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GPU: Make D3D12 debug layers optional
(cherry picked from commit d04b28926c
)
This commit is contained in:

committed by
Sam Lantinga

parent
e045edb567
commit
6ce446b768
@@ -8339,38 +8339,38 @@ static bool D3D12_PrepareDriver(SDL_VideoDevice *_this)
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}
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#if !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) && defined(HAVE_IDXGIINFOQUEUE)
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static void D3D12_INTERNAL_TryInitializeDXGIDebug(D3D12Renderer *renderer)
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static bool D3D12_INTERNAL_TryInitializeDXGIDebug(D3D12Renderer *renderer)
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{
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PFN_DXGI_GET_DEBUG_INTERFACE DXGIGetDebugInterfaceFunc;
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HRESULT res;
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renderer->dxgidebug_dll = SDL_LoadObject(DXGIDEBUG_DLL);
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if (renderer->dxgidebug_dll == NULL) {
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SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Could not find " DXGIDEBUG_DLL);
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return;
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return false;
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}
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DXGIGetDebugInterfaceFunc = (PFN_DXGI_GET_DEBUG_INTERFACE)SDL_LoadFunction(
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renderer->dxgidebug_dll,
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DXGI_GET_DEBUG_INTERFACE_FUNC);
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if (DXGIGetDebugInterfaceFunc == NULL) {
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SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Could not load function: " DXGI_GET_DEBUG_INTERFACE_FUNC);
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return;
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return false;
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}
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res = DXGIGetDebugInterfaceFunc(&D3D_IID_IDXGIDebug, (void **)&renderer->dxgiDebug);
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if (FAILED(res)) {
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SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Could not get IDXGIDebug interface");
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return false;
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}
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res = DXGIGetDebugInterfaceFunc(&D3D_IID_IDXGIInfoQueue, (void **)&renderer->dxgiInfoQueue);
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if (FAILED(res)) {
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SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Could not get IDXGIInfoQueue interface");
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return false;
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}
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return true;
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}
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#endif
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static void D3D12_INTERNAL_TryInitializeD3D12Debug(D3D12Renderer *renderer)
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static bool D3D12_INTERNAL_TryInitializeD3D12Debug(D3D12Renderer *renderer)
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{
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PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterfaceFunc;
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HRESULT res;
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@@ -8379,21 +8379,20 @@ static void D3D12_INTERNAL_TryInitializeD3D12Debug(D3D12Renderer *renderer)
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renderer->d3d12_dll,
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D3D12_GET_DEBUG_INTERFACE_FUNC);
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if (D3D12GetDebugInterfaceFunc == NULL) {
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SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Could not load function: " D3D12_GET_DEBUG_INTERFACE_FUNC);
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return;
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return false;
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}
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res = D3D12GetDebugInterfaceFunc(D3D_GUID(D3D_IID_ID3D12Debug), (void **)&renderer->d3d12Debug);
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if (FAILED(res)) {
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SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Could not get ID3D12Debug interface");
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return;
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return false;
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}
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ID3D12Debug_EnableDebugLayer(renderer->d3d12Debug);
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return true;
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}
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#if !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))
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static bool D3D12_INTERNAL_TryInitializeD3D12DebugInfoQueue(D3D12Renderer *renderer)
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static void D3D12_INTERNAL_TryInitializeD3D12DebugInfoQueue(D3D12Renderer *renderer)
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{
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ID3D12InfoQueue *infoQueue = NULL;
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D3D12_MESSAGE_SEVERITY severities[] = { D3D12_MESSAGE_SEVERITY_INFO };
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@@ -8405,7 +8404,7 @@ static bool D3D12_INTERNAL_TryInitializeD3D12DebugInfoQueue(D3D12Renderer *rende
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D3D_GUID(D3D_IID_ID3D12InfoQueue),
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(void **)&infoQueue);
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if (FAILED(res)) {
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CHECK_D3D12_ERROR_AND_RETURN("Failed to convert ID3D12Device to ID3D12InfoQueue", false);
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return;
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}
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SDL_zero(filter);
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@@ -8421,8 +8420,6 @@ static bool D3D12_INTERNAL_TryInitializeD3D12DebugInfoQueue(D3D12Renderer *rende
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true);
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ID3D12InfoQueue_Release(infoQueue);
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return true;
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}
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static void WINAPI D3D12_INTERNAL_OnD3D12DebugInfoMsg(
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@@ -8571,9 +8568,12 @@ static SDL_GPUDevice *D3D12_CreateDevice(bool debugMode, bool preferLowPower, SD
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#ifdef HAVE_IDXGIINFOQUEUE
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// Initialize the DXGI debug layer, if applicable
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bool hasDxgiDebug = false;
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if (debugMode) {
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D3D12_INTERNAL_TryInitializeDXGIDebug(renderer);
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hasDxgiDebug = D3D12_INTERNAL_TryInitializeDXGIDebug(renderer);
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}
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#else
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bool hasDxgiDebug = true;
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#endif
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// Load the CreateDXGIFactory1 function
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@@ -8706,7 +8706,20 @@ static SDL_GPUDevice *D3D12_CreateDevice(bool debugMode, bool preferLowPower, SD
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// Initialize the D3D12 debug layer, if applicable
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if (debugMode) {
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D3D12_INTERNAL_TryInitializeD3D12Debug(renderer);
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bool hasD3d12Debug = D3D12_INTERNAL_TryInitializeD3D12Debug(renderer);
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if (hasDxgiDebug && hasD3d12Debug) {
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SDL_LogInfo(
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SDL_LOG_CATEGORY_GPU,
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"Validation layers enabled, expect debug level performance!");
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} else if (hasDxgiDebug || hasD3d12Debug) {
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SDL_LogWarn(
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SDL_LOG_CATEGORY_GPU,
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"Validation layers partially enabled, some warnings may not be available");
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} else {
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SDL_LogWarn(
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SDL_LOG_CATEGORY_GPU,
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"Validation layers not found, continuing without validation");
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}
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}
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// Create the D3D12Device
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@@ -8753,9 +8766,7 @@ static SDL_GPUDevice *D3D12_CreateDevice(bool debugMode, bool preferLowPower, SD
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// Initialize the D3D12 debug info queue, if applicable
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if (debugMode) {
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if (!D3D12_INTERNAL_TryInitializeD3D12DebugInfoQueue(renderer)) {
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return NULL;
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}
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D3D12_INTERNAL_TryInitializeD3D12DebugInfoQueue(renderer);
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D3D12_INTERNAL_TryInitializeD3D12DebugInfoLogger(renderer);
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}
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#endif
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