gpu: Set up D3D12 device checks to avoid unnecessary queries

This commit is contained in:
Ethan Lee
2025-11-12 11:18:52 -05:00
parent 3dab15d3b4
commit 04a62cba1f

View File

@@ -8374,6 +8374,7 @@ static bool D3D12_PrepareDriver(SDL_VideoDevice *_this, SDL_PropertiesID props)
IDXGIFactory6 *factory6;
IDXGIAdapter1 *adapter;
bool supports_64UAVs = false;
bool needs_64UAVs = !SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_D3D12_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN, false);
// Early check to see if the app has _any_ D3D12 formats, if not we don't
// have to fuss with loading D3D in the first place.
@@ -8475,23 +8476,29 @@ static bool D3D12_PrepareDriver(SDL_VideoDevice *_this, SDL_PropertiesID props)
SDL_COMPILE_TIME_ASSERT(featurelevel, D3D_FEATURE_LEVEL_CHOICE < D3D_FEATURE_LEVEL_11_1);
// Check feature level 11_1 first, guarantees 64+ UAVs unlike 11_0 Tier1
/* FIXME: If Windows 11 is running and the app has neither DXIL nor TIER2
* requirements, we can skip doing any device checks entirely
*/
#if 0
if (!needs_64UAVs && !has_dxil && WIN_IsWindows11OrGreater()) {
IDXGIAdapter1_Release(adapter);
IDXGIFactory1_Release(factory);
SDL_UnloadObject(d3d12Dll);
SDL_UnloadObject(dxgiDll);
return true;
}
#endif
res = pD3D12CreateDevice(
(IUnknown *)adapter,
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_CHOICE,
D3D_GUID(D3D_IID_ID3D12Device),
(void **)&device);
if (SUCCEEDED(res)) {
supports_64UAVs = true;
} else {
res = pD3D12CreateDevice(
(IUnknown *)adapter,
D3D_FEATURE_LEVEL_CHOICE,
D3D_GUID(D3D_IID_ID3D12Device),
(void **)&device);
if (SUCCEEDED(res)) {
// Only check for Tier 2 resource binding if the app needs it
if (needs_64UAVs) {
D3D12_FEATURE_DATA_D3D12_OPTIONS featureOptions;
SDL_zero(featureOptions);
@@ -8504,30 +8511,32 @@ static bool D3D12_PrepareDriver(SDL_VideoDevice *_this, SDL_PropertiesID props)
supports_64UAVs = true;
}
}
}
if (SUCCEEDED(res)) {
D3D12_FEATURE_DATA_SHADER_MODEL shaderModel;
shaderModel.HighestShaderModel = D3D_SHADER_MODEL_6_0;
// Only check for SM6 support if DXIL is provided
if (has_dxil) {
D3D12_FEATURE_DATA_SHADER_MODEL shaderModel;
shaderModel.HighestShaderModel = D3D_SHADER_MODEL_6_0;
res = ID3D12Device_CheckFeatureSupport(
device,
D3D12_FEATURE_SHADER_MODEL,
&shaderModel,
sizeof(shaderModel));
if (SUCCEEDED(res) && shaderModel.HighestShaderModel >= D3D_SHADER_MODEL_6_0) {
supports_dxil = true;
res = ID3D12Device_CheckFeatureSupport(
device,
D3D12_FEATURE_SHADER_MODEL,
&shaderModel,
sizeof(shaderModel));
if (SUCCEEDED(res) && shaderModel.HighestShaderModel >= D3D_SHADER_MODEL_6_0) {
supports_dxil = true;
}
}
ID3D12Device_Release(device);
}
IDXGIAdapter1_Release(adapter);
IDXGIFactory1_Release(factory);
SDL_UnloadObject(d3d12Dll);
SDL_UnloadObject(dxgiDll);
if (!supports_64UAVs && !SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_D3D12_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN, false)) {
if (!supports_64UAVs && needs_64UAVs) {
SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "D3D12: Tier 2 Resource Binding is not supported");
return false;
}