rename dx12 shader -> pipeline
This commit is contained in:
parent
7229daf49c
commit
b87ef382d4
188
src/gpu_dx12.c
188
src/gpu_dx12.c
@ -43,29 +43,29 @@
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# define DX12_SHADER_DEBUG 0
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#endif
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enum dx12_shader_desc_flags {
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DX12_SHADER_DESC_FLAG_NONE = 0,
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DX12_SHADER_DESC_FLAG_VS = (1 << 0),
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DX12_SHADER_DESC_FLAG_PS = (1 << 1)
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enum dx12_pipeline_desc_flags {
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DX12_PIPELINE_DESC_FLAG_NONE = 0,
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DX12_PIPELINE_DESC_FLAG_VS = (1 << 0),
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DX12_PIPELINE_DESC_FLAG_PS = (1 << 1)
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};
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struct dx12_shader_desc {
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char *name;
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struct dx12_pipeline_desc {
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char *shader;
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u32 flags;
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};
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struct dx12_shader {
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struct dx12_shader_desc desc;
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struct dx12_pipeline {
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struct dx12_pipeline_desc desc;
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ID3D12PipelineState *pso;
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};
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struct dx12_shader_result {
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struct dx12_shader shader;
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struct dx12_pipeline_result {
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struct dx12_pipeline pipeline;
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u64 errors_text_len;
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u8 errors_text[KILOBYTE(16)];
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};
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struct dx12_shader_error {
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struct dx12_pipeline_error {
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struct string msg;
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};
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@ -107,8 +107,11 @@ GLOBAL struct {
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u32 desc_size_rtv;
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/* Command queues */
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/* TDOO: Add optional mode to route everything to direct queue */
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ID3D12CommandQueue *cq_direct;
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ID3D12CommandQueue *cq_compute;
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ID3D12CommandQueue *cq_copy_critical;
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ID3D12CommandQueue *cq_copy_background;
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/* Swapchain */
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u32 swapchain_frame_index;
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@ -124,7 +127,7 @@ GLOBAL struct {
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INTERNAL APP_EXIT_CALLBACK_FUNC_DEF(gpu_shutdown);
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INTERNAL void dx12_init_base(struct sys_window *window);
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INTERNAL void dx12_init_shaders(void);
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INTERNAL void dx12_init_pipelines(void);
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struct gpu_startup_receipt gpu_startup(struct work_startup_receipt *work_sr, struct sys_window *window)
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{
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@ -137,7 +140,7 @@ struct gpu_startup_receipt gpu_startup(struct work_startup_receipt *work_sr, str
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/* Initialize dx12 */
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dx12_init_base(window);
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dx12_init_shaders();
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dx12_init_pipelines();
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/* Register callbacks */
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app_register_exit_callback(gpu_shutdown);
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@ -155,10 +158,12 @@ INTERNAL APP_EXIT_CALLBACK_FUNC_DEF(gpu_shutdown)
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ID3D12Resource_Release(G.swapchain_rtvs[i]);
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}
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ID3D12DescriptorHeap_Release(G.swapchain_rtv_heap);
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ID3D12CommandQueue_Release(G.swapchain_ca);
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ID3D12CommandQueue_Release(G.cq_direct);
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ID3D12CommandQueue_Release(G.cq_compute);
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IDXGISwapChain3_Release(G.swapchain);
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ID3D12CommandAllocator_Release(G.swapchain_ca);
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ID3D12CommandQueue_Release(G.cq_copy_background);
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ID3D12CommandQueue_Release(G.cq_copy_critical);
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ID3D12CommandQueue_Release(G.cq_compute);
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ID3D12CommandQueue_Release(G.cq_direct);
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ID3D12Device_Release(G.device);
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#endif
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}
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@ -375,7 +380,6 @@ INTERNAL void dx12_init_base(struct sys_window *window)
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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_direct);
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if (FAILED(hr)) {
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dx12_init_error(LIT("Failed to create direct command queue"));
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@ -388,13 +392,37 @@ INTERNAL void dx12_init_base(struct sys_window *window)
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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_COMPUTE;
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hr = ID3D12Device_CreateCommandQueue(device, &desc, &IID_ID3D12CommandQueue, (void **)&cq_compute);
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if (FAILED(hr)) {
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dx12_init_error(LIT("Failed to create compute command queue"));
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}
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}
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/* Create critical copy command queue */
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ID3D12CommandQueue *cq_copy_critical = 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_COPY;
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desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_HIGH;
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hr = ID3D12Device_CreateCommandQueue(device, &desc, &IID_ID3D12CommandQueue, (void **)&cq_copy_critical);
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if (FAILED(hr)) {
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dx12_init_error(LIT("Failed to create critical copy command queue"));
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}
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}
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/* Create background copy command queue */
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ID3D12CommandQueue *cq_copy_background = 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_COPY;
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hr = ID3D12Device_CreateCommandQueue(device, &desc, &IID_ID3D12CommandQueue, (void **)&cq_copy_background);
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if (FAILED(hr)) {
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dx12_init_error(LIT("Failed to create background copy command queue"));
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}
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}
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/* Create swapchain command allocator */
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ID3D12CommandAllocator *swapchain_ca = NULL;
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{
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@ -476,6 +504,8 @@ INTERNAL void dx12_init_base(struct sys_window *window)
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G.swapchain_frame_index = swapchain_frame_index;
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G.cq_direct = cq_direct;
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G.cq_compute = cq_compute;
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G.cq_copy_critical = cq_copy_critical;
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G.cq_copy_background = cq_copy_background;
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G.swapchain_ca = swapchain_ca;
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G.swapchain = swapchain;
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G.swapchain_rtv_heap = swapchain_rtv_heap;
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@ -486,24 +516,24 @@ INTERNAL void dx12_init_base(struct sys_window *window)
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}
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/* ========================== *
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* Dx12 shader initialization
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* Dx12 pipeline initialization
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* ========================== */
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/* TDOO: Rename 'mesh shader' to 'triangle shader' or something */
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/* TODO: Move shader structs into shared file */
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/* ============= */
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/* Mesh shader */
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/* Mesh pipeline */
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/* ============= */
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/* Texture shader */
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/* Texture pipeline */
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PACK(struct dx12_texture_shader_uniform {
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PACK(struct dx12_texture_pipeline_uniform {
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struct mat4x4 vp;
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u32 instance_offset;
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});
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PACK(struct dx12_texture_shader_instance {
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PACK(struct dx12_texture_pipeline_instance {
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struct xform xf;
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struct v2 uv0;
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struct v2 uv1;
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@ -512,34 +542,34 @@ PACK(struct dx12_texture_shader_instance {
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});
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/* ============= */
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/* Grid shader */
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/* Grid pipeline */
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/* ============= */
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/* Init shaders */
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/* Init pipelines */
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INTERNAL struct dx12_shader_result *shader_alloc_from_descs(struct arena *arena, u64 num_shaders, struct dx12_shader_desc *descs);
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INTERNAL void dx12_shader_release(struct dx12_shader *shader);
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INTERNAL struct dx12_pipeline_result *pipeline_alloc_from_descs(struct arena *arena, u64 num_pipelines, struct dx12_pipeline_desc *descs);
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INTERNAL void dx12_pipeline_release(struct dx12_pipeline *pipeline);
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INTERNAL void dx12_init_shaders(void)
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INTERNAL void dx12_init_pipelines(void)
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{
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__prof;
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struct arena_temp scratch = scratch_begin_no_conflict();
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struct dx12_shader_desc shader_descs[] = {
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/* Texture shader */
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struct dx12_pipeline_desc pipeline_descs[] = {
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/* Texture pipeline */
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{
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.name = "shaders/texture.hlsl",
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.flags = DX12_SHADER_DESC_FLAG_VS |
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DX12_SHADER_DESC_FLAG_PS
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.shader = "shaders/texture.hlsl",
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.flags = DX12_PIPELINE_DESC_FLAG_VS |
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DX12_PIPELINE_DESC_FLAG_PS
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}
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};
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struct dx12_shader_result *results = shader_alloc_from_descs(scratch.arena, ARRAY_COUNT(shader_descs), shader_descs);
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for (u64 i = 0; i < ARRAY_COUNT(shader_descs); ++i) {
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struct dx12_shader_result *result = &results[i];
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struct dx12_pipeline_result *results = pipeline_alloc_from_descs(scratch.arena, ARRAY_COUNT(pipeline_descs), pipeline_descs);
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for (u64 i = 0; i < ARRAY_COUNT(pipeline_descs); ++i) {
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struct dx12_pipeline_result *result = &results[i];
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if (result->errors_text_len > 0) {
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struct string msg = STRING(result->errors_text_len, result->errors_text);
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sys_panic(msg);
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dx12_shader_release(&result->shader);
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dx12_pipeline_release(&result->pipeline);
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} else {
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/* TODO */
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}
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@ -549,13 +579,13 @@ INTERNAL void dx12_init_shaders(void)
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}
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/* ========================== *
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* Shader include handler
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* Shader compilation
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* ========================== */
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struct dx12_include_handler {
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ID3DInclude d3d_handler;
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ID3DIncludeVtbl vtbl;
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struct dx12_shader *shader;
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struct dx12_pipeline *pipeline;
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b32 has_open_resource;
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struct resource res;
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};
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@ -604,13 +634,13 @@ INTERNAL HRESULT dx12_include_close(ID3DInclude *d3d_handler, LPCVOID data)
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return S_OK;
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}
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INTERNAL struct dx12_include_handler dx12_include_handler_alloc(struct dx12_shader *shader)
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INTERNAL struct dx12_include_handler dx12_include_handler_alloc(struct dx12_pipeline *pipeline)
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{
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struct dx12_include_handler handler = ZI;
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handler.d3d_handler.lpVtbl = &handler.vtbl;
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handler.vtbl.Open = dx12_include_open;
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handler.vtbl.Close = dx12_include_close;
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handler.shader = shader;
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handler.pipeline = pipeline;
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return handler;
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}
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@ -622,10 +652,6 @@ INTERNAL void dx12_include_handler_release(struct dx12_include_handler *handler)
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}
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}
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/* ========================== *
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* Shader compilation
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* ========================== */
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/* TODO: Compile shaders offline w/ dxc.
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* Will also allow for some hlsl language features like static_assert */
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@ -637,7 +663,7 @@ enum shader_compile_task_kind {
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struct shader_compile_task_arg {
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/* In */
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enum shader_compile_task_kind kind;
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struct dx12_shader *shader;
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struct dx12_pipeline *pipeline;
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struct resource *src_res;
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/* Out */
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@ -646,17 +672,12 @@ struct shader_compile_task_arg {
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ID3DBlob *error_blob;
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};
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struct shader_load_task_arg {
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struct dx12_shader *shader;
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struct dx12_shader_result *result;
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};
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INTERNAL WORK_TASK_FUNC_DEF(shader_compile_task, comp_arg_raw)
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{
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__prof;
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struct shader_compile_task_arg *comp_arg = (struct shader_compile_task_arg *)comp_arg_raw;
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struct dx12_shader *shader = comp_arg->shader;
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struct string shader_name = string_from_cstr_no_limit(shader->desc.name);
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struct dx12_pipeline *pipeline = comp_arg->pipeline;
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struct string shader_name = string_from_cstr_no_limit(pipeline->desc.shader);
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enum shader_compile_task_kind kind = comp_arg->kind;
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struct resource *src_res = comp_arg->src_res;
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@ -665,7 +686,7 @@ INTERNAL WORK_TASK_FUNC_DEF(shader_compile_task, comp_arg_raw)
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b32 success = false;
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ID3DBlob *blob = NULL;
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ID3DBlob *error_blob = NULL;
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struct dx12_include_handler include_handler = dx12_include_handler_alloc(shader);
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struct dx12_include_handler include_handler = dx12_include_handler_alloc(pipeline);
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if (resource_exists(src_res)) {
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#if 0
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@ -749,36 +770,45 @@ INTERNAL WORK_TASK_FUNC_DEF(shader_compile_task, comp_arg_raw)
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scratch_end(scratch);
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}
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INTERNAL WORK_TASK_FUNC_DEF(shader_load_task, load_arg_raw)
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/* ========================== *
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* Pipeline
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* ========================== */
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struct pipeline_load_task_arg {
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struct dx12_pipeline *pipeline;
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struct dx12_pipeline_result *result;
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};
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INTERNAL WORK_TASK_FUNC_DEF(pipeline_load_task, load_arg_raw)
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{
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__prof;
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struct shader_load_task_arg *load_arg = (struct shader_load_task_arg *)load_arg_raw;
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struct dx12_shader *shader = load_arg->shader;
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struct dx12_shader_desc desc = shader->desc;
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struct dx12_shader_result *result = load_arg->result;
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struct pipeline_load_task_arg *load_arg = (struct pipeline_load_task_arg *)load_arg_raw;
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struct dx12_pipeline *pipeline = load_arg->pipeline;
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struct dx12_pipeline_desc desc = pipeline->desc;
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struct dx12_pipeline_result *result = load_arg->result;
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struct arena_temp scratch = scratch_begin_no_conflict();
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{
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struct string shader_name = string_from_cstr_no_limit(desc.name);
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logf_info("Loading shader '%F'", FMT_STR(shader_name));
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struct string shader_name = string_from_cstr_no_limit(desc.shader);
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logf_info("Loading pipeline from shader '%F'", FMT_STR(shader_name));
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struct resource src_res = resource_open(shader_name);
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struct string error_str = LIT("Unknown error");
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struct shader_compile_task_arg vs = ZI;
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vs.kind = SHADER_COMPILE_TASK_KIND_VS;
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vs.src_res = &src_res;
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vs.shader = shader;
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vs.pipeline = pipeline;
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struct shader_compile_task_arg ps = ZI;
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ps.kind = SHADER_COMPILE_TASK_KIND_PS;
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ps.src_res = &src_res;
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ps.shader = shader;
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ps.pipeline = pipeline;
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struct work_slate ws = work_slate_begin();
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if (desc.flags & DX12_SHADER_DESC_FLAG_VS) {
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if (desc.flags & DX12_PIPELINE_DESC_FLAG_VS) {
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work_slate_push_task(&ws, shader_compile_task, &vs);
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}
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if (desc.flags & DX12_SHADER_DESC_FLAG_PS) {
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if (desc.flags & DX12_PIPELINE_DESC_FLAG_PS) {
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work_slate_push_task(&ws, shader_compile_task, &ps);
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}
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struct work_handle work = work_slate_end_and_help(&ws, WORK_PRIORITY_NORMAL);
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@ -873,7 +903,7 @@ INTERNAL WORK_TASK_FUNC_DEF(shader_load_task, load_arg_raw)
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MEMCPY(result->errors_text, error_str.text, result->errors_text_len);
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}
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shader->pso = pso;
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pipeline->pso = pso;
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if (vs.blob) {
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ID3D10Blob_Release(vs.blob);
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@ -892,26 +922,26 @@ INTERNAL WORK_TASK_FUNC_DEF(shader_load_task, load_arg_raw)
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scratch_end(scratch);
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}
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INTERNAL struct dx12_shader_result *shader_alloc_from_descs(struct arena *arena, u64 num_shaders, struct dx12_shader_desc *descs)
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INTERNAL struct dx12_pipeline_result *pipeline_alloc_from_descs(struct arena *arena, u64 num_pipelines, struct dx12_pipeline_desc *descs)
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{
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__prof;
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struct dx12_shader_result *results = arena_push_array(arena, struct dx12_shader_result, num_shaders);
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struct shader_load_task_arg *task_args = arena_push_array(arena, struct shader_load_task_arg, num_shaders);
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struct dx12_pipeline_result *results = arena_push_array(arena, struct dx12_pipeline_result, num_pipelines);
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struct pipeline_load_task_arg *task_args = arena_push_array(arena, struct pipeline_load_task_arg, num_pipelines);
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struct sys_mutex arena_mutex = sys_mutex_alloc();
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/* Create & dispatch work */
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struct work_slate ws = work_slate_begin();
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for (u64 i = 0; i < num_shaders; ++i) {
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struct dx12_shader_result *result = &results[i];
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for (u64 i = 0; i < num_pipelines; ++i) {
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struct dx12_pipeline_result *result = &results[i];
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struct dx12_shader *shader = &results->shader;
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shader->desc = descs[i];
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struct dx12_pipeline *pipeline = &results->pipeline;
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pipeline->desc = descs[i];
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struct shader_load_task_arg *arg = &task_args[i];
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arg->shader = shader;
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struct pipeline_load_task_arg *arg = &task_args[i];
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arg->pipeline = pipeline;
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arg->result = result;
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work_slate_push_task(&ws, shader_load_task, arg);
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work_slate_push_task(&ws, pipeline_load_task, arg);
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}
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struct work_handle work = work_slate_end_and_help(&ws, WORK_PRIORITY_NORMAL);
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work_wait(work);
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@ -920,11 +950,11 @@ INTERNAL struct dx12_shader_result *shader_alloc_from_descs(struct arena *arena,
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||||
return results;
|
||||
}
|
||||
|
||||
INTERNAL void dx12_shader_release(struct dx12_shader *shader)
|
||||
INTERNAL void dx12_pipeline_release(struct dx12_pipeline *pipeline)
|
||||
{
|
||||
__prof;
|
||||
if (shader->pso) {
|
||||
ID3D12PipelineState_Release(shader->pso);
|
||||
if (pipeline->pso) {
|
||||
ID3D12PipelineState_Release(pipeline->pso);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
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Reference in New Issue
Block a user