forked from LeenkxTeam/LNXSDK
155 lines
4.7 KiB
C++
155 lines
4.7 KiB
C++
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2025 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include <Jolt/Jolt.h>
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#ifdef JPH_USE_DX12
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#include <Jolt/Compute/DX12/ComputeSystemDX12Impl.h>
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#ifdef JPH_DEBUG
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#include <d3d12sdklayers.h>
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#endif
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JPH_NAMESPACE_BEGIN
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JPH_IMPLEMENT_RTTI_VIRTUAL(ComputeSystemDX12Impl)
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{
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JPH_ADD_BASE_CLASS(ComputeSystemDX12Impl, ComputeSystemDX12)
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}
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ComputeSystemDX12Impl::~ComputeSystemDX12Impl()
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{
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Shutdown();
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mDXGIFactory.Reset();
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#ifdef JPH_DEBUG
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// Test for leaks
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ComPtr<IDXGIDebug1> dxgi_debug;
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if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&dxgi_debug))))
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dxgi_debug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_ALL);
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#endif
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}
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bool ComputeSystemDX12Impl::Initialize(ComputeSystemResult &outResult)
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{
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#if defined(JPH_DEBUG)
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// Enable the D3D12 debug layer
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ComPtr<ID3D12Debug> debug_controller;
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if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debug_controller))))
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debug_controller->EnableDebugLayer();
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#endif
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// Create DXGI factory
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if (HRFailed(CreateDXGIFactory1(IID_PPV_ARGS(&mDXGIFactory)), outResult))
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return false;
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// Find adapter
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ComPtr<IDXGIAdapter1> adapter;
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ComPtr<ID3D12Device> device;
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HRESULT result = E_FAIL;
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// First check if we have the Windows 1803 IDXGIFactory6 interface
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ComPtr<IDXGIFactory6> factory6;
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if (SUCCEEDED(mDXGIFactory->QueryInterface(IID_PPV_ARGS(&factory6))))
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{
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for (int search_software = 0; search_software < 2 && device == nullptr; ++search_software)
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for (UINT index = 0; factory6->EnumAdapterByGpuPreference(index, DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, IID_PPV_ARGS(&adapter)) != DXGI_ERROR_NOT_FOUND; ++index)
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{
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DXGI_ADAPTER_DESC1 desc;
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adapter->GetDesc1(&desc);
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// We don't want software renderers in the first pass
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int is_software = (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) != 0? 1 : 0;
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if (search_software != is_software)
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continue;
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// Check to see whether the adapter supports Direct3D 12
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#if defined(JPH_PLATFORM_WINDOWS) && defined(_DEBUG)
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int prev_state = _CrtSetDbgFlag(0); // Temporarily disable leak detection as this call reports false positives
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#endif
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result = D3D12CreateDevice(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&device));
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#if defined(JPH_PLATFORM_WINDOWS) && defined(_DEBUG)
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_CrtSetDbgFlag(prev_state);
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#endif
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if (SUCCEEDED(result))
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break;
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}
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}
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else
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{
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// Fall back to the older method that may not get the fastest GPU
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for (int search_software = 0; search_software < 2 && device == nullptr; ++search_software)
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for (UINT index = 0; mDXGIFactory->EnumAdapters1(index, &adapter) != DXGI_ERROR_NOT_FOUND; ++index)
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{
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DXGI_ADAPTER_DESC1 desc;
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adapter->GetDesc1(&desc);
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// We don't want software renderers in the first pass
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int is_software = (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) != 0? 1 : 0;
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if (search_software != is_software)
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continue;
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// Check to see whether the adapter supports Direct3D 12
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#if defined(JPH_PLATFORM_WINDOWS) && defined(_DEBUG)
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int prev_state = _CrtSetDbgFlag(0); // Temporarily disable leak detection as this call reports false positives
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#endif
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result = D3D12CreateDevice(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&device));
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#if defined(JPH_PLATFORM_WINDOWS) && defined(_DEBUG)
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_CrtSetDbgFlag(prev_state);
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#endif
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if (SUCCEEDED(result))
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break;
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}
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}
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// Check if we managed to obtain a device
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if (HRFailed(result, outResult))
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return false;
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// Initialize the compute interface
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ComputeSystemDX12::Initialize(device.Get(), EDebug::DebugSymbols);
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#ifdef JPH_DEBUG
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// Enable breaking on errors
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ComPtr<ID3D12InfoQueue> info_queue;
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if (SUCCEEDED(device.As(&info_queue)))
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{
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info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
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info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
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info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
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// Disable an error that triggers on Windows 11 with a hybrid graphic system
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// See: https://stackoverflow.com/questions/69805245/directx-12-application-is-crashing-in-windows-11
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D3D12_MESSAGE_ID hide[] =
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{
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D3D12_MESSAGE_ID_RESOURCE_BARRIER_MISMATCHING_COMMAND_LIST_TYPE,
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};
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D3D12_INFO_QUEUE_FILTER filter = { };
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filter.DenyList.NumIDs = static_cast<UINT>(std::size(hide));
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filter.DenyList.pIDList = hide;
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info_queue->AddStorageFilterEntries(&filter);
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}
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#endif // JPH_DEBUG
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return true;
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}
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ComputeSystemResult CreateComputeSystemDX12()
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{
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ComputeSystemResult result;
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Ref<ComputeSystemDX12Impl> compute = new ComputeSystemDX12Impl();
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if (!compute->Initialize(result))
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return result;
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result.Set(compute.GetPtr());
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return result;
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}
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JPH_NAMESPACE_END
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#endif // JPH_USE_DX12
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