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gpu: D3D12 only requires feature level 11_0 with Resource Binding Tier 2. (#13782)
We previously thought this wasn't possible because constant buffer offsets and partial updates were unavailable, but we were reading the wrong table - this is only the case for D3D11... https://learn.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-devices-downlevel-intro ... while 12 doesn't list this feature at all: https://learn.microsoft.com/en-us/windows/win32/direct3d12/hardware-feature-levels We double checked and Jesse Natalie confirmed that this feature is required for D3D12 even for 11_0 drivers. (Thanks Jesse!) Additionally, D3D12 requires that UAVs are accessible from all shader stages, meaning Tier 2 is enough to support the number of UAVs we need. Tier 1 could be a property to lower the requirements, but that can be done later.
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@@ -224,8 +224,8 @@
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* - `drawIndirectFirstInstance`
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*
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* **D3D12:** Supported on Windows 10 or newer, Xbox One (GDK), and Xbox
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* Series X|S (GDK). Requires a GPU that supports DirectX 12 Feature Level
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* 11_1.
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* Series X|S (GDK). Requires a GPU that supports DirectX 12 Feature Level 11_0 and
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* Resource Binding Tier 2 or above.
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*
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* **Metal:** Supported on macOS 10.14+ and iOS/tvOS 13.0+. Hardware
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* requirements vary by operating system:
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@@ -109,8 +109,8 @@
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#define DXGI_GET_DEBUG_INTERFACE_FUNC "DXGIGetDebugInterface"
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#define D3D12_GET_DEBUG_INTERFACE_FUNC "D3D12GetDebugInterface"
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#define WINDOW_PROPERTY_DATA "SDL_GPUD3D12WindowPropertyData"
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#define D3D_FEATURE_LEVEL_CHOICE D3D_FEATURE_LEVEL_11_1
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#define D3D_FEATURE_LEVEL_CHOICE_STR "11_1"
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#define D3D_FEATURE_LEVEL_CHOICE D3D_FEATURE_LEVEL_11_0
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#define D3D_FEATURE_LEVEL_CHOICE_STR "11_0"
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#define MAX_ROOT_SIGNATURE_PARAMETERS 64
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#define D3D12_FENCE_UNSIGNALED_VALUE 0
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#define D3D12_FENCE_SIGNAL_VALUE 1
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@@ -8353,6 +8353,7 @@ static bool D3D12_PrepareDriver(SDL_VideoDevice *_this)
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IDXGIFactory4 *factory4;
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IDXGIFactory6 *factory6;
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IDXGIAdapter1 *adapter;
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bool supports_64UAVs = false;
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// Can we load D3D12?
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@@ -8441,12 +8442,39 @@ static bool D3D12_PrepareDriver(SDL_VideoDevice *_this)
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return false;
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}
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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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res = D3D12CreateDeviceFunc(
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(IUnknown *)adapter,
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D3D_FEATURE_LEVEL_11_1,
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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 = D3D12CreateDeviceFunc(
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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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D3D12_FEATURE_DATA_D3D12_OPTIONS featureOptions;
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SDL_zero(featureOptions);
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res = ID3D12Device_CheckFeatureSupport(
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device,
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D3D12_FEATURE_D3D12_OPTIONS,
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&featureOptions,
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sizeof(featureOptions));
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if (SUCCEEDED(res) && featureOptions.ResourceBindingTier >= D3D12_RESOURCE_BINDING_TIER_2) {
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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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ID3D12Device_Release(device);
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}
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@@ -8456,6 +8484,11 @@ static bool D3D12_PrepareDriver(SDL_VideoDevice *_this)
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SDL_UnloadObject(d3d12Dll);
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SDL_UnloadObject(dxgiDll);
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if (!supports_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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if (FAILED(res)) {
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SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "D3D12: Could not create D3D12Device with feature level " D3D_FEATURE_LEVEL_CHOICE_STR);
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return false;
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