Commit Graph

120 Commits (master)

Author SHA1 Message Date
Skyth d28758e166 Fix SYNC_ALL bit getting masked out on D3D12. 2025-12-11 17:04:07 +07:00
Rémi Verschelde 4b448fdd19
Merge pull request #113585 from brycehutchings/fix_d3d12_array_multisample
Fix bad D3D12 SRV breaking MSAA with OpenXR
2025-12-05 09:38:38 +07:00
Bryce Hutchings ed4bc24f9b Fix bad D3D12 SRV breaking MSAA with OpenXR 2025-12-04 12:00:13 +07:00
Skyth a8d3ecec13 Refactor descriptor heaps in D3D12 driver. 2025-12-03 11:02:41 +07:00
Thaddeus Crews 0289309270
Merge pull request #112191 from blueskythlikesclouds/point-size-emulation-forward-shader
Implement point size emulation in the forward shader for D3D12.
2025-12-02 11:52:08 +07:00
Thaddeus Crews b93d82a2b3
SCons: Cleanup hardcoded D3D12 driver workarounds 2025-12-02 10:56:50 +07:00
Skyth ba556ebe03 Implement point size emulation in the forward shader for D3D12. 2025-12-02 17:36:31 +07:00
Rémi Verschelde 2e4d5c261f
Merge pull request #113277 from blueskythlikesclouds/d3d12-framebuffer-clear-fix
Fix framebuffers getting cleared multiple times on D3D12.
2025-12-02 14:16:50 +07:00
Archie Healy 31b18a2d6c
D3D12: Convert non-critical startup warnings to verbose prints 2025-12-01 11:18:09 +07:00
Skyth 3e997f5edb Fix framebuffers getting cleared multiple times on D3D12. 2025-11-28 15:59:14 +07:00
Skyth 56db3aed47 Refactor rendering driver copy APIs to fix D3D12 issues.
Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
2025-11-26 12:00:02 +07:00
Dario d17ea061bc Move D3D12's automatic texture clears to RenderingDevice. 2025-11-25 09:34:38 +07:00
Skyth ec7de6b82b Fix all D3D12 object memory leaks. 2025-11-24 16:45:47 +07:00
Thaddeus Crews ccf414ecb4
Merge pull request #112989 from blueskythlikesclouds/typed-uav-load-additional-check
Check for Typed UAV Load Additional Formats capability when creating D3D12 device.
2025-11-21 14:46:53 +07:00
Thaddeus Crews 8480b62202
Merge pull request #113000 from brycehutchings/d3d12_descriptor_heap_pool_corruption_fix
Fix corruption of D3D12 CPU descriptor heap free blocks
2025-11-21 14:46:47 +07:00
Bryce Hutchings 17703ab0fb Fix corruption of cpu descriptor heap free blocks 2025-11-20 15:51:12 +07:00
Skyth 2331470128 Check for Typed UAV Load Additional Formats capability when creating D3D12 device. 2025-11-20 19:26:00 +07:00
Skyth 92d3fc302a Fix buffer creation on old D3D12 runtimes. 2025-11-18 15:33:30 +07:00
Stuart Carnie 90c0e6acca 2D: Switch to VBOs for instance data
- Add support for vertex bindings and UMA vertex buffers in D3D12.
- Simplify 2D instance params and move more into per-batch data to save
  bandwidth

Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
Co-authored-by: A Thousand Ships <96648715+athousandships@users.noreply.github.com>
2025-11-15 06:25:49 +07:00
Pāvels Nadtočajevs 4dfd4ed6e7
[D3D12] Fallback to HWND if DComp init failed. 2025-11-07 08:46:26 +07:00
Skyth 4cc5177f6b Create HWND swap chain when window transparency is disabled on D3D12. 2025-11-03 17:36:55 +07:00
Skyth d4aa3e322d Set DONT_PREFER_SMALL_BUFFERS_COMMITTED when initializing D3D12MA. 2025-10-29 15:02:45 +07:00
Skyth 13ada4a565 Insert barriers between subpasses when using enhanced barriers on D3D12. 2025-10-28 10:59:41 +07:00
Stuart Carnie 230adb7511 Add Persistent Buffers
This work is a heavily refactored and rewritten from TheForge's initial
code.

TheForge's original code had too many race conditions and was
fundamentally flawed as it was too easy to incur into those data races
by accident.

However they identified the proper places that needed changes, and the
idea was sound. I used their work as a blueprint to design this work.

This PR implements:

 - Introduction of UMA buffers used by a few buffers
(most notably the ones filled by _fill_instance_data).

Ironically this change seems to positively affect PC more than it does
on Mobile.

Updates D3D12 Memory Allocator to get GPU_UPLOAD heap support.

Metal implementation by Stuart Carnie.

Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
Co-authored-by: TheForge team
2025-10-24 08:16:19 +07:00
Thaddeus Crews 2edad6860a
Merge pull request #111658 from brycehutchings/bryceh_d3d12_native_handle_fixes
Fix D3D12 rendering device driver returning pointers to internal types for get_resource_native_handle instead of proper D3D12 primitives
2025-10-16 12:48:04 +07:00
Stuart Carnie a281e91c5a Metal: Fix `texture_get_data` other linear formats
Introduce a specialised `texture_get_data` for `RenderDeviceDriver`,
which can retrieve the texture data from the GPU driver for shared
textures (`TEXTURE_USAGE_CPU_READ_BIT`).

Closes #108115
2025-10-16 06:46:51 +07:00
Bryce Hutchings 1f7e7de82b Fix D3D12 driver returning internal types to RenderingDevice's texture_get_native_handle/get_driver_resource 2025-10-15 10:35:38 +07:00
Skyth b568b06970 Fix D3D12 not checking for fullscreen clear region correctly. 2025-10-06 16:56:05 +07:00
Jonas Seidl d1246b099e Fix d3d12 stencil buffer not clearing 2025-09-29 13:16:29 +07:00
Thaddeus Crews d8a909d99c
Merge pull request #110203 from DarioSamo/d3d12-clamp-mipmap
Clamp minimum size of 3D texture view in D3D12.
2025-09-19 13:07:19 +07:00
Thaddeus Crews aa294bb3c8
Merge pull request #110360 from zorbathut/pr/memorybarrierrename
Rename RDD::MemoryBarrier to avoid conflicts with the Windows headers.
2025-09-17 11:34:15 +07:00
Ben Rog-Wilhelm e5ab5acd95 Rename RDD::MemoryBarrier to avoid conflicts with the Windows headers. 2025-09-10 05:19:36 +07:00
Lukas Rahmann f7fd65923a Add descriptor heap pooling to D3D12. 2025-09-04 09:17:40 +07:00
Dario 1ce55b946c Clamp minimum size of 3D texture view in D3D12. 2025-09-02 15:13:27 +07:00
Talkashie 3ff4e29657 Typo fix round 2 2025-08-20 04:24:06 +07:00
Talkashie bc7e68dfd1 Typos 2025-08-19 18:32:59 +07:00
Thaddeus Crews 65b8210b9b
SCons: Revert Mesa includes to `CPPPATH` 2025-08-18 13:37:46 +07:00
Thaddeus Crews 87bb5ab681
Merge pull request #108919 from KeyboardDanni/d3d12_init_shader_model_check
D3D12: Fix shader model check, initialization error handling
2025-08-01 11:45:19 +07:00
Danni bf6629a005 D3D12: Fix shader model check, initialization error handling 2025-07-28 20:35:45 +07:00
Dario b962b38e74 Check for Vulkan Memory Model support and make it a variant. 2025-07-25 09:24:58 +07:00
Stuart Carnie 5230f6c60c Apple: Use image atomic operations on supported Apple hardware
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2025-07-05 05:59:00 +07:00
Dario 46277836a6 Optimize Mobile renderer by using FP16 explicitly. 2025-06-09 14:39:35 +07:00
Aaron Franke f6f1df7d73
Add 64-bit versions of core power of 2 functions 2025-06-01 23:11:12 +07:00
Dario 5a30a7e7cd Add shader baker to project exporter.
Metal Support contributed by Migeran (https://migeran.com) and Stuart Carnie.

Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
Co-authored-by: Gergely Kis <gergely.kis@migeran.com>
2025-05-27 12:45:27 +07:00
Pedro J. Estébanez 7759296594 Direct3D 12: Let platforms report support for direct composition 2025-05-14 17:48:19 +07:00
Sander 6ae50cad17 RenderingDevice: introduce parameter 'mipmaps' for texture_create_from_extension() 2025-05-07 15:15:55 +07:00
Dario ddd3ced72d Fix error spam to due wrong use of reserve() in D3D12 driver. 2025-04-29 10:42:55 +07:00
Matthieu Bucchianeri e3c215fc13 Add support for Direct3D 12 OpenXR backend.
This change adds support for running XR projects built with the `d3d12`
rendering backend. The XR backend hooks into the setup for the D3D12
render context in order to use the desired device and command queue for
submission to OpenXR. The XR backend takes care of importing the D3D12
swapchain images into the render context.

As part of this process, three issues are addressed:
- Ensuring that resource state transitions are only done on textures
  that require them.
- Enabling view instancing in the PSOs for multiview render passes.
- Addressing a bug in the D3D12 runtime where PSO creation may fail
  when front face detection is used.

Please refer to #86283 for additional discussions on the implementation
details.
2025-04-19 20:39:33 +07:00
Thaddeus Crews 0d267e7b1e
Core: Add dedicated `BitField` template 2025-04-11 11:53:26 +07:00
Thaddeus Crews 207a2b6472
Core: Integrate warning suppression macro helpers 2025-04-03 10:13:46 +07:00