dx12 shader compilation setup

This commit is contained in:
jacob 2025-06-07 16:03:27 -05:00
parent 5daf408aac
commit 0551148ae8
4 changed files with 405 additions and 9 deletions

View File

@ -245,14 +245,15 @@ void app_entry_point(struct string args_str)
{
/* FIXME: Switch this on to utilize all cores. Only decreasing worker count for testing purposes. */
#if !PROFILING && !RTC
/* 1. User thread
/* Ideally these layers should have cores "reserved" for them
* 1. User thread
* 2. Sim thread
* 3. Playback thread
* 3. Audio mixing/playback thread
*/
u32 num_reserved_cores = 3;
i32 num_reserved_cores = 3;
i32 min_worker_count = 2;
i32 max_worker_count = 512;
i32 max_worker_count = 128;
i32 target_worker_count = (i32)sys_num_logical_processors() - num_reserved_cores;
worker_count = (u32)clamp_i32(target_worker_count, min_worker_count, max_worker_count);
#endif
@ -325,8 +326,8 @@ void app_entry_point(struct string args_str)
struct sock_startup_receipt sock_sr = sock_startup();
struct host_startup_receipt host_sr = host_startup(&sock_sr);
struct resource_startup_receipt resource_sr = resource_startup();
struct gpu_startup_receipt gpu_sr = gpu_startup(&window);
struct work_startup_receipt work_sr = work_startup(worker_count);
struct gpu_startup_receipt gpu_sr = gpu_startup(&work_sr, &window);
struct asset_cache_startup_receipt asset_cache_sr = asset_cache_startup(&work_sr);
struct ttf_startup_receipt ttf_sr = ttf_startup();
struct font_startup_receipt font_sr = font_startup(&work_sr, &gpu_sr, &asset_cache_sr, &ttf_sr, &resource_sr);

View File

@ -2,13 +2,14 @@
#define GPU_H
struct sys_window;
struct work_startup_receipt;
/* ========================== *
* Startup
* ========================== */
struct gpu_startup_receipt { i32 _; };
struct gpu_startup_receipt gpu_startup(struct sys_window *window);
struct gpu_startup_receipt gpu_startup(struct work_startup_receipt *work_sr, struct sys_window *window);
/* ========================== *
* Handle

View File

@ -273,9 +273,10 @@ INTERNAL struct dx11_buffer *dx11_buffer_alloc(struct D3D11_BUFFER_DESC desc, D3
INTERNAL RESOURCE_WATCH_CALLBACK_FUNC_DEF(shader_resource_watch_callback, name);
#endif
struct gpu_startup_receipt gpu_startup(struct sys_window *window)
struct gpu_startup_receipt gpu_startup(struct work_startup_receipt *work_sr, struct sys_window *window)
{
__prof;
(UNUSED)work_sr;
G.arena = arena_alloc(GIGABYTE(64));

View File

@ -7,6 +7,9 @@
#include "string.h"
#include "scratch.h"
#include "app.h"
#include "work.h"
#include "log.h"
#include "resource.h"
#pragma warning(push, 0)
# define UNICODE
@ -16,11 +19,13 @@
# include <dxgidebug.h>
# include <dxgi1_6.h>
# include <combaseapi.h>
# include <d3dcompiler.h>
#pragma warning(pop)
#pragma comment(lib, "d3d12")
#pragma comment(lib, "dxgi")
#pragma comment(lib, "dxguid")
#pragma comment(lib, "d3dcompiler")
#define DX12_WAIT_FRAME_LATENCY 1
#define DX12_ALLOW_TEARING 1
@ -38,6 +43,31 @@
# define DX12_SHADER_DEBUG 0
#endif
enum dx12_shader_desc_flags {
DX12_SHADER_DESC_FLAG_NONE = 0,
DX12_SHADER_DESC_FLAG_VS = (1 << 0),
DX12_SHADER_DESC_FLAG_PS = (1 << 1)
};
struct dx12_shader_desc {
char *name;
u32 flags;
};
struct dx12_shader {
struct dx12_shader_desc desc;
};
struct dx12_shader_result {
struct dx12_shader shader;
u64 errors_text_len;
u8 errors_text[KILOBYTE(16)];
};
struct dx12_shader_error {
struct string msg;
};
enum dx12_handle_kind {
DX12_HANDLE_KIND_NONE,
DX12_HANDLE_KIND_TEXTURE,
@ -85,7 +115,6 @@ GLOBAL struct {
IDXGISwapChain3 *swapchain;
ID3D12DescriptorHeap *swapchain_rtv_heap;
ID3D12Resource *swapchain_rtvs[DX12_SWAPCHAIN_BUFFER_COUNT];
} G = ZI, DEBUG_ALIAS(G, G_gpu_dx12);
/* ========================== *
@ -96,8 +125,11 @@ INTERNAL APP_EXIT_CALLBACK_FUNC_DEF(gpu_shutdown);
INTERNAL void dx12_init_base(struct sys_window *window);
INTERNAL void dx12_init_shaders(void);
struct gpu_startup_receipt gpu_startup(struct sys_window *window)
struct gpu_startup_receipt gpu_startup(struct work_startup_receipt *work_sr, struct sys_window *window)
{
__prof;
(UNUSED)work_sr;
/* Initialize handles pool */
G.handle_entries_mutex = sys_mutex_alloc();
G.handle_entries_arena = arena_alloc(GIGABYTE(64));
@ -115,6 +147,7 @@ struct gpu_startup_receipt gpu_startup(struct sys_window *window)
INTERNAL APP_EXIT_CALLBACK_FUNC_DEF(gpu_shutdown)
{
__prof;
#if DX12_DEBUG
/* Release objects to make live object reporting less noisy */
for (u64 i = 0; i < ARRAY_COUNT(G.swapchain_rtvs); ++i) {
@ -371,8 +404,368 @@ INTERNAL void dx12_init_base(struct sys_window *window)
* Dx12 shader initialization
* ========================== */
/* TDOO: Rename 'mesh shader' to 'triangle shader' or something */
/* TODO: Move shader structs into shared file */
/* ============= */
/* Mesh shader */
/* ============= */
/* Texture shader */
PACK(struct dx12_texture_shader_uniform {
struct mat4x4 vp;
u32 instance_offset;
});
PACK(struct dx12_texture_shader_instance {
struct xform xf;
struct v2 uv0;
struct v2 uv1;
u32 tint_srgb;
f32 emittance;
});
/* ============= */
/* Grid shader */
/* ============= */
/* Init shaders */
INTERNAL struct dx12_shader_result *shader_alloc_from_descs(struct arena *arena, u64 num_shaders, struct dx12_shader_desc *descs);
INTERNAL void shader_release(struct dx12_shader *shader);
INTERNAL void dx12_init_shaders(void)
{
__prof;
struct temp_arena scratch = scratch_begin_no_conflict();
struct dx12_shader_desc shader_descs[] = {
/* Texture shader */
{
.name = "shaders/texture.hlsl",
.flags = DX12_SHADER_DESC_FLAG_VS | DX12_SHADER_DESC_FLAG_PS
}
};
struct dx12_shader_result *results = shader_alloc_from_descs(scratch.arena, ARRAY_COUNT(shader_descs), shader_descs);
for (u64 i = 0; i < ARRAY_COUNT(shader_descs); ++i) {
struct dx12_shader_result *result = &results[i];
if (result->errors_text_len <= 0) {
/* TODO */
} else {
shader_release(&result->shader);
}
}
scratch_end(scratch);
}
/* ========================== *
* Shader include handler
* ========================== */
struct dx12_include_handler {
ID3DInclude d3d_handler;
ID3DIncludeVtbl vtbl;
struct dx12_shader *shader;
b32 has_open_resource;
struct resource res;
};
INTERNAL HRESULT dx12_include_open(ID3DInclude *d3d_handler, D3D_INCLUDE_TYPE include_type, LPCSTR name_cstr, LPCVOID parent_data, LPCVOID *data_out, UINT *data_len_out)
{
__prof;
(UNUSED)include_type;
(UNUSED)parent_data;
HRESULT result = E_FAIL;
struct dx12_include_handler *handler = (struct dx12_include_handler *)d3d_handler;
struct string name = string_from_cstr_no_limit((char *)name_cstr);
if (handler->has_open_resource) {
sys_panic(LIT("Dx11 include handler somehow already has a resource open"));
}
struct resource res = resource_open(name);
if (resource_exists(&res)) {
handler->res = res;
handler->has_open_resource = true;
struct string data = resource_get_data(&res);
*data_out = data.text;
*data_len_out = data.len;
result = S_OK;
}
#if 0
#if RESOURCE_RELOADING
shader_add_include(&G.shader_info[handler->shader->kind], name);
#endif
#endif
return result;
}
INTERNAL HRESULT dx12_include_close(ID3DInclude *d3d_handler, LPCVOID data)
{
__prof;
(UNUSED)data;
struct dx12_include_handler *handler = (struct dx12_include_handler *)d3d_handler;
if (handler->has_open_resource) {
resource_close(&handler->res);
handler->has_open_resource = false;
}
return S_OK;
}
INTERNAL struct dx12_include_handler dx12_include_handler_alloc(struct dx12_shader *shader)
{
struct dx12_include_handler handler = ZI;
handler.d3d_handler.lpVtbl = &handler.vtbl;
handler.vtbl.Open = dx12_include_open;
handler.vtbl.Close = dx12_include_close;
handler.shader = shader;
return handler;
}
INTERNAL void dx12_include_handler_release(struct dx12_include_handler *handler)
{
if (handler->has_open_resource) {
ASSERT(false); /* Resource should have been closed by handler by now */
resource_close(&handler->res);
}
}
/* ========================== *
* Shader compilation
* ========================== */
/* TODO: Compile shaders offline w/ dxc */
enum shader_compile_task_kind {
SHADER_COMPILE_TASK_KIND_VS,
SHADER_COMPILE_TASK_KIND_PS
};
struct shader_compile_task_arg {
/* In */
enum shader_compile_task_kind kind;
struct dx12_shader *shader;
struct resource *src_res;
/* Out */
b32 success;
ID3DBlob *blob;
ID3DBlob *error_blob;
};
struct shader_load_task_arg {
struct dx12_shader *shader;
struct dx12_shader_result *result;
};
INTERNAL WORK_TASK_FUNC_DEF(shader_compile_task, comp_arg_raw)
{
__prof;
struct shader_compile_task_arg *comp_arg = (struct shader_compile_task_arg *)comp_arg_raw;
struct dx12_shader *shader = comp_arg->shader;
struct string shader_name = string_from_cstr_no_limit(shader->desc.name);
enum shader_compile_task_kind kind = comp_arg->kind;
struct resource *src_res = comp_arg->src_res;
struct temp_arena scratch = scratch_begin_no_conflict();
{
b32 success = false;
ID3DBlob *blob = NULL;
ID3DBlob *error_blob = NULL;
struct dx12_include_handler include_handler = dx12_include_handler_alloc(shader);
if (resource_exists(src_res)) {
#if 0
#if RESOURCE_RELOADING
shader_reset_includes(shader_desc);
#endif
#endif
u32 d3d_compile_flags = 0;
#if DX12_SHADER_DEBUG
d3d_compile_flags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION | D3DCOMPILE_ENABLE_STRICTNESS;
#else
d3d_compile_flags |= D3DCOMPILE_OPTIMIZATION_LEVEL3;
#endif
/* Compile shader */
{
struct string shader_src = resource_get_data(src_res);
logf_info("Compiling shader \"%F\"", FMT_STR(shader_name));
/* Compile shader */
struct string friendly_name = string_cat(scratch.arena, LIT("res/"), shader_name);
char *friendly_name_cstr = cstr_from_string(scratch.arena, friendly_name);
char *entry_point = NULL;
char *target = NULL;
switch (kind) {
case SHADER_COMPILE_TASK_KIND_VS:
{
entry_point = "vs_main";
target = "vs_5_1";
} break;
case SHADER_COMPILE_TASK_KIND_PS:
{
entry_point = "ps_main";
target = "ps_5_1";
} break;
}
HRESULT hr = D3DCompile(shader_src.text, shader_src.len, friendly_name_cstr, NULL, (ID3DInclude *)&include_handler, entry_point, target, d3d_compile_flags, 0, &blob, &error_blob);
success = SUCCEEDED(hr) && !error_blob;
}
#if 0
if (success) {
/* Get number of device layout elements from NULL terminated array */
u32 elem_count = 0;
for (; elem_count < ARRAY_COUNT(shader_desc->input_layout_desc); ++elem_count) {
const D3D11_INPUT_ELEMENT_DESC *d = &shader_desc->input_layout_desc[elem_count];
if (d->SemanticName == NULL) {
break;
}
}
/* Create device layout */
if (elem_count > 0) {
HRESULT hr = ID3D11Device_CreateInputLayout(G.dev, shader_desc->input_layout_desc, elem_count, ID3D10Blob_GetBufferPointer(vs_blob), ID3D10Blob_GetBufferSize(vs_blob), &shader->input_layout);
if (!SUCCEEDED(hr)) {
success = false;
error_str = LIT("Failed to create input layout");
}
}
}
#endif
}
#if 0
if (success) {
logf_success("Finished compiling shader \"%F\" in %F seconds", FMT_STR(shader_name), FMT_FLOAT(SECONDS_FROM_NS(sys_time_ns() - start_ns)));
}
#endif
comp_arg->success = success;
comp_arg->blob = blob;
comp_arg->error_blob = error_blob;
#if 0
shader->valid = true;
#endif
dx12_include_handler_release(&include_handler);
}
scratch_end(scratch);
}
INTERNAL WORK_TASK_FUNC_DEF(shader_load_task, load_arg_raw)
{
__prof;
struct shader_load_task_arg *load_arg = (struct shader_load_task_arg *)load_arg_raw;
struct dx12_shader *shader = load_arg->shader;
struct dx12_shader_desc desc = shader->desc;
struct dx12_shader_result *result = load_arg->result;
struct temp_arena scratch = scratch_begin_no_conflict();
{
struct string shader_name = string_from_cstr_no_limit(desc.name);
logf_info("Loading shader '%F'", FMT_STR(shader_name));
struct resource src_res = resource_open(shader_name);
(UNUSED)result;
struct shader_compile_task_arg vs = ZI;
vs.kind = SHADER_COMPILE_TASK_KIND_VS;
vs.src_res = &src_res;
vs.shader = shader;
struct shader_compile_task_arg ps = ZI;
ps.kind = SHADER_COMPILE_TASK_KIND_PS;
ps.src_res = &src_res;
ps.shader = shader;
struct work_slate ws = work_slate_begin();
if (desc.flags & DX12_SHADER_DESC_FLAG_VS) {
work_slate_push_task(&ws, shader_compile_task, &vs);
}
if (desc.flags & DX12_SHADER_DESC_FLAG_PS) {
work_slate_push_task(&ws, shader_compile_task, &ps);
}
struct work_handle work = work_slate_end_and_help(&ws, WORK_PRIORITY_NORMAL);
work_wait(work);
b32 success = vs.success && ps.success;
if (success) {
} else {
struct string error_str = LIT("Unknown error");
ID3D10Blob *error_blob = vs.error_blob ? vs.error_blob : ps.error_blob;
if (error_blob) {
u64 error_blob_cstr_len = ID3D10Blob_GetBufferSize(error_blob);
char *error_blob_cstr = (char *)ID3D10Blob_GetBufferPointer(error_blob);
struct string error_blob_str = string_copy(scratch.arena, string_from_cstr(error_blob_cstr, error_blob_cstr_len));
if (string_ends_with(error_blob_str, LIT("\n"))) {
/* Remove trailing newline */
error_blob_str.len -= 1;
}
if (error_blob_str.len > 0) {
error_str = error_blob_str;
}
}
result->errors_text_len = max_u64(error_str.len, ARRAY_COUNT(result->errors_text));
MEMCPY(result->errors_text, error_str.text, result->errors_text_len);
}
if (vs.blob) {
ID3D10Blob_Release(vs.blob);
}
if (vs.error_blob) {
ID3D10Blob_Release(vs.error_blob);
}
if (ps.blob) {
ID3D10Blob_Release(ps.blob);
}
if (ps.error_blob) {
ID3D10Blob_Release(ps.error_blob);
}
resource_close(&src_res);
}
scratch_end(scratch);
}
INTERNAL struct dx12_shader_result *shader_alloc_from_descs(struct arena *arena, u64 num_shaders, struct dx12_shader_desc *descs)
{
__prof;
struct dx12_shader_result *results = arena_push_array(arena, struct dx12_shader_result, num_shaders);
struct shader_load_task_arg *task_args = arena_push_array(arena, struct shader_load_task_arg, num_shaders);
struct sys_mutex arena_mutex = sys_mutex_alloc();
/* Create & dispatch work */
struct work_slate ws = work_slate_begin();
for (u64 i = 0; i < num_shaders; ++i) {
struct dx12_shader_result *result = &results[i];
struct dx12_shader *shader = &results->shader;
shader->desc = descs[i];
struct shader_load_task_arg *arg = &task_args[i];
arg->shader = shader;
arg->result = result;
work_slate_push_task(&ws, shader_load_task, arg);
}
struct work_handle work = work_slate_end_and_help(&ws, WORK_PRIORITY_NORMAL);
work_wait(work);
sys_mutex_release(&arena_mutex);
return results;
}
INTERNAL void shader_release(struct dx12_shader *shader)
{
__prof;
/* TODO */
(UNUSED)shader;
}
/* ========================== *