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1 /*
2  * Copyright © Microsoft Corporation
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  */
23 
24 #include "d3d12_batch.h"
25 #include "d3d12_context.h"
26 #include "d3d12_fence.h"
27 #include "d3d12_query.h"
28 #include "d3d12_resource.h"
29 #include "d3d12_screen.h"
30 #include "d3d12_surface.h"
31 
32 #include "util/hash_table.h"
33 #include "util/set.h"
34 #include "util/u_inlines.h"
35 
36 #include <dxguids/dxguids.h>
37 
38 bool
d3d12_init_batch(struct d3d12_context * ctx,struct d3d12_batch * batch)39 d3d12_init_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
40 {
41    struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
42 
43    batch->bos = _mesa_set_create(NULL, _mesa_hash_pointer,
44                                  _mesa_key_pointer_equal);
45    batch->sampler_views = _mesa_set_create(NULL, _mesa_hash_pointer,
46                                            _mesa_key_pointer_equal);
47    batch->surfaces = _mesa_set_create(NULL, _mesa_hash_pointer,
48                                       _mesa_key_pointer_equal);
49    batch->objects = _mesa_set_create(NULL,
50                                      _mesa_hash_pointer,
51                                      _mesa_key_pointer_equal);
52 
53    if (!batch->bos || !batch->sampler_views || !batch->surfaces || !batch->objects)
54       return false;
55 
56    util_dynarray_init(&batch->zombie_samplers, NULL);
57 
58    if (FAILED(screen->dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
59                                                   IID_PPV_ARGS(&batch->cmdalloc))))
60       return false;
61 
62 
63    batch->sampler_heap =
64       d3d12_descriptor_heap_new(screen->dev,
65                                 D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
66                                 D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
67                                 128);
68 
69    batch->view_heap =
70       d3d12_descriptor_heap_new(screen->dev,
71                                 D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
72                                 D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
73                                 1024);
74 
75    if (!batch->sampler_heap && !batch->view_heap)
76       return false;
77 
78    return true;
79 }
80 
81 static void
delete_bo(set_entry * entry)82 delete_bo(set_entry *entry)
83 {
84    struct d3d12_bo *bo = (struct d3d12_bo *)entry->key;
85    d3d12_bo_unreference(bo);
86 }
87 
88 static void
delete_sampler_view(set_entry * entry)89 delete_sampler_view(set_entry *entry)
90 {
91    struct pipe_sampler_view *pres = (struct pipe_sampler_view *)entry->key;
92    pipe_sampler_view_reference(&pres, NULL);
93 }
94 
95 static void
delete_surface(set_entry * entry)96 delete_surface(set_entry *entry)
97 {
98    struct pipe_surface *surf = (struct pipe_surface *)entry->key;
99    pipe_surface_reference(&surf, NULL);
100 }
101 
102 static void
delete_object(set_entry * entry)103 delete_object(set_entry *entry)
104 {
105    ID3D12Object *object = (ID3D12Object *)entry->key;
106    object->Release();
107 }
108 
109 bool
d3d12_reset_batch(struct d3d12_context * ctx,struct d3d12_batch * batch,uint64_t timeout_ns)110 d3d12_reset_batch(struct d3d12_context *ctx, struct d3d12_batch *batch, uint64_t timeout_ns)
111 {
112    // batch hasn't been submitted before
113    if (!batch->fence && !batch->has_errors)
114       return true;
115 
116    if (batch->fence) {
117       if (!d3d12_fence_finish(batch->fence, timeout_ns))
118          return false;
119       d3d12_fence_reference(&batch->fence, NULL);
120    }
121 
122    _mesa_set_clear(batch->bos, delete_bo);
123    _mesa_set_clear(batch->sampler_views, delete_sampler_view);
124    _mesa_set_clear(batch->surfaces, delete_surface);
125    _mesa_set_clear(batch->objects, delete_object);
126 
127    util_dynarray_foreach(&batch->zombie_samplers, d3d12_descriptor_handle, handle)
128       d3d12_descriptor_handle_free(handle);
129    util_dynarray_clear(&batch->zombie_samplers);
130 
131    d3d12_descriptor_heap_clear(batch->view_heap);
132    d3d12_descriptor_heap_clear(batch->sampler_heap);
133 
134    if (FAILED(batch->cmdalloc->Reset())) {
135       debug_printf("D3D12: resetting ID3D12CommandAllocator failed\n");
136       return false;
137    }
138    batch->has_errors = false;
139    return true;
140 }
141 
142 void
d3d12_destroy_batch(struct d3d12_context * ctx,struct d3d12_batch * batch)143 d3d12_destroy_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
144 {
145    d3d12_reset_batch(ctx, batch, PIPE_TIMEOUT_INFINITE);
146    batch->cmdalloc->Release();
147    d3d12_descriptor_heap_free(batch->sampler_heap);
148    d3d12_descriptor_heap_free(batch->view_heap);
149    _mesa_set_destroy(batch->bos, NULL);
150    _mesa_set_destroy(batch->sampler_views, NULL);
151    _mesa_set_destroy(batch->surfaces, NULL);
152    _mesa_set_destroy(batch->objects, NULL);
153    util_dynarray_fini(&batch->zombie_samplers);
154 }
155 
156 void
d3d12_start_batch(struct d3d12_context * ctx,struct d3d12_batch * batch)157 d3d12_start_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
158 {
159    struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
160    ID3D12DescriptorHeap* heaps[2] = { d3d12_descriptor_heap_get(batch->view_heap),
161                                       d3d12_descriptor_heap_get(batch->sampler_heap) };
162 
163    d3d12_reset_batch(ctx, batch, PIPE_TIMEOUT_INFINITE);
164 
165    /* Create or reset global command list */
166    if (ctx->cmdlist) {
167       if (FAILED(ctx->cmdlist->Reset(batch->cmdalloc, NULL))) {
168          debug_printf("D3D12: resetting ID3D12GraphicsCommandList failed\n");
169          batch->has_errors = true;
170          return;
171       }
172    } else {
173       if (FAILED(screen->dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT,
174                                                 batch->cmdalloc, NULL,
175                                                 IID_PPV_ARGS(&ctx->cmdlist)))) {
176          debug_printf("D3D12: creating ID3D12GraphicsCommandList failed\n");
177          batch->has_errors = true;
178          return;
179       }
180    }
181 
182    ctx->cmdlist->SetDescriptorHeaps(2, heaps);
183    ctx->cmdlist_dirty = ~0;
184    for (int i = 0; i < D3D12_GFX_SHADER_STAGES; ++i)
185       ctx->shader_dirty[i] = ~0;
186 
187    if (!ctx->queries_disabled)
188       d3d12_resume_queries(ctx);
189 }
190 
191 void
d3d12_end_batch(struct d3d12_context * ctx,struct d3d12_batch * batch)192 d3d12_end_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
193 {
194    struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
195 
196    if (!ctx->queries_disabled)
197       d3d12_suspend_queries(ctx);
198 
199    if (FAILED(ctx->cmdlist->Close())) {
200       debug_printf("D3D12: closing ID3D12GraphicsCommandList failed\n");
201       batch->has_errors = true;
202       return;
203    }
204 
205    ID3D12CommandList* cmdlists[] = { ctx->cmdlist };
206    screen->cmdqueue->ExecuteCommandLists(1, cmdlists);
207    batch->fence = d3d12_create_fence(screen, ctx);
208 }
209 
210 bool
d3d12_batch_has_references(struct d3d12_batch * batch,struct d3d12_bo * bo)211 d3d12_batch_has_references(struct d3d12_batch *batch,
212                            struct d3d12_bo *bo)
213 {
214    return (_mesa_set_search(batch->bos, bo) != NULL);
215 }
216 
217 void
d3d12_batch_reference_resource(struct d3d12_batch * batch,struct d3d12_resource * res)218 d3d12_batch_reference_resource(struct d3d12_batch *batch,
219                                struct d3d12_resource *res)
220 {
221    bool found = false;
222    _mesa_set_search_and_add(batch->bos, res->bo, &found);
223    if (!found)
224       d3d12_bo_reference(res->bo);
225 }
226 
227 void
d3d12_batch_reference_sampler_view(struct d3d12_batch * batch,struct d3d12_sampler_view * sv)228 d3d12_batch_reference_sampler_view(struct d3d12_batch *batch,
229                                    struct d3d12_sampler_view *sv)
230 {
231    struct set_entry *entry = _mesa_set_search(batch->sampler_views, sv);
232    if (!entry) {
233       entry = _mesa_set_add(batch->sampler_views, sv);
234       pipe_reference(NULL, &sv->base.reference);
235    }
236 }
237 
238 void
d3d12_batch_reference_surface_texture(struct d3d12_batch * batch,struct d3d12_surface * surf)239 d3d12_batch_reference_surface_texture(struct d3d12_batch *batch,
240                                       struct d3d12_surface *surf)
241 {
242    d3d12_batch_reference_resource(batch, d3d12_resource(surf->base.texture));
243 }
244 
245 void
d3d12_batch_reference_object(struct d3d12_batch * batch,ID3D12Object * object)246 d3d12_batch_reference_object(struct d3d12_batch *batch,
247                              ID3D12Object *object)
248 {
249    struct set_entry *entry = _mesa_set_search(batch->objects, object);
250    if (!entry) {
251       entry = _mesa_set_add(batch->objects, object);
252       object->AddRef();
253    }
254 }
255