release dx12 objects on exit
This commit is contained in:
parent
d0ec962123
commit
50ca2387fa
1
.gitignore
vendored
1
.gitignore
vendored
@ -7,6 +7,7 @@
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*.pdb
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*.exe
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.vs/*
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.vscode/*
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unused/
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build/
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@ -355,6 +355,7 @@ void app_entry_point(struct string args_str)
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struct sys_lock lock = sys_mutex_lock_e(&G.exit_callbacks_mutex);
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/* Start callback threads */
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/* TODO: Create these threads when the callbacks are initially registered and have them wait on exit */
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{
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__profscope(app_start_exit_callbacks);
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for (struct exit_callback *callback = G.exit_callbacks_head; callback; callback = callback->next) {
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298
src/gpu_dx12.c
298
src/gpu_dx12.c
@ -6,6 +6,7 @@
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#include "memory.h"
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#include "string.h"
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#include "scratch.h"
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#include "app.h"
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#pragma warning(push, 0)
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# define UNICODE
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@ -68,13 +69,21 @@ GLOBAL struct {
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struct dx12_handle_entry *first_free_handle_entry;
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u64 num_handle_entries_reserved;
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/* Device */
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ID3D12Device *device;
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/* Swapchain */
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u32 swapchain_frame_index;
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ID3D12CommandQueue *swapchain_cq;
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IDXGISwapChain3 *swapchain;
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} G = ZI, DEBUG_ALIAS(G, G_gpu_dx12);
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/* ========================== *
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* Startup
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* ========================== */
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INTERNAL APP_EXIT_CALLBACK_FUNC_DEF(gpu_shutdown);
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struct gpu_startup_receipt gpu_startup(struct sys_window *window)
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{
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struct temp_arena scratch = scratch_begin_no_conflict();
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@ -84,160 +93,195 @@ struct gpu_startup_receipt gpu_startup(struct sys_window *window)
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G.handle_entries_mutex = sys_mutex_alloc();
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G.handle_entries_arena = arena_alloc(GIGABYTE(64));
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/* Create debug controller */
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u32 dxgi_factory_flags = 0;
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#if DX12_DEBUG
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ID3D12Debug *debug_controller = NULL;
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/* Initialize dx12 */
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{
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hr = D3D12GetDebugInterface(&IID_ID3D12Debug, (void **)&debug_controller);
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if (!SUCCEEDED(hr)) {
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sys_panic(LIT("Failed to create D3D12 debug controller"));
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/* Enable debug layer */
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u32 dxgi_factory_flags = 0;
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#if DX12_DEBUG
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{
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ID3D12Debug *debug_controller0 = NULL;
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hr = D3D12GetDebugInterface(&IID_ID3D12Debug, (void **)&debug_controller0);
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if (!SUCCEEDED(hr)) {
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sys_panic(LIT("Failed to create ID3D12Debug0"));
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}
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ID3D12Debug1 *debug_controller1 = NULL;
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hr = ID3D12Debug_QueryInterface(debug_controller0, &IID_ID3D12Debug1, (void **)&debug_controller1);
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if (!SUCCEEDED(hr)) {
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sys_panic(LIT("Failed to create ID3D12Debug1"));
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}
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ID3D12Debug_EnableDebugLayer(debug_controller0);
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/* FIXME: Enable this */
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//ID3D12Debug1_SetEnableGPUBasedValidation(debug_controller1, true);
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ID3D12Debug_Release(debug_controller1);
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ID3D12Debug_Release(debug_controller0);
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dxgi_factory_flags |= DXGI_CREATE_FACTORY_DEBUG;
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}
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ID3D12Debug_EnableDebugLayer(debug_controller);
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ID3D12Debug_Release(debug_controller);
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dxgi_factory_flags |= DXGI_CREATE_FACTORY_DEBUG;
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}
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#endif
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/* Create factory */
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IDXGIFactory6 *factory = NULL;
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hr = CreateDXGIFactory2(dxgi_factory_flags, &IID_IDXGIFactory6, (void **)&factory);
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if (!SUCCEEDED(hr)) {
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sys_panic(LIT("Failed to initialize DXGI factory"));
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}
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/* Create factory */
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IDXGIFactory6 *factory = NULL;
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hr = CreateDXGIFactory2(dxgi_factory_flags, &IID_IDXGIFactory6, (void **)&factory);
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if (!SUCCEEDED(hr)) {
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sys_panic(LIT("Failed to initialize DXGI factory"));
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}
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/* Create device */
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ID3D12Device *device = NULL;
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{
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struct string error = LIT("Could not initialize GPU device.");
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struct string first_gpu_name = ZI;
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u32 adapter_index = 0;
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while (true) {
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IDXGIAdapter1 *adapter = NULL;
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hr = IDXGIFactory6_EnumAdapterByGpuPreference(factory, adapter_index, DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, &IID_IDXGIAdapter1, (void **)&adapter);
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if (SUCCEEDED(hr)) {
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DXGI_ADAPTER_DESC1 desc;
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IDXGIAdapter1_GetDesc1(adapter, &desc);
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if (!(desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)) {
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if (first_gpu_name.len == 0) {
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first_gpu_name = string_from_wstr_no_limit(scratch.arena, desc.Description);
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}
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/* Using feature level 12_0 instead of 12_2 because mesh feature check happens separately
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* (because 1600 series cards support mesh shaders but not the rest of 12_2) */
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hr = D3D12CreateDevice((IUnknown *)adapter, D3D_FEATURE_LEVEL_12_0, &IID_ID3D12Device, (void **)&device);
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if (SUCCEEDED(hr)) {
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D3D12_FEATURE_DATA_D3D12_OPTIONS7 features = ZI;
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hr = ID3D12Device_CheckFeatureSupport(device, D3D12_FEATURE_D3D12_OPTIONS7, &features, sizeof(features));
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if (SUCCEEDED(hr) && features.MeshShaderTier >= D3D12_MESH_SHADER_TIER_1) {
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IDXGIAdapter1_Release(adapter);
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adapter = NULL;
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break;
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/* Create device */
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ID3D12Device *device = NULL;
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{
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struct string error = LIT("Could not initialize GPU device.");
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struct string first_gpu_name = ZI;
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u32 adapter_index = 0;
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while (true) {
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IDXGIAdapter1 *adapter = NULL;
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hr = IDXGIFactory6_EnumAdapterByGpuPreference(factory, adapter_index, DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, &IID_IDXGIAdapter1, (void **)&adapter);
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if (SUCCEEDED(hr)) {
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DXGI_ADAPTER_DESC1 desc;
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IDXGIAdapter1_GetDesc1(adapter, &desc);
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if (!(desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)) {
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if (first_gpu_name.len == 0) {
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first_gpu_name = string_from_wstr_no_limit(scratch.arena, desc.Description);
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}
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/* Using feature level 12_0 instead of 12_2 because mesh feature check happens separately
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* (because 1600 series cards support mesh shaders but not the rest of 12_2) */
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hr = D3D12CreateDevice((IUnknown *)adapter, D3D_FEATURE_LEVEL_12_0, &IID_ID3D12Device, (void **)&device);
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if (SUCCEEDED(hr)) {
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D3D12_FEATURE_DATA_D3D12_OPTIONS7 features = ZI;
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hr = ID3D12Device_CheckFeatureSupport(device, D3D12_FEATURE_D3D12_OPTIONS7, &features, sizeof(features));
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if (SUCCEEDED(hr) && features.MeshShaderTier >= D3D12_MESH_SHADER_TIER_1) {
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IDXGIAdapter1_Release(adapter);
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adapter = NULL;
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break;
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}
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}
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}
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ID3D12Device_Release(device);
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IDXGIAdapter1_Release(adapter);
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adapter = NULL;
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device = NULL;
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++adapter_index;
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} else {
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break;
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}
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ID3D12Device_Release(device);
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IDXGIAdapter1_Release(adapter);
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adapter = NULL;
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device = NULL;
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++adapter_index;
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} else {
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break;
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}
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/* TODO: Fall back to compute shaders if mesh shaders aren't supported */
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if (!device) {
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if (first_gpu_name.len > 0) {
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struct string fmt = LIT("Device '%F' does not support DirectX 12_2. Ensure that your drivers are up to date.\n\n"
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"Note that older GPUs such as those up to and including the GTX 1000 series, the RX 5000 series, and the Intel Xe-LP series do not support DirectX 12_2 features.");
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error = string_format(scratch.arena, fmt, FMT_STR(first_gpu_name));
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}
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sys_panic(error);
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}
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}
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/* TODO: Fall back to compute shaders if mesh shaders aren't supported */
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if (!device) {
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if (first_gpu_name.len > 0) {
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struct string fmt = LIT("Device '%F' does not support DirectX 12_2. Ensure that your drivers are up to date.\n\n"
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"Note that older GPUs such as those up to and including the GTX 1000 series, the RX 5000 series, and the Intel Xe-LP series do not support DirectX 12_2 features.");
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error = string_format(scratch.arena, fmt, FMT_STR(first_gpu_name));
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}
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sys_panic(error);
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}
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}
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#if DX12_DEBUG
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/* D3D12 Debug break */
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{
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ID3D12InfoQueue *info = NULL;
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hr = ID3D12Device_QueryInterface(device, &IID_ID3D12InfoQueue, (void **)&info);
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if (!SUCCEEDED(hr)) {
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sys_panic(LIT("Failed to query ID3D12Device interface"));
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/* Enable D3D12 Debug break */
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{
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ID3D12InfoQueue *info = NULL;
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hr = ID3D12Device_QueryInterface(device, &IID_ID3D12InfoQueue, (void **)&info);
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if (!SUCCEEDED(hr)) {
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sys_panic(LIT("Failed to query ID3D12Device interface"));
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}
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ID3D12InfoQueue_SetBreakOnSeverity(info, D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
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ID3D12InfoQueue_SetBreakOnSeverity(info, D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
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ID3D12InfoQueue_Release(info);
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}
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ID3D12InfoQueue_SetBreakOnSeverity(info, D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
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ID3D12InfoQueue_SetBreakOnSeverity(info, D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
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ID3D12InfoQueue_Release(info);
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}
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/* DXGI Debug break */
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{
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IDXGIInfoQueue *dxgi_info = NULL;
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hr = DXGIGetDebugInterface1(0, &IID_IDXGIInfoQueue, (void **)&dxgi_info);
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if (!SUCCEEDED(hr)) {
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sys_panic(LIT("Failed to get DXGI debug interface"));
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/* Enable DXGI Debug break */
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{
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IDXGIInfoQueue *dxgi_info = NULL;
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hr = DXGIGetDebugInterface1(0, &IID_IDXGIInfoQueue, (void **)&dxgi_info);
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if (!SUCCEEDED(hr)) {
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sys_panic(LIT("Failed to get DXGI debug interface"));
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}
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IDXGIInfoQueue_SetBreakOnSeverity(dxgi_info, DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, TRUE);
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IDXGIInfoQueue_SetBreakOnSeverity(dxgi_info, DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE);
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IDXGIInfoQueue_Release(dxgi_info);
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}
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IDXGIInfoQueue_SetBreakOnSeverity(dxgi_info, DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, TRUE);
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IDXGIInfoQueue_SetBreakOnSeverity(dxgi_info, DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE);
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IDXGIInfoQueue_Release(dxgi_info);
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}
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#endif
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/* Create command queue */
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ID3D12CommandQueue *cq = NULL;
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{
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D3D12_COMMAND_QUEUE_DESC desc = ZI;
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desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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/* Create direct command queue */
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ID3D12CommandQueue *swapchain_cq = NULL;
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{
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D3D12_COMMAND_QUEUE_DESC desc = ZI;
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desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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hr = ID3D12Device_CreateCommandQueue(device, &desc, &IID_ID3D12CommandQueue, (void **)&cq);
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if (!SUCCEEDED(hr)) {
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sys_panic(LIT("Failed to create command queue"));
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hr = ID3D12Device_CreateCommandQueue(device, &desc, &IID_ID3D12CommandQueue, (void **)&swapchain_cq);
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if (!SUCCEEDED(hr)) {
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sys_panic(LIT("Failed to create swapchain command queue"));
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}
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}
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/* Create swapchain */
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IDXGISwapChain3 *swapchain = NULL;
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u32 swapchain_frame_index = 0;
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{
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HWND hwnd = (HWND)sys_window_get_internal_handle(window);
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DXGI_SWAP_CHAIN_DESC1 desc = {
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.Format = DX12_SWAPCHAIN_FORMAT,
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.SampleDesc = { 1, 0 },
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.BufferUsage = DXGI_USAGE_SHADER_INPUT | DXGI_USAGE_RENDER_TARGET_OUTPUT,
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.BufferCount = 3,
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.Scaling = DXGI_SCALING_NONE,
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.Flags = DX12_SWAPCHAIN_FLAGS,
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.AlphaMode = DXGI_ALPHA_MODE_IGNORE,
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.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD
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};
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/* Create swapchain1 */
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IDXGISwapChain1 *swapchain1 = NULL;
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hr = IDXGIFactory2_CreateSwapChainForHwnd(factory, (IUnknown *)swapchain_cq, hwnd, &desc, NULL, NULL, &swapchain1);
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if (!SUCCEEDED(hr)) {
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sys_panic(LIT("Failed to create IDXGISwapChain1"));
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}
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/* Upgrade to swapchain3 */
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hr = IDXGISwapChain1_QueryInterface(swapchain1, &IID_IDXGISwapChain3, (void **)&swapchain);
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if (!SUCCEEDED(hr)) {
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sys_panic(LIT("Failed to create IDXGISwapChain3"));
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}
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/* Disable Alt+Enter changing monitor resolution to match window size */
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IDXGIFactory_MakeWindowAssociation(factory, hwnd, DXGI_MWA_NO_ALT_ENTER);
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/* Get initial frame index */
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swapchain_frame_index = IDXGISwapChain3_GetCurrentBackBufferIndex(swapchain);
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IDXGISwapChain1_Release(swapchain1);
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}
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G.device = device;
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G.swapchain_frame_index = swapchain_frame_index;
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G.swapchain_cq = swapchain_cq;
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G.swapchain = swapchain;
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IDXGIFactory6_Release(factory);
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}
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/* Create swapchain */
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IDXGISwapChain3 *swapchain = NULL;
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u32 swapchain_frame_index = 0;
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{
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HWND hwnd = (HWND)sys_window_get_internal_handle(window);
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DXGI_SWAP_CHAIN_DESC1 desc = {
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.Format = DX12_SWAPCHAIN_FORMAT,
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.SampleDesc = { 1, 0 },
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.BufferUsage = DXGI_USAGE_SHADER_INPUT | DXGI_USAGE_RENDER_TARGET_OUTPUT,
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.BufferCount = 3,
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.Scaling = DXGI_SCALING_NONE,
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.Flags = DX12_SWAPCHAIN_FLAGS,
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.AlphaMode = DXGI_ALPHA_MODE_IGNORE,
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.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD
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};
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app_register_exit_callback(gpu_shutdown);
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/* Create swapchain1 */
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IDXGISwapChain1 *swapchain1 = NULL;
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hr = IDXGIFactory2_CreateSwapChainForHwnd(factory, (IUnknown *)cq, hwnd, &desc, NULL, NULL, &swapchain1);
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if (!SUCCEEDED(hr)) {
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sys_panic(LIT("Failed to create IDXGISwapChain1"));
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}
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/* Upgrade to swapchain3 */
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hr = IDXGISwapChain1_QueryInterface(swapchain1, &IID_IDXGISwapChain3, (void **)&swapchain);
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if (!SUCCEEDED(hr)) {
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sys_panic(LIT("Failed to create IDXGISwapChain3"));
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}
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/* Disable Alt+Enter changing monitor resolution to match window size */
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IDXGIFactory_MakeWindowAssociation(factory, hwnd, DXGI_MWA_NO_ALT_ENTER);
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swapchain_frame_index = IDXGISwapChain3_GetCurrentBackBufferIndex(swapchain);
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(UNUSED)swapchain_frame_index;
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IDXGISwapChain1_Release(swapchain1);
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}
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IDXGIFactory6_Release(factory);
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scratch_end(scratch);
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struct gpu_startup_receipt res = ZI;
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return res;
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}
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INTERNAL APP_EXIT_CALLBACK_FUNC_DEF(gpu_shutdown)
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{
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#if DX12_DEBUG
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/* Release objects to make live object reporting less noisy */
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{
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ID3D12Device_Release(G.device);
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ID3D12CommandQueue_Release(G.swapchain_cq);
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IDXGISwapChain3_Release(G.swapchain);
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}
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#endif
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}
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/* ========================== *
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* Handle
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* ========================== */
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@ -2076,6 +2076,7 @@ INTERNAL void user_update(void)
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{
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__profscope(render);
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struct rect user_viewport = RECT_FROM_V2(V2(0, 0), G.user_size);
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struct rect backbuffer_viewport = RECT_FROM_V2(V2(0, 0), G.screen_size);
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struct v2i32 user_resolution = v2_round_to_int(user_viewport.size);
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