• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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_bufmgr.h"
26 #include "d3d12_residency.h"
27 #include "d3d12_resource.h"
28 #include "d3d12_screen.h"
29 
30 #include "util/os_time.h"
31 
32 #include <dxguids/dxguids.h>
33 
34 static constexpr unsigned residency_batch_size = 128;
35 
36 static void
evict_aged_allocations(struct d3d12_screen * screen,uint64_t completed_fence,int64_t time,int64_t grace_period)37 evict_aged_allocations(struct d3d12_screen *screen, uint64_t completed_fence, int64_t time, int64_t grace_period)
38 {
39    ID3D12Pageable *to_evict[residency_batch_size];
40    unsigned num_pending_evictions = 0;
41 
42    list_for_each_entry_safe(struct d3d12_bo, bo, &screen->residency_list, residency_list_entry) {
43       /* This residency list should all be base bos, not suballocated ones */
44       assert(bo->res);
45 
46       if (bo->last_used_fence > completed_fence ||
47           time - bo->last_used_timestamp <= grace_period) {
48          /* List is LRU-sorted, this bo is still in use, so we're done */
49          break;
50       }
51 
52       if (bo->residency_status == d3d12_permanently_resident)
53          continue;
54 
55       to_evict[num_pending_evictions++] = bo->res;
56       bo->residency_status = d3d12_evicted;
57       list_del(&bo->residency_list_entry);
58 
59       if (num_pending_evictions == residency_batch_size) {
60          screen->dev->Evict(num_pending_evictions, to_evict);
61          num_pending_evictions = 0;
62       }
63    }
64 
65    if (num_pending_evictions)
66       screen->dev->Evict(num_pending_evictions, to_evict);
67 }
68 
69 static void
evict_to_fence_or_budget(struct d3d12_screen * screen,uint64_t target_fence,uint64_t current_usage,uint64_t target_budget)70 evict_to_fence_or_budget(struct d3d12_screen *screen, uint64_t target_fence, uint64_t current_usage, uint64_t target_budget)
71 {
72    screen->fence->SetEventOnCompletion(target_fence, nullptr);
73 
74    ID3D12Pageable *to_evict[residency_batch_size];
75    unsigned num_pending_evictions = 0;
76 
77    list_for_each_entry_safe(struct d3d12_bo, bo, &screen->residency_list, residency_list_entry) {
78       /* This residency list should all be base bos, not suballocated ones */
79       assert(bo->res);
80 
81       if (bo->last_used_fence > target_fence || current_usage < target_budget) {
82          break;
83       }
84 
85       if (bo->residency_status == d3d12_permanently_resident)
86          continue;
87 
88       to_evict[num_pending_evictions++] = bo->res;
89       bo->residency_status = d3d12_evicted;
90       list_del(&bo->residency_list_entry);
91 
92       current_usage -= bo->estimated_size;
93 
94       if (num_pending_evictions == residency_batch_size) {
95          screen->dev->Evict(num_pending_evictions, to_evict);
96          num_pending_evictions = 0;
97       }
98    }
99 
100    if (num_pending_evictions)
101       screen->dev->Evict(num_pending_evictions, to_evict);
102 }
103 
104 static constexpr int64_t eviction_grace_period_seconds_min = 1;
105 static constexpr int64_t eviction_grace_period_seconds_max = 60;
106 static constexpr int64_t microseconds_per_second = 1000000;
107 static constexpr int64_t eviction_grace_period_microseconds_min =
108    eviction_grace_period_seconds_min * microseconds_per_second;
109 static constexpr int64_t eviction_grace_period_microseconds_max =
110    eviction_grace_period_seconds_max * microseconds_per_second;
111 static constexpr double trim_percentage_usage_threshold = 0.7;
112 
113 static int64_t
get_eviction_grace_period(struct d3d12_memory_info * mem_info)114 get_eviction_grace_period(struct d3d12_memory_info *mem_info)
115 {
116    double pressure = double(mem_info->usage) / double(mem_info->budget);
117    pressure = MIN2(pressure, 1.0);
118 
119    if (pressure > trim_percentage_usage_threshold) {
120       /* Normalize pressure for the range [0, threshold] */
121       pressure = (pressure - trim_percentage_usage_threshold) / (1.0 - trim_percentage_usage_threshold);
122       /* Linearly interpolate between min and max period based on pressure */
123       return (int64_t)((eviction_grace_period_microseconds_max - eviction_grace_period_microseconds_min) *
124          (1.0 - pressure)) + eviction_grace_period_microseconds_min;
125    }
126 
127    /* Unlimited grace period, essentially don't trim at all */
128    return INT64_MAX;
129 }
130 
131 void
d3d12_process_batch_residency(struct d3d12_screen * screen,struct d3d12_batch * batch)132 d3d12_process_batch_residency(struct d3d12_screen *screen, struct d3d12_batch *batch)
133 {
134    d3d12_memory_info mem_info;
135    screen->get_memory_info(screen, &mem_info);
136 
137    uint64_t completed_fence_value = screen->fence->GetCompletedValue();
138    uint64_t pending_fence_value = screen->fence_value + 1;
139    int64_t current_time = os_time_get();
140    int64_t grace_period = get_eviction_grace_period(&mem_info);
141 
142    /* Gather base bos for the batch */
143    uint64_t size_to_make_resident = 0;
144    set *base_bo_set = _mesa_pointer_set_create(nullptr);
145    hash_table_foreach(batch->bos, entry) {
146       struct d3d12_bo *bo = (struct d3d12_bo *)entry->key;
147       uint64_t offset;
148       struct d3d12_bo *base_bo = d3d12_bo_get_base(bo, &offset);
149 
150       if (base_bo->residency_status == d3d12_evicted) {
151          bool added = false;
152          _mesa_set_search_or_add(base_bo_set, base_bo, &added);
153          assert(!added);
154 
155          base_bo->residency_status = d3d12_resident;
156          size_to_make_resident += base_bo->estimated_size;
157          list_addtail(&base_bo->residency_list_entry, &screen->residency_list);
158       } else if (base_bo->last_used_fence != pending_fence_value) {
159          /* First time seeing this already-resident base bo in this batch */
160          list_del(&base_bo->residency_list_entry);
161          list_addtail(&base_bo->residency_list_entry, &screen->residency_list);
162       }
163 
164       base_bo->last_used_fence = pending_fence_value;
165       base_bo->last_used_timestamp = current_time;
166    }
167 
168    /* Now that bos referenced by this batch are moved to the end of the LRU, trim it */
169    evict_aged_allocations(screen, completed_fence_value, current_time, grace_period);
170 
171    /* If there's nothing needing to be made newly resident, we're done once we've trimmed */
172    if (base_bo_set->entries == 0) {
173       _mesa_set_destroy(base_bo_set, nullptr);
174       return;
175    }
176 
177    uint64_t residency_fence_value_snapshot = screen->residency_fence_value;
178 
179    struct set_entry *entry = _mesa_set_next_entry(base_bo_set, nullptr);
180    uint64_t batch_memory_size = 0;
181    unsigned batch_count = 0;
182    ID3D12Pageable *to_make_resident[residency_batch_size];
183    while (true) {
184       /* Refresh memory stats */
185       screen->get_memory_info(screen, &mem_info);
186 
187       int64_t available_memory = (int64_t)mem_info.budget - (int64_t)mem_info.usage;
188 
189       assert(!list_is_empty(&screen->residency_list));
190       struct d3d12_bo *oldest_resident_bo =
191          list_first_entry(&screen->residency_list, struct d3d12_bo, residency_list_entry);
192       bool anything_to_wait_for = oldest_resident_bo->last_used_fence < pending_fence_value;
193 
194       /* We've got some room, or we can't free up any more room, make some resources resident */
195       HRESULT hr = S_OK;
196       if ((available_memory || !anything_to_wait_for) && batch_count < residency_batch_size) {
197          for (; entry; entry = _mesa_set_next_entry(base_bo_set, entry)) {
198             struct d3d12_bo *bo = (struct d3d12_bo *)entry->key;
199             if (anything_to_wait_for &&
200                 (int64_t)(batch_memory_size + bo->estimated_size) > available_memory)
201                break;
202 
203             batch_memory_size += bo->estimated_size;
204             to_make_resident[batch_count++] = bo->res;
205             if (batch_count == residency_batch_size)
206                break;
207          }
208 
209          if (batch_count) {
210             hr = screen->dev->EnqueueMakeResident(D3D12_RESIDENCY_FLAG_NONE, batch_count, to_make_resident,
211                screen->residency_fence, screen->residency_fence_value + 1);
212             if (SUCCEEDED(hr))
213                ++screen->residency_fence_value;
214          }
215 
216          if (SUCCEEDED(hr) && batch_count == residency_batch_size) {
217             batch_count = 0;
218             size_to_make_resident -= batch_memory_size;
219             continue;
220          }
221       }
222 
223       /* We need to free up some space, either we broke early from the resource loop,
224        * or the MakeResident call itself failed.
225        */
226       if (FAILED(hr) || entry) {
227          if (!anything_to_wait_for) {
228             assert(false);
229             break;
230          }
231 
232          evict_to_fence_or_budget(screen, oldest_resident_bo->last_used_fence, mem_info.usage + size_to_make_resident, mem_info.budget);
233          continue;
234       }
235 
236       /* Made it to the end without explicitly needing to loop, so we're done */
237       break;
238    }
239    _mesa_set_destroy(base_bo_set, nullptr);
240 
241    /* The GPU needs to wait for these resources to be made resident */
242    if (residency_fence_value_snapshot != screen->residency_fence_value)
243       screen->cmdqueue->Wait(screen->residency_fence, screen->residency_fence_value);
244 }
245 
246 bool
d3d12_init_residency(struct d3d12_screen * screen)247 d3d12_init_residency(struct d3d12_screen *screen)
248 {
249    list_inithead(&screen->residency_list);
250    if (FAILED(screen->dev->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&screen->residency_fence))))
251       return false;
252 
253    return true;
254 }
255 
256 void
d3d12_deinit_residency(struct d3d12_screen * screen)257 d3d12_deinit_residency(struct d3d12_screen *screen)
258 {
259    if (screen->residency_fence) {
260       screen->residency_fence->Release();
261       screen->residency_fence = nullptr;
262    }
263 }
264 
265 void
d3d12_promote_to_permanent_residency(struct d3d12_screen * screen,struct d3d12_resource * resource)266 d3d12_promote_to_permanent_residency(struct d3d12_screen *screen, struct d3d12_resource* resource)
267 {
268    mtx_lock(&screen->submit_mutex);
269    uint64_t offset;
270    struct d3d12_bo *base_bo = d3d12_bo_get_base(resource->bo, &offset);
271 
272    /* Promote non-permanent resident resources to permanent residency*/
273    if(base_bo->residency_status != d3d12_permanently_resident) {
274 
275       /* Mark as permanently resident*/
276       base_bo->residency_status = d3d12_permanently_resident;
277 
278       /* If it wasn't made resident before, make it*/
279       bool was_made_resident = (base_bo->residency_status == d3d12_resident);
280       if(!was_made_resident) {
281          list_addtail(&base_bo->residency_list_entry, &screen->residency_list);
282          ID3D12Pageable *pageable = base_bo->res;
283          HRESULT hr = screen->dev->MakeResident(1, &pageable);
284          assert(SUCCEEDED(hr));
285       }
286    }
287    mtx_unlock(&screen->submit_mutex);
288 }