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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_residency.h"
29 #include "d3d12_resource.h"
30 #include "d3d12_resource_state.h"
31 #include "d3d12_screen.h"
32 #include "d3d12_surface.h"
33 
34 #include "util/hash_table.h"
35 #include "util/set.h"
36 #include "util/u_inlines.h"
37 
38 #include <dxguids/dxguids.h>
39 
40 bool
d3d12_init_batch(struct d3d12_context * ctx,struct d3d12_batch * batch)41 d3d12_init_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
42 {
43    struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
44 
45    batch->bos = _mesa_hash_table_create(NULL, _mesa_hash_pointer,
46                                         _mesa_key_pointer_equal);
47    batch->sampler_views = _mesa_set_create(NULL, _mesa_hash_pointer,
48                                            _mesa_key_pointer_equal);
49    batch->surfaces = _mesa_set_create(NULL, _mesa_hash_pointer,
50                                       _mesa_key_pointer_equal);
51    batch->objects = _mesa_set_create(NULL,
52                                      _mesa_hash_pointer,
53                                      _mesa_key_pointer_equal);
54 
55    if (!batch->bos || !batch->sampler_views || !batch->surfaces || !batch->objects)
56       return false;
57 
58    util_dynarray_init(&batch->zombie_samplers, NULL);
59 
60    if (FAILED(screen->dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
61                                                   IID_PPV_ARGS(&batch->cmdalloc))))
62       return false;
63 
64 
65    batch->sampler_heap =
66       d3d12_descriptor_heap_new(screen->dev,
67                                 D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
68                                 D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
69                                 128);
70 
71    batch->view_heap =
72       d3d12_descriptor_heap_new(screen->dev,
73                                 D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
74                                 D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
75                                 1024);
76 
77    if (!batch->sampler_heap && !batch->view_heap)
78       return false;
79 
80    return true;
81 }
82 
83 static void
delete_bo(hash_entry * entry)84 delete_bo(hash_entry *entry)
85 {
86    struct d3d12_bo *bo = (struct d3d12_bo *)entry->key;
87    d3d12_bo_unreference(bo);
88 }
89 
90 static void
delete_sampler_view(set_entry * entry)91 delete_sampler_view(set_entry *entry)
92 {
93    struct pipe_sampler_view *pres = (struct pipe_sampler_view *)entry->key;
94    pipe_sampler_view_reference(&pres, NULL);
95 }
96 
97 static void
delete_surface(set_entry * entry)98 delete_surface(set_entry *entry)
99 {
100    struct pipe_surface *surf = (struct pipe_surface *)entry->key;
101    pipe_surface_reference(&surf, NULL);
102 }
103 
104 static void
delete_object(set_entry * entry)105 delete_object(set_entry *entry)
106 {
107    ID3D12Object *object = (ID3D12Object *)entry->key;
108    object->Release();
109 }
110 
111 bool
d3d12_reset_batch(struct d3d12_context * ctx,struct d3d12_batch * batch,uint64_t timeout_ns)112 d3d12_reset_batch(struct d3d12_context *ctx, struct d3d12_batch *batch, uint64_t timeout_ns)
113 {
114    // batch hasn't been submitted before
115    if (!batch->fence && !batch->has_errors)
116       return true;
117 
118    if (batch->fence) {
119       if (!d3d12_fence_finish(batch->fence, timeout_ns))
120          return false;
121       d3d12_fence_reference(&batch->fence, NULL);
122    }
123 
124    _mesa_hash_table_clear(batch->bos, delete_bo);
125    _mesa_set_clear(batch->sampler_views, delete_sampler_view);
126    _mesa_set_clear(batch->surfaces, delete_surface);
127    _mesa_set_clear(batch->objects, delete_object);
128 
129    util_dynarray_foreach(&batch->zombie_samplers, d3d12_descriptor_handle, handle)
130       d3d12_descriptor_handle_free(handle);
131    util_dynarray_clear(&batch->zombie_samplers);
132 
133    d3d12_descriptor_heap_clear(batch->view_heap);
134    d3d12_descriptor_heap_clear(batch->sampler_heap);
135 
136    if (FAILED(batch->cmdalloc->Reset())) {
137       debug_printf("D3D12: resetting ID3D12CommandAllocator failed\n");
138       return false;
139    }
140    batch->has_errors = false;
141    batch->pending_memory_barrier = false;
142    return true;
143 }
144 
145 void
d3d12_destroy_batch(struct d3d12_context * ctx,struct d3d12_batch * batch)146 d3d12_destroy_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
147 {
148    d3d12_reset_batch(ctx, batch, PIPE_TIMEOUT_INFINITE);
149    batch->cmdalloc->Release();
150    d3d12_descriptor_heap_free(batch->sampler_heap);
151    d3d12_descriptor_heap_free(batch->view_heap);
152    _mesa_hash_table_destroy(batch->bos, NULL);
153    _mesa_set_destroy(batch->sampler_views, NULL);
154    _mesa_set_destroy(batch->surfaces, NULL);
155    _mesa_set_destroy(batch->objects, NULL);
156    util_dynarray_fini(&batch->zombie_samplers);
157 }
158 
159 void
d3d12_start_batch(struct d3d12_context * ctx,struct d3d12_batch * batch)160 d3d12_start_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
161 {
162    struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
163    ID3D12DescriptorHeap* heaps[2] = { d3d12_descriptor_heap_get(batch->view_heap),
164                                       d3d12_descriptor_heap_get(batch->sampler_heap) };
165 
166    d3d12_reset_batch(ctx, batch, PIPE_TIMEOUT_INFINITE);
167 
168    /* Create or reset global command list */
169    if (ctx->cmdlist) {
170       if (FAILED(ctx->cmdlist->Reset(batch->cmdalloc, NULL))) {
171          debug_printf("D3D12: resetting ID3D12GraphicsCommandList failed\n");
172          batch->has_errors = true;
173          return;
174       }
175    } else {
176       if (FAILED(screen->dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT,
177                                                 batch->cmdalloc, NULL,
178                                                 IID_PPV_ARGS(&ctx->cmdlist)))) {
179          debug_printf("D3D12: creating ID3D12GraphicsCommandList failed\n");
180          batch->has_errors = true;
181          return;
182       }
183    }
184 
185    ctx->cmdlist->SetDescriptorHeaps(2, heaps);
186    ctx->cmdlist_dirty = ~0;
187    for (int i = 0; i < PIPE_SHADER_TYPES; ++i)
188       ctx->shader_dirty[i] = ~0;
189 
190    if (!ctx->queries_disabled)
191       d3d12_resume_queries(ctx);
192    if (ctx->current_predication)
193       d3d12_enable_predication(ctx);
194 
195    batch->submit_id = ++ctx->submit_id;
196 }
197 
198 void
d3d12_end_batch(struct d3d12_context * ctx,struct d3d12_batch * batch)199 d3d12_end_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
200 {
201    struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
202 
203    if (!ctx->queries_disabled)
204       d3d12_suspend_queries(ctx);
205 
206    if (FAILED(ctx->cmdlist->Close())) {
207       debug_printf("D3D12: closing ID3D12GraphicsCommandList failed\n");
208       batch->has_errors = true;
209       return;
210    }
211 
212    mtx_lock(&screen->submit_mutex);
213 
214    d3d12_process_batch_residency(screen, batch);
215 
216    bool has_state_fixup = d3d12_context_state_resolve_submission(ctx, batch);
217 
218    ID3D12CommandList *cmdlists[] = { ctx->state_fixup_cmdlist, ctx->cmdlist };
219    ID3D12CommandList **to_execute = cmdlists;
220    UINT count_to_execute = ARRAY_SIZE(cmdlists);
221    if (!has_state_fixup) {
222       to_execute++;
223       count_to_execute--;
224    }
225    screen->cmdqueue->ExecuteCommandLists(count_to_execute, to_execute);
226    batch->fence = d3d12_create_fence(screen);
227 
228    mtx_unlock(&screen->submit_mutex);
229 }
230 
231 enum batch_bo_reference_state
232 {
233    batch_bo_reference_read = (1 << 0),
234    batch_bo_reference_written = (1 << 1),
235 };
236 
237 bool
d3d12_batch_has_references(struct d3d12_batch * batch,struct d3d12_bo * bo,bool want_to_write)238 d3d12_batch_has_references(struct d3d12_batch *batch,
239                            struct d3d12_bo *bo,
240                            bool want_to_write)
241 {
242    hash_entry *entry = _mesa_hash_table_search(batch->bos, bo);
243    if (entry == NULL)
244       return false;
245    bool resource_was_written = ((batch_bo_reference_state)(size_t)entry->data & batch_bo_reference_written) != 0;
246    return want_to_write || resource_was_written;
247 }
248 
249 void
d3d12_batch_reference_resource(struct d3d12_batch * batch,struct d3d12_resource * res,bool write)250 d3d12_batch_reference_resource(struct d3d12_batch *batch,
251                                struct d3d12_resource *res,
252                                bool write)
253 {
254    hash_entry *entry = _mesa_hash_table_search(batch->bos, res->bo);
255    if (entry == NULL) {
256       d3d12_bo_reference(res->bo);
257       entry = _mesa_hash_table_insert(batch->bos, res->bo, NULL);
258    }
259    size_t new_data = write ? batch_bo_reference_written : batch_bo_reference_read;
260    size_t old_data = (size_t)entry->data;
261    entry->data = (void*)(old_data | new_data);
262 }
263 
264 void
d3d12_batch_reference_sampler_view(struct d3d12_batch * batch,struct d3d12_sampler_view * sv)265 d3d12_batch_reference_sampler_view(struct d3d12_batch *batch,
266                                    struct d3d12_sampler_view *sv)
267 {
268    struct set_entry *entry = _mesa_set_search(batch->sampler_views, sv);
269    if (!entry) {
270       entry = _mesa_set_add(batch->sampler_views, sv);
271       pipe_reference(NULL, &sv->base.reference);
272 
273       d3d12_batch_reference_resource(batch, d3d12_resource(sv->base.texture), false);
274    }
275 }
276 
277 void
d3d12_batch_reference_surface_texture(struct d3d12_batch * batch,struct d3d12_surface * surf)278 d3d12_batch_reference_surface_texture(struct d3d12_batch *batch,
279                                       struct d3d12_surface *surf)
280 {
281    d3d12_batch_reference_resource(batch, d3d12_resource(surf->base.texture), true);
282 }
283 
284 void
d3d12_batch_reference_object(struct d3d12_batch * batch,ID3D12Object * object)285 d3d12_batch_reference_object(struct d3d12_batch *batch,
286                              ID3D12Object *object)
287 {
288    struct set_entry *entry = _mesa_set_search(batch->objects, object);
289    if (!entry) {
290       entry = _mesa_set_add(batch->objects, object);
291       object->AddRef();
292    }
293 }
294