIndexBufferDirty(int offset, int size);
    void resetConstantBuffer(const quint8 *data, int size);
    void markConstantBufferDirty(int offset, int size);

    void queueViewport(const QRect &rect);
    void queueScissor(const QRect &rect);
    void queueSetRenderTarget();
    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(QSGGeometry::DrawingMode mode, int count,
                   int vboOffset, int vboSize, int vboStride,
                   int cboOffset,
                   int startIndexIndex, QSGD3D12Format indexFormat);

    void present();
    void waitGPU();

    uint genTexture();
    void createTexture(uint id, const QSize &size, QImage::Format format, QSGD3D12Engine::TextureCreateFlags flags);
    void queueResizeTexture(uint id, const QSize &size);
    void queueTextureUpload(uint id, const QVector<QImage> &images, const QVector<QPoint> &dstPos);
    void releaseTexture(uint id);
    SIZE_T textureSRV(uint id) const;
    void activateTexture(uint id);

    // 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 setupRenderTargets();
    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, int samples);
    ID3D12Resource *createDepthStencil(D3D12_CPU_DESCRIPTOR_HANDLE viewHandle, const QSize &size, int 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 uavBarrier(ID3D12Resource *resource, ID3D12GraphicsCommandList *commandList) const;

    ID3D12Resource *createBuffer(int size);

    ID3D12Resource *backBufferRT() const;
    D3D12_CPU_DESCRIPTOR_HANDLE backBufferRTV() const;

    struct CPUBufferRef {
        const quint8 *p = nullptr;
        quint32 size = 0;
        bool allDirty = true;
        QVector<QPair<int, int> > dirty;
        CPUBufferRef() { dirty.reserve(64); }
    };

    struct PersistentFrameData {
        struct ChangeTrackedBuffer {
            ComPtr<ID3D12Resource> buffer;
            QVector<QPair<int, int> > totalDirtyInFrame;
            quint32 dataSize = 0;
        };
        ChangeTrackedBuffer vertex;
        ChangeTrackedBuffer index;
        ChangeTrackedBuffer constant;
        ComPtr<ID3D12DescriptorHeap> gpuCbvSrvUavHeap;
        int gpuCbvSrvUavHeapSize;
        int cbvSrvUavNextFreeDescriptorIndex;
        QSet<uint> pendingTextureUploads;
        QSet<uint> pendingTextureMipMap;
        QSet<uint> pendingTextureReleases;
        struct DeleteQueueEntry {
            ComPtr<ID3D12Resource> res;
            ComPtr<ID3D12DescriptorHeap> descHeap;
            SIZE_T cpuDescriptorPtr = 0;
        };
        QVector<DeleteQueueEntry> deleteQueue;
        void deferredDelete(ComPtr<ID3D12Resource> res) { DeleteQueueEntry e; e.res = res; deleteQueue << e; }
        void deferredDelete(ComPtr<ID3D12DescriptorHeap> dh) { DeleteQueueEntry e; e.descHeap = dh; deleteQueue << e; }
        void deferredDelete(D3D12_CPU_DESCRIPTOR_HANDLE h) { DeleteQueueEntry e; e.cpuDescriptorPtr = h.ptr; deleteQueue << e; }
    };

    void markCPUBufferDirty(CPUBufferRef *dst, PersistentFrameData::ChangeTrackedBuffer *buf, int offset, int size);
    void ensureBuffer(CPUBufferRef *src,  PersistentFrameData::ChangeTrackedBuffer *buf, const char *dbgstr);
    void updateBuffer(CPUBufferRef *src, PersistentFrameData::ChangeTrackedBuffer *buf, const char *dbgstr);

    void beginDrawCalls(bool needsBackbufferTransition = false);
    void endDrawCalls(bool needsBackbufferTransition = false);

    static const int SWAP_CHAIN_BUFFER_COUNT = 2;
    static const int MAX_FRAMES_IN_FLIGHT = 2;

    bool initialized = false;
    bool inFrame = false;
    QWindow *window = nullptr;
    ID3D12Device *device;
    ComPtr<ID3D12CommandQueue> commandQueue;
    ComPtr<ID3D12CommandQueue> copyCommandQueue;
    ComPtr<IDXGISwapChain3> swapChain;
    ComPtr<ID3D12Resource> renderTargets[SWAP_CHAIN_BUFFER_COUNT];
    D3D12_CPU_DESCRIPTOR_HANDLE rtv[SWAP_CHAIN_BUFFER_COUNT];
    D3D12_CPU_DESCRIPTOR_HANDLE dsv;
    ComPtr<ID3D12Resource> depthStencil;
    ComPtr<ID3D12CommandAllocator> commandAllocator[MAX_FRAMES_IN_FLIGHT];
    ComPtr<ID3D12CommandAllocator> copyCommandAllocator;
    ComPtr<ID3D12GraphicsCommandList> commandList;
    ComPtr<ID3D12GraphicsCommandList> copyCommandList;
    QSGD3D12CPUDescriptorHeapManager cpuDescHeapManager;
    quint64 presentFrameIndex;
    quint64 frameIndex;
    QSGD3D12CPUWaitableFence *presentFence = nullptr;
    QSGD3D12CPUWaitableFence *frameFence[MAX_FRAMES_IN_FLIGHT];

    CPUBufferRef vertexData;
    CPUBufferRef indexData;
    CPUBufferRef constantData;

    PersistentFrameData pframeData[MAX_FRAMES_IN_FLIGHT];
    int currentPFrameIndex;

    struct PSOCacheEntry {
        ComPtr<ID3D12PipelineState> pso;
    };
    QCache<QSGD3D12PipelineState, PSOCacheEntry> psoCache;
    struct RootSigCacheEntry {
        ComPtr<ID3D12RootSignature> rootSig;
    };
    QCache<QSGD3D12RootSignature, RootSigCacheEntry> rootSigCache;

    struct Texture {
        bool entryInUse = false;
        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;
        bool alpha = true;
        bool mipmap = false;
    };

    QVector<Texture> textures;
    ComPtr<ID3D12Fence> textureUploadFence;
    QAtomicInt nextTextureUploadFenceValue;

    struct TransientFrameData {
        QSGGeometry::DrawingMode drawingMode;
        bool indexBufferSet;
        QVector<uint> activeTextures;
        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;
};

QT_END_NAMESPACE

#endif