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//! Example showcasing [`gpu-allocator`] with types and functions from the [`windows`] crate.
use gpu_allocator::d3d12::{
AllocationCreateDesc, Allocator, AllocatorCreateDesc, ID3D12DeviceVersion, ResourceCategory,
};
use gpu_allocator::MemoryLocation;
use log::*;
use windows::core::{ComInterface, Result};
use windows::Win32::{
Foundation::E_NOINTERFACE,
Graphics::{
Direct3D::{D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_12_0},
Direct3D12::{
D3D12CreateDevice, ID3D12Device, ID3D12Resource,
D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT, D3D12_RESOURCE_DESC,
D3D12_RESOURCE_DIMENSION_BUFFER, D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COMMON,
D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
},
Dxgi::{
Common::{DXGI_FORMAT_UNKNOWN, DXGI_SAMPLE_DESC},
CreateDXGIFactory2, IDXGIAdapter4, IDXGIFactory6, DXGI_ADAPTER_FLAG3_SOFTWARE,
DXGI_ERROR_NOT_FOUND,
},
},
};
fn create_d3d12_device(dxgi_factory: &IDXGIFactory6) -> Option<ID3D12Device> {
for idx in 0.. {
// TODO: Might as well return Result<> from this function
let adapter1 = match unsafe { dxgi_factory.EnumAdapters1(idx) } {
Ok(a) => a,
Err(e) if e.code() == DXGI_ERROR_NOT_FOUND => break,
Err(e) => panic!("{:?}", e),
};
let adapter4: IDXGIAdapter4 = adapter1.cast().unwrap();
let mut desc = Default::default();
unsafe { adapter4.GetDesc3(&mut desc) }.unwrap();
// Skip software adapters
// Vote for https://github.com/microsoft/windows-rs/issues/793!
if (desc.Flags & DXGI_ADAPTER_FLAG3_SOFTWARE) == DXGI_ADAPTER_FLAG3_SOFTWARE {
continue;
}
let feature_levels = [
(D3D_FEATURE_LEVEL_11_0, "D3D_FEATURE_LEVEL_11_0"),
(D3D_FEATURE_LEVEL_11_1, "D3D_FEATURE_LEVEL_11_1"),
(D3D_FEATURE_LEVEL_12_0, "D3D_FEATURE_LEVEL_12_0"),
];
let device =
feature_levels
.iter()
.rev()
.find_map(|&(feature_level, feature_level_name)| {
let mut device = None;
match unsafe { D3D12CreateDevice(&adapter4, feature_level, &mut device) } {
Ok(()) => {
info!("Using D3D12 feature level: {}", feature_level_name);
Some(device.unwrap())
}
Err(e) if e.code() == E_NOINTERFACE => {
error!("ID3D12Device interface not supported");
None
}
Err(e) => {
info!(
"D3D12 feature level {} not supported: {}",
feature_level_name, e
);
None
}
}
});
if device.is_some() {
return device;
}
}
None
}
fn main() -> Result<()> {
env_logger::Builder::from_env(env_logger::Env::default().default_filter_or("trace")).init();
let dxgi_factory = unsafe { CreateDXGIFactory2(0) }?;
let device = create_d3d12_device(&dxgi_factory).expect("Failed to create D3D12 device.");
// Setting up the allocator
let mut allocator = Allocator::new(&AllocatorCreateDesc {
device: ID3D12DeviceVersion::Device(device.clone()),
debug_settings: Default::default(),
allocation_sizes: Default::default(),
})
.unwrap();
// Test allocating Gpu Only memory
{
let test_buffer_desc = D3D12_RESOURCE_DESC {
Dimension: D3D12_RESOURCE_DIMENSION_BUFFER,
Alignment: D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT as u64,
Width: 512,
Height: 1,
DepthOrArraySize: 1,
MipLevels: 1,
Format: DXGI_FORMAT_UNKNOWN,
SampleDesc: DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
Layout: D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
Flags: D3D12_RESOURCE_FLAG_NONE,
};
let allocation_desc = AllocationCreateDesc::from_d3d12_resource_desc(
allocator.device(),
&test_buffer_desc,
"Test allocation (Gpu only)",
MemoryLocation::GpuOnly,
);
let allocation = allocator.allocate(&allocation_desc).unwrap();
let mut resource: Option<ID3D12Resource> = None;
unsafe {
device.CreatePlacedResource(
allocation.heap(),
allocation.offset(),
&test_buffer_desc,
D3D12_RESOURCE_STATE_COMMON,
None,
&mut resource,
)
}?;
drop(resource);
allocator.free(allocation).unwrap();
info!("Allocation and deallocation of GpuOnly memory was successful.");
}
// Test allocating Cpu to Gpu memory
{
let test_buffer_desc = D3D12_RESOURCE_DESC {
Dimension: D3D12_RESOURCE_DIMENSION_BUFFER,
Alignment: D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT as u64,
Width: 512,
Height: 1,
DepthOrArraySize: 1,
MipLevels: 1,
Format: DXGI_FORMAT_UNKNOWN,
SampleDesc: DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
Layout: D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
Flags: D3D12_RESOURCE_FLAG_NONE,
};
let alloc_info = unsafe { device.GetResourceAllocationInfo(0, &[test_buffer_desc]) };
let allocation = allocator
.allocate(&AllocationCreateDesc {
name: "Test allocation (Cpu To Gpu)",
location: MemoryLocation::CpuToGpu,
size: alloc_info.SizeInBytes,
alignment: alloc_info.Alignment,
resource_category: ResourceCategory::Buffer,
})
.unwrap();
let mut resource: Option<ID3D12Resource> = None;
unsafe {
device.CreatePlacedResource(
allocation.heap(),
allocation.offset(),
&test_buffer_desc,
D3D12_RESOURCE_STATE_COMMON,
None,
&mut resource,
)
}?;
drop(resource);
allocator.free(allocation).unwrap();
info!("Allocation and deallocation of CpuToGpu memory was successful.");
}
// Test allocating Gpu to Cpu memory
{
let test_buffer_desc = D3D12_RESOURCE_DESC {
Dimension: D3D12_RESOURCE_DIMENSION_BUFFER,
Alignment: D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT as u64,
Width: 512,
Height: 1,
DepthOrArraySize: 1,
MipLevels: 1,
Format: DXGI_FORMAT_UNKNOWN,
SampleDesc: DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
Layout: D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
Flags: D3D12_RESOURCE_FLAG_NONE,
};
let alloc_info = unsafe { device.GetResourceAllocationInfo(0, &[test_buffer_desc]) };
let allocation = allocator
.allocate(&AllocationCreateDesc {
name: "Test allocation (Gpu to Cpu)",
location: MemoryLocation::GpuToCpu,
size: alloc_info.SizeInBytes,
alignment: alloc_info.Alignment,
resource_category: ResourceCategory::Buffer,
})
.unwrap();
let mut resource: Option<ID3D12Resource> = None;
unsafe {
device.CreatePlacedResource(
allocation.heap(),
allocation.offset(),
&test_buffer_desc,
D3D12_RESOURCE_STATE_COMMON,
None,
&mut resource,
)
}?;
drop(resource);
allocator.free(allocation).unwrap();
info!("Allocation and deallocation of CpuToGpu memory was successful.");
}
Ok(())
}
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