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