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