diff --git a/src/gallium/drivers/d3d12/d3d12_compiler.cpp b/src/gallium/drivers/d3d12/d3d12_compiler.cpp index 8759f25d5b1..02b7859c805 100644 --- a/src/gallium/drivers/d3d12/d3d12_compiler.cpp +++ b/src/gallium/drivers/d3d12/d3d12_compiler.cpp @@ -111,7 +111,7 @@ compile_nir(struct d3d12_context *ctx, struct d3d12_shader_selector *sel, if (key->samples_int_textures) NIR_PASS_V(nir, dxil_lower_sample_to_txf_for_integer_tex, key->n_texture_states, key->tex_wrap_states, key->swizzle_state, - screen->base.get_paramf(&screen->base, PIPE_CAPF_MAX_TEXTURE_LOD_BIAS)); + screen->base.caps.max_texture_lod_bias); if (key->stage == PIPE_SHADER_VERTEX && key->vs.needs_format_emulation) dxil_nir_lower_vs_vertex_conversion(nir, key->vs.format_conversion); diff --git a/src/gallium/drivers/d3d12/d3d12_screen.cpp b/src/gallium/drivers/d3d12/d3d12_screen.cpp index f6d257091be..5ec89a47d7e 100644 --- a/src/gallium/drivers/d3d12/d3d12_screen.cpp +++ b/src/gallium/drivers/d3d12/d3d12_screen.cpp @@ -586,6 +586,225 @@ d3d12_get_compute_param(struct pipe_screen *pscreen, } } +static void +d3d12_init_screen_caps(struct d3d12_screen *screen) +{ + struct pipe_caps *caps = (struct pipe_caps *)&screen->base.caps; + + caps->accelerated = screen->vendor_id != HW_VENDOR_MICROSOFT ? 1 : 0; + caps->uma = screen->architecture.UMA; + caps->video_memory = d3d12_get_video_mem(&screen->base); + + if (screen->max_feature_level < D3D_FEATURE_LEVEL_11_0) + return; + + u_init_pipe_screen_caps(&screen->base, caps->accelerated); + + caps->npot_textures = true; + + /* D3D12 only supports dual-source blending for a single + * render-target. From the D3D11 functional spec (which also defines + * this for D3D12): + * + * "When Dual Source Color Blending is enabled, the Pixel Shader must + * have only a single RenderTarget bound, at slot 0, and must output + * both o0 and o1. Writing to other outputs (o2, o3 etc.) produces + * undefined results for the corresponding RenderTargets, if bound + * illegally." + * + * Source: https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#17.6%20Dual%20Source%20Color%20Blending + */ + caps->max_dual_source_render_targets = 1; + + caps->anisotropic_filter = true; + + caps->max_render_targets = D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; + + caps->texture_swizzle = true; + + caps->max_texel_buffer_elements_uint = + 1 << D3D12_REQ_BUFFER_RESOURCE_TEXEL_COUNT_2_TO_EXP; + + caps->max_texture_2d_size = D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION; + + static_assert(D3D12_REQ_TEXTURE3D_U_V_OR_W_DIMENSION == (1 << 11), + "D3D12_REQ_TEXTURE3D_U_V_OR_W_DIMENSION"); + caps->max_texture_3d_levels = 12; + + caps->max_texture_cube_levels = D3D12_REQ_MIP_LEVELS; + + caps->primitive_restart = true; + caps->indep_blend_enable = true; + caps->indep_blend_func = true; + caps->fragment_shader_texture_lod = true; + caps->fragment_shader_derivatives = true; + caps->quads_follow_provoking_vertex_convention = true; + caps->mixed_color_depth_bits = true; + + caps->vertex_input_alignment = PIPE_VERTEX_INPUT_ALIGNMENT_4BYTE; + + /* We need to do some lowering that requires a link to the sampler */ + caps->nir_samplers_as_deref = true; + + caps->nir_images_as_deref = true; + + caps->max_texture_array_layers = D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; + + caps->depth_clip_disable = true; + + caps->tgsi_texcoord = true; + + caps->vertex_color_unclamped = true; + + caps->glsl_feature_level = 460; + caps->glsl_feature_level_compatibility = 460; + caps->essl_feature_level = 310; + + caps->compute = true; + + caps->texture_multisample = true; + + caps->cube_map_array = true; + + caps->texture_buffer_objects = true; + + caps->texture_transfer_modes = PIPE_TEXTURE_TRANSFER_BLIT; + + caps->endianness = PIPE_ENDIAN_NATIVE; /* unsure */ + + caps->max_viewports = D3D12_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; + + caps->mixed_framebuffer_sizes = true; + + caps->max_texture_gather_components = 4; + + caps->fs_coord_pixel_center_half_integer = true; + caps->fs_coord_origin_upper_left = true; + + caps->max_vertex_attrib_stride = 2048; /* FIXME: no clue how to query this */ + + caps->texture_float_linear = true; + caps->texture_half_float_linear = true; + + caps->shader_buffer_offset_alignment = D3D12_RAW_UAV_SRV_BYTE_ALIGNMENT; + + caps->constant_buffer_offset_alignment = D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT; + + caps->pci_group = + caps->pci_bus = + caps->pci_device = + caps->pci_function = 0; /* TODO: figure these out */ + + caps->flatshade = false; + caps->alpha_test = false; + caps->two_sided_color = false; + caps->clip_planes = 0; + + caps->shader_stencil_export = screen->opts.PSSpecifiedStencilRefSupported; + + caps->seamless_cube_map = true; + caps->texture_query_lod = true; + caps->vs_instanceid = true; + caps->tgsi_tex_txf_lz = true; + caps->occlusion_query = true; + caps->viewport_transform_lowered = true; + caps->psiz_clamped = true; + caps->blend_equation_separate = true; + caps->conditional_render = true; + caps->conditional_render_inverted = true; + caps->query_timestamp = true; + caps->vertex_element_instance_divisor = true; + caps->image_store_formatted = true; + caps->glsl_tess_levels_as_inputs = true; + + caps->max_stream_output_buffers = D3D12_SO_BUFFER_SLOT_COUNT; + + caps->max_stream_output_separate_components = + caps->max_stream_output_interleaved_components = D3D12_SO_OUTPUT_COMPONENT_COUNT; + + /* Geometry shader output. */ + caps->max_geometry_output_vertices = + D3D12_GS_MAX_OUTPUT_VERTEX_COUNT_ACROSS_INSTANCES; + caps->max_geometry_total_output_components = + D3D12_REQ_GS_INVOCATION_32BIT_OUTPUT_COMPONENT_LIMIT; + + /* Subtract one so that implicit position can be added */ + caps->max_varyings = D3D12_PS_INPUT_REGISTER_COUNT - 1; + + caps->max_combined_shader_output_resources = + screen->max_feature_level <= D3D_FEATURE_LEVEL_11_0 ? D3D12_PS_CS_UAV_REGISTER_COUNT : + (screen->opts.ResourceBindingTier <= D3D12_RESOURCE_BINDING_TIER_2 ? D3D12_UAV_SLOT_COUNT : 0); + + caps->start_instance = true; + caps->draw_parameters = true; + caps->draw_indirect = true; + caps->multi_draw_indirect = true; + caps->multi_draw_indirect_params = true; + caps->framebuffer_no_attachment = true; + caps->sample_shading = true; + caps->stream_output_pause_resume = true; + caps->stream_output_interleave_buffers = true; + caps->int64 = true; + caps->doubles = true; + caps->device_reset_status_query = true; + caps->robust_buffer_access_behavior = true; + caps->memobj = true; + caps->fence_signal = true; + caps->timeline_semaphore_import = true; + caps->clip_halfz = true; + caps->vs_layer_viewport = true; + caps->copy_between_compressed_and_plain_formats = true; + caps->shader_array_components = true; + caps->texture_mirror_clamp_to_edge = true; + caps->query_time_elapsed = true; + caps->fs_fine_derivative = true; + caps->cull_distance = true; + caps->texture_query_samples = true; + caps->texture_barrier = true; + caps->gl_spirv = true; + caps->polygon_offset_clamp = true; + caps->shader_group_vote = true; + caps->shader_ballot = true; + caps->query_pipeline_statistics = true; + caps->query_so_overflow = true; + + caps->query_buffer_object = + (screen->opts3.WriteBufferImmediateSupportFlags & D3D12_COMMAND_LIST_SUPPORT_FLAG_DIRECT) != 0; + + caps->max_vertex_streams = D3D12_SO_BUFFER_SLOT_COUNT; + + /* This is asking about varyings, not total registers, so remove the 2 tess factor registers. */ + caps->max_shader_patch_varyings = D3D12_HS_OUTPUT_PATCH_CONSTANT_REGISTER_COUNT - 2; + + /* Picking a value in line with other drivers. Without this, we can end up easily hitting OOM + * if an app just creates, initializes, and destroys resources without explicitly flushing. */ + caps->max_texture_upload_memory_budget = 64 * 1024 * 1024; + + caps->sampler_view_target = screen->opts12.RelaxedFormatCastingSupported; + +#ifndef _GAMING_XBOX + caps->query_memory_info = true; +#endif + + caps->min_line_width = + caps->min_line_width_aa = + caps->min_point_size = + caps->min_point_size_aa = 1; + + caps->point_size_granularity = + caps->line_width_granularity = 0.1; + + caps->max_line_width = + caps->max_line_width_aa = 1.0f; /* no clue */ + + caps->max_point_size = + caps->max_point_size_aa = D3D12_MAX_POINT_SIZE; + + caps->max_texture_anisotropy = D3D12_MAX_MAXANISOTROPY; + + caps->max_texture_lod_bias = 15.99f; +} + static bool d3d12_is_format_supported(struct pipe_screen *pscreen, enum pipe_format format, @@ -1768,6 +1987,8 @@ d3d12_init_screen(struct d3d12_screen *screen, IUnknown *adapter) d3d12_screen_video_init(&screen->base); #endif + d3d12_init_screen_caps(screen); + struct pb_desc desc; desc.alignment = D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT; desc.usage = (pb_usage_flags)(PB_USAGE_CPU_WRITE | PB_USAGE_GPU_READ);