GPU: Allow D3D12 backend to load vendored D3D12Core.dll (#14946)

---------

Co-authored-by: Ethan Lee <flibitijibibo@gmail.com>
This commit is contained in:
Evan Hemsley
2026-02-02 11:10:03 -08:00
committed by GitHub
parent 4970067c9a
commit e25e0f3c5b
2 changed files with 113 additions and 11 deletions

View File

@@ -2307,6 +2307,20 @@ extern SDL_DECLSPEC SDL_GPUDevice * SDLCALL SDL_CreateGPUDevice(
* useful for targeting Intel Haswell and Broadwell GPUs; other hardware
* either supports Tier 2 Resource Binding or does not support D3D12 in any
* capacity. Defaults to false.
* - `SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_VERSION_NUMBER`: Certain feature
* checks are only possible on Windows 11 by default. By setting this
* alongside `SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_PATH_STRING` and
* vendoring D3D12Core.dll from the D3D12 Agility SDK, you can make
* those feature checks possible on older platforms. The version you
* provide must match the one given in the DLL.
* - `SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_PATH_STRING`: Certain feature
* checks are only possible on Windows 11 by default. By setting this
* alongside `SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_VERSION_NUMBER` and
* vendoring D3D12Core.dll from the D3D12 Agility SDK, you can make
* those feature checks possible on older platforms. The path you provide
* must be relative to the executable path of your app. Be sure not to put the
* DLL in the same directory as the exe; Microsoft strongly advises against
* this!
*
* With the Vulkan backend:
*
@@ -2361,6 +2375,8 @@ extern SDL_DECLSPEC SDL_GPUDevice * SDLCALL SDL_CreateGPUDeviceWithProperties(
#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN "SDL.gpu.device.create.shaders.metallib"
#define SDL_PROP_GPU_DEVICE_CREATE_D3D12_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN "SDL.gpu.device.create.d3d12.allowtier1resourcebinding"
#define SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING "SDL.gpu.device.create.d3d12.semantic"
#define SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_VERSION_NUMBER "SDL.gpu.device.create.d3d12.agility_sdk_version"
#define SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_PATH_STRING "SDL.gpu.device.create.d3d12.agility_sdk_path"
#define SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION_BOOLEAN "SDL.gpu.device.create.vulkan.requirehardwareacceleration"
#define SDL_PROP_GPU_DEVICE_CREATE_VULKAN_OPTIONS_POINTER "SDL.gpu.device.create.vulkan.options"
#define SDL_PROP_GPU_DEVICE_CREATE_METAL_ALLOW_MACFAMILY1_BOOLEAN "SDL.gpu.device.create.metal.allowmacfamily1"

View File

@@ -119,6 +119,7 @@
#define CREATE_DXGI_FACTORY1_FUNC "CreateDXGIFactory1"
#define DXGI_GET_DEBUG_INTERFACE_FUNC "DXGIGetDebugInterface"
#define D3D12_GET_DEBUG_INTERFACE_FUNC "D3D12GetDebugInterface"
#define D3D12_GET_INTERFACE_FUNC "D3D12GetInterface"
#define WINDOW_PROPERTY_DATA "SDL.internal.gpu.d3d12.data"
#define D3D_FEATURE_LEVEL_CHOICE D3D_FEATURE_LEVEL_11_0
#define D3D_FEATURE_LEVEL_CHOICE_STR "11_0"
@@ -184,6 +185,12 @@ static const IID D3D_IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x8
static const IID D3D_IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
static const IID D3D_IID_ID3D12InfoQueue1 = { 0x2852dd88, 0xb484, 0x4c0c, { 0xb6, 0xb1, 0x67, 0x16, 0x85, 0x00, 0xe6, 0x00 } };
static const GUID D3D_CLSID_ID3D12SDKConfiguration = { 0x7cda6aca, 0xa03e, 0x49c8, { 0x94, 0x58, 0x03, 0x34, 0xd2, 0x0e, 0x07, 0xce } };
static const GUID D3D_CLSID_ID3D12Debug = { 0xf2352aeb, 0xdd84, 0x49fe, { 0xb9, 0x7b, 0xa9, 0xdc, 0xfd, 0xcc, 0x1b, 0x4f } };
static const IID D3D_IID_ID3D12SDKConfiguration = { 0xe9eb5314, 0x33aa, 0x42b2, { 0xa7, 0x18, 0xd7, 0x7f, 0x58, 0xb1, 0xf1, 0xc7 } };
static const IID D3D_IID_ID3D12SDKConfiguration1 = { 0x8aaf9303, 0xad25, 0x48b9, { 0x9a, 0x57, 0xd9, 0xc3, 0x7e, 0x00, 0x9d, 0x9f } };
static const IID D3D_IID_ID3D12DeviceFactory = { 0x61f307d3, 0xd34e, 0x4e7c, { 0x83, 0x74, 0x3b, 0xa4, 0xde, 0x23, 0xcc, 0xcb } };
// Enums
typedef enum D3D12BufferType
@@ -8736,11 +8743,27 @@ static bool D3D12_INTERNAL_TryInitializeDXGIDebug(D3D12Renderer *renderer)
}
#endif
static bool D3D12_INTERNAL_TryInitializeD3D12Debug(D3D12Renderer *renderer)
{
static bool D3D12_INTERNAL_TryInitializeD3D12Debug(D3D12Renderer *renderer
#if !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))
, ID3D12DeviceFactory * factory
#endif
) {
PFN_D3D12_GET_DEBUG_INTERFACE pD3D12GetDebugInterface;
HRESULT res;
#if !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))
if (factory) {
res = ID3D12DeviceFactory_GetConfigurationInterface(factory, &D3D_CLSID_ID3D12Debug, &D3D_IID_ID3D12Debug, (void **)&renderer->d3d12Debug);
if (FAILED(res)) {
return false;
}
ID3D12Debug_EnableDebugLayer(renderer->d3d12Debug);
return true;
}
#endif
pD3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)SDL_LoadFunction(
renderer->d3d12_dll,
D3D12_GET_DEBUG_INTERFACE_FUNC);
@@ -9314,6 +9337,7 @@ static SDL_GPUDevice *D3D12_CreateDevice(bool debugMode, bool preferLowPower, SD
IDXGIFactory6 *factory6;
DXGI_ADAPTER_DESC1 adapterDesc;
LARGE_INTEGER umdVersion;
PFN_D3D12_GET_INTERFACE pD3D12GetInterface;
PFN_D3D12_CREATE_DEVICE pD3D12CreateDevice;
#endif
D3D12_FEATURE_DATA_ARCHITECTURE architecture;
@@ -9593,9 +9617,49 @@ static SDL_GPUDevice *D3D12_CreateDevice(bool debugMode, bool preferLowPower, SD
SET_STRING_ERROR_AND_RETURN("Could not load function: " D3D12_SERIALIZE_ROOT_SIGNATURE_FUNC, NULL);
}
#if !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))
// A device factory allows a D3D12 redistributable provided by the client to be loaded.
ID3D12DeviceFactory *factory = NULL;
if (SDL_HasProperty(props, SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_PATH_STRING) && SDL_HasProperty(props, SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_VERSION_NUMBER)) {
int d3d12SDKVersion = SDL_GetNumberProperty(props, SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_VERSION_NUMBER, 0);
const char *d3d12SDKPath = SDL_GetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_PATH_STRING, ".\\D3D12\\");
pD3D12GetInterface = (PFN_D3D12_GET_INTERFACE)SDL_LoadFunction(
renderer->d3d12_dll,
D3D12_GET_INTERFACE_FUNC);
if (pD3D12GetInterface == NULL) {
SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Could not load D3D12GetInterface, custom D3D12 SDK will not load.");
}
ID3D12SDKConfiguration *sdk_config = NULL;
if (SUCCEEDED(pD3D12GetInterface(D3D_GUID(D3D_CLSID_ID3D12SDKConfiguration), D3D_GUID(D3D_IID_ID3D12SDKConfiguration), (void**) &sdk_config))) {
ID3D12SDKConfiguration1 *sdk_config1 = NULL;
if (SUCCEEDED(IUnknown_QueryInterface(sdk_config, &D3D_IID_ID3D12SDKConfiguration1, (void**) &sdk_config1))) {
if (SUCCEEDED(ID3D12SDKConfiguration1_CreateDeviceFactory(sdk_config1, d3d12SDKVersion, d3d12SDKPath, &D3D_IID_ID3D12DeviceFactory, (void**) &factory))) {
SDL_LogInfo(SDL_LOG_CATEGORY_GPU, "Loaded vendored D3D12Core.dll");
} else {
SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Failed to load vendored D3D12Core.dll");
}
ID3D12SDKConfiguration1_Release(sdk_config1);
}
ID3D12SDKConfiguration_Release(sdk_config);
} else {
SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Failed to load vendored D3D12 SDK Configuration");
}
}
#endif
// Initialize the D3D12 debug layer, if applicable
if (debugMode) {
bool hasD3d12Debug = D3D12_INTERNAL_TryInitializeD3D12Debug(renderer);
bool hasD3d12Debug = D3D12_INTERNAL_TryInitializeD3D12Debug(renderer
#if !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))
, factory
#endif
);
#if (defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))
if (hasD3d12Debug) {
SDL_LogInfo(
@@ -9649,15 +9713,33 @@ static SDL_GPUDevice *D3D12_CreateDevice(bool debugMode, bool preferLowPower, SD
s_Device = renderer->device;
}
#else
res = pD3D12CreateDevice(
(IUnknown *)renderer->adapter,
D3D_FEATURE_LEVEL_CHOICE,
D3D_GUID(D3D_IID_ID3D12Device),
(void **)&renderer->device);
if (FAILED(res)) {
D3D12_INTERNAL_DestroyRenderer(renderer);
CHECK_D3D12_ERROR_AND_RETURN("Could not create D3D12Device", NULL);
if (factory) {
ID3D12DeviceFactory_SetFlags(factory, D3D12_DEVICE_FACTORY_FLAG_ALLOW_RETURNING_EXISTING_DEVICE);
res = ID3D12DeviceFactory_CreateDevice(
factory,
(IUnknown *)renderer->adapter,
D3D_FEATURE_LEVEL_CHOICE,
D3D_GUID(D3D_IID_ID3D12Device),
(void**)&renderer->device);
ID3D12DeviceFactory_Release(factory);
if (FAILED(res)) {
D3D12_INTERNAL_DestroyRenderer(renderer);
CHECK_D3D12_ERROR_AND_RETURN("Could not create D3D12Device", NULL);
}
} else {
res = pD3D12CreateDevice(
(IUnknown *)renderer->adapter,
D3D_FEATURE_LEVEL_CHOICE,
D3D_GUID(D3D_IID_ID3D12Device),
(void **)&renderer->device);
if (FAILED(res)) {
D3D12_INTERNAL_DestroyRenderer(renderer);
CHECK_D3D12_ERROR_AND_RETURN("Could not create D3D12Device", NULL);
}
}
// Initialize the D3D12 debug info queue, if applicable
@@ -9710,6 +9792,10 @@ static SDL_GPUDevice *D3D12_CreateDevice(bool debugMode, bool preferLowPower, SD
if (SUCCEEDED(res)) {
renderer->UnrestrictedBufferTextureCopyPitchSupported = options13.UnrestrictedBufferTextureCopyPitchSupported;
}
else
{
SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "CheckFeatureSupport for UnrestrictedBufferTextureCopyPitchSupported failed. You may need to provide a vendored D3D12Core.dll through the Agility SDK on older platforms.");
}
// Create command queue
#if (defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))