/* * Copyright © Microsoft Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ #include "d3d12_batch.h" #include "d3d12_context.h" #include "d3d12_fence.h" #include "d3d12_query.h" #include "d3d12_residency.h" #include "d3d12_resource.h" #include "d3d12_resource_state.h" #include "d3d12_screen.h" #include "d3d12_surface.h" #include "util/hash_table.h" #include "util/set.h" #include "util/u_inlines.h" #include unsigned d3d12_sampler_desc_table_key_hash(const void* key) { const d3d12_sampler_desc_table_key* table = (d3d12_sampler_desc_table_key*)key; return _mesa_hash_data(table->descs, sizeof(table->descs[0]) * table->count); } bool d3d12_sampler_desc_table_key_equals(const void* a, const void* b) { const d3d12_sampler_desc_table_key* table_a = (d3d12_sampler_desc_table_key*)a; const d3d12_sampler_desc_table_key* table_b = (d3d12_sampler_desc_table_key*)b; return table_a->count == table_b->count && memcmp(table_a->descs, table_b->descs, sizeof(table_a->descs[0]) * table_a->count) == 0; } bool d3d12_init_batch(struct d3d12_context *ctx, struct d3d12_batch *batch) { struct d3d12_screen *screen = d3d12_screen(ctx->base.screen); batch->bos = _mesa_hash_table_create(NULL, _mesa_hash_pointer, _mesa_key_pointer_equal); util_dynarray_init(&batch->local_bos, NULL); batch->surfaces = _mesa_set_create(NULL, _mesa_hash_pointer, _mesa_key_pointer_equal); batch->objects = _mesa_set_create(NULL, _mesa_hash_pointer, _mesa_key_pointer_equal); if (!batch->bos || !batch->surfaces || !batch->objects) return false; #ifdef HAVE_GALLIUM_D3D12_GRAPHICS if (screen->max_feature_level >= D3D_FEATURE_LEVEL_11_0) { batch->queries = _mesa_set_create(NULL, _mesa_hash_pointer, _mesa_key_pointer_equal); batch->view_heap = d3d12_descriptor_heap_new(screen->dev, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE, 8096); batch->sampler_tables = _mesa_hash_table_create(NULL, d3d12_sampler_desc_table_key_hash, d3d12_sampler_desc_table_key_equals); batch->sampler_views = _mesa_set_create(NULL, _mesa_hash_pointer, _mesa_key_pointer_equal); if (!batch->sampler_tables || !batch->sampler_views || !batch->view_heap || !batch->queries) return false; util_dynarray_init(&batch->zombie_samplers, NULL); batch->sampler_heap = d3d12_descriptor_heap_new(screen->dev, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE, 1024); if (!batch->sampler_heap) return false; } #endif // HAVE_GALLIUM_D3D12_GRAPHICS if (FAILED(screen->dev->CreateCommandAllocator(screen->queue_type, IID_PPV_ARGS(&batch->cmdalloc)))) return false; return true; } static inline void delete_bo(d3d12_bo *bo) { d3d12_bo_unreference(bo); } static void delete_bo_entry(hash_entry *entry) { struct d3d12_bo *bo = (struct d3d12_bo *)entry->key; d3d12_bo_unreference(bo); } static void delete_sampler_view_table(hash_entry *entry) { FREE((void*)entry->key); FREE(entry->data); } static void delete_sampler_view(set_entry *entry) { struct pipe_sampler_view *pres = (struct pipe_sampler_view *)entry->key; pipe_sampler_view_reference(&pres, NULL); } static void delete_surface(set_entry *entry) { struct pipe_surface *surf = (struct pipe_surface *)entry->key; pipe_surface_reference(&surf, NULL); } static void delete_object(set_entry *entry) { ID3D12Object *object = (ID3D12Object *)entry->key; object->Release(); } #ifdef HAVE_GALLIUM_D3D12_GRAPHICS static void delete_query(set_entry *entry) { struct d3d12_query *query = (struct d3d12_query *)entry->key; if (pipe_reference(&query->reference, nullptr)) d3d12_destroy_query(query); } #endif // HAVE_GALLIUM_D3D12_GRAPHICS bool d3d12_reset_batch(struct d3d12_context *ctx, struct d3d12_batch *batch, uint64_t timeout_ns) { // batch hasn't been submitted before if (!batch->fence && !batch->has_errors) return true; if (batch->fence) { if (!d3d12_fence_finish(batch->fence, timeout_ns)) return false; d3d12_fence_reference(&batch->fence, NULL); } _mesa_hash_table_clear(batch->bos, delete_bo_entry); _mesa_set_clear(batch->surfaces, delete_surface); _mesa_set_clear(batch->objects, delete_object); util_dynarray_foreach(&batch->local_bos, d3d12_bo*, bo) { (*bo)->local_reference_mask[batch->ctx_id] &= ~(1 << batch->ctx_index); delete_bo(*bo); } util_dynarray_clear(&batch->local_bos); #ifdef HAVE_GALLIUM_D3D12_GRAPHICS if (d3d12_screen(ctx->base.screen)->max_feature_level >= D3D_FEATURE_LEVEL_11_0) { _mesa_hash_table_clear(batch->sampler_tables, delete_sampler_view_table); _mesa_set_clear(batch->sampler_views, delete_sampler_view); _mesa_set_clear(batch->queries, delete_query); util_dynarray_foreach(&batch->zombie_samplers, d3d12_descriptor_handle, handle) d3d12_descriptor_handle_free(handle); util_dynarray_clear(&batch->zombie_samplers); d3d12_descriptor_heap_clear(batch->view_heap); d3d12_descriptor_heap_clear(batch->sampler_heap); } #endif // HAVE_GALLIUM_D3D12_GRAPHICS if (FAILED(batch->cmdalloc->Reset())) { debug_printf("D3D12: resetting ID3D12CommandAllocator failed\n"); return false; } batch->has_errors = false; batch->pending_memory_barrier = false; return true; } void d3d12_destroy_batch(struct d3d12_context *ctx, struct d3d12_batch *batch) { d3d12_reset_batch(ctx, batch, OS_TIMEOUT_INFINITE); batch->cmdalloc->Release(); _mesa_hash_table_destroy(batch->bos, NULL); #ifdef HAVE_GALLIUM_D3D12_GRAPHICS if (d3d12_screen(ctx->base.screen)->max_feature_level >= D3D_FEATURE_LEVEL_11_0) { d3d12_descriptor_heap_free(batch->sampler_heap); d3d12_descriptor_heap_free(batch->view_heap); _mesa_hash_table_destroy(batch->sampler_tables, NULL); _mesa_set_destroy(batch->sampler_views, NULL); _mesa_set_destroy(batch->queries, NULL); util_dynarray_fini(&batch->zombie_samplers); } #endif // HAVE_GALLIUM_D3D12_GRAPHICS _mesa_set_destroy(batch->surfaces, NULL); _mesa_set_destroy(batch->objects, NULL); util_dynarray_fini(&batch->local_bos); } void d3d12_start_batch(struct d3d12_context *ctx, struct d3d12_batch *batch) { struct d3d12_screen *screen = d3d12_screen(ctx->base.screen); d3d12_reset_batch(ctx, batch, OS_TIMEOUT_INFINITE); /* Create or reset global command list */ if (ctx->cmdlist) { if (FAILED(ctx->cmdlist->Reset(batch->cmdalloc, NULL))) { debug_printf("D3D12: resetting ID3D12GraphicsCommandList failed\n"); batch->has_errors = true; return; } } else { if (FAILED(screen->dev->CreateCommandList(0, screen->queue_type, batch->cmdalloc, NULL, IID_PPV_ARGS(&ctx->cmdlist)))) { debug_printf("D3D12: creating ID3D12GraphicsCommandList failed\n"); batch->has_errors = true; return; } if (FAILED(ctx->cmdlist->QueryInterface(IID_PPV_ARGS(&ctx->cmdlist2)))) { ctx->cmdlist2 = nullptr; } if (FAILED(ctx->cmdlist->QueryInterface(IID_PPV_ARGS(&ctx->cmdlist8)))) { ctx->cmdlist8 = nullptr; } } #ifdef HAVE_GALLIUM_D3D12_GRAPHICS if (screen->max_feature_level >= D3D_FEATURE_LEVEL_11_0) { ID3D12DescriptorHeap* heaps[2] = { d3d12_descriptor_heap_get(batch->view_heap), d3d12_descriptor_heap_get(batch->sampler_heap) }; ctx->cmdlist->SetDescriptorHeaps(2, heaps); ctx->cmdlist_dirty = ~0; for (int i = 0; i < PIPE_SHADER_TYPES; ++i) ctx->shader_dirty[i] = ~0; if (!ctx->queries_disabled) d3d12_resume_queries(ctx); if (ctx->current_predication) d3d12_enable_predication(ctx); } #endif // HAVE_GALLIUM_D3D12_GRAPHICS batch->submit_id = ++ctx->submit_id; } void d3d12_end_batch(struct d3d12_context *ctx, struct d3d12_batch *batch) { struct d3d12_screen *screen = d3d12_screen(ctx->base.screen); #ifdef HAVE_GALLIUM_D3D12_GRAPHICS if (!ctx->queries_disabled) d3d12_suspend_queries(ctx); #endif // HAVE_GALLIUM_D3D12_GRAPHICS if (FAILED(ctx->cmdlist->Close())) { debug_printf("D3D12: closing ID3D12GraphicsCommandList failed\n"); batch->has_errors = true; return; } mtx_lock(&screen->submit_mutex); #ifndef _GAMING_XBOX d3d12_process_batch_residency(screen, batch); #endif bool has_state_fixup = d3d12_context_state_resolve_submission(ctx, batch); ID3D12CommandList *cmdlists[] = { ctx->state_fixup_cmdlist, ctx->cmdlist }; ID3D12CommandList **to_execute = cmdlists; UINT count_to_execute = ARRAY_SIZE(cmdlists); if (!has_state_fixup) { to_execute++; count_to_execute--; } screen->cmdqueue->ExecuteCommandLists(count_to_execute, to_execute); batch->fence = d3d12_create_fence(screen); #ifdef HAVE_GALLIUM_D3D12_GRAPHICS /* batch->queries is NULL when no grfx supported */ if (screen->max_feature_level >= D3D_FEATURE_LEVEL_11_0) { set_foreach_remove(batch->queries, entry) { d3d12_query *query = (struct d3d12_query *)entry->key; if (pipe_reference(&query->reference, nullptr)) d3d12_destroy_query(query); else query->fence_value = screen->fence_value; } } #endif // HAVE_GALLIUM_D3D12_GRAPHICS mtx_unlock(&screen->submit_mutex); } inline uint8_t* d3d12_batch_get_reference(struct d3d12_batch *batch, struct d3d12_bo *bo) { if (batch->ctx_id != D3D12_CONTEXT_NO_ID) { if ((bo->local_reference_mask[batch->ctx_id] & (1 << batch->ctx_index)) != 0) { return &bo->local_reference_state[batch->ctx_id][batch->ctx_index]; } else return NULL; } else { hash_entry* entry = _mesa_hash_table_search(batch->bos, bo); if (entry == NULL) return NULL; else return (uint8_t*)&entry->data; } } inline uint8_t* d3d12_batch_acquire_reference(struct d3d12_batch *batch, struct d3d12_bo *bo) { if (batch->ctx_id != D3D12_CONTEXT_NO_ID) { if ((bo->local_reference_mask[batch->ctx_id] & (1 << batch->ctx_index)) == 0) { d3d12_bo_reference(bo); util_dynarray_append(&batch->local_bos, d3d12_bo*, bo); bo->local_reference_mask[batch->ctx_id] |= (1 << batch->ctx_index); bo->local_reference_state[batch->ctx_id][batch->ctx_index] = batch_bo_reference_none; } return &bo->local_reference_state[batch->ctx_id][batch->ctx_index]; } else { hash_entry* entry = _mesa_hash_table_search(batch->bos, bo); if (entry == NULL) { d3d12_bo_reference(bo); entry = _mesa_hash_table_insert(batch->bos, bo, NULL); } return (uint8_t*)&entry->data; } } bool d3d12_batch_has_references(struct d3d12_batch *batch, struct d3d12_bo *bo, bool want_to_write) { uint8_t*state = d3d12_batch_get_reference(batch, bo); if (state == NULL) return false; bool resource_was_written = ((batch_bo_reference_state)(size_t)*state & batch_bo_reference_written) != 0; return want_to_write || resource_was_written; } void d3d12_batch_reference_resource(struct d3d12_batch *batch, struct d3d12_resource *res, bool write) { uint8_t*state = d3d12_batch_acquire_reference(batch, res->bo); uint8_t new_data = write ? batch_bo_reference_written : batch_bo_reference_read; uint8_t old_data = (uint8_t)*state; *state = (old_data | new_data); } void d3d12_batch_reference_sampler_view(struct d3d12_batch *batch, struct d3d12_sampler_view *sv) { struct set_entry *entry = _mesa_set_search(batch->sampler_views, sv); if (!entry) { entry = _mesa_set_add(batch->sampler_views, sv); pipe_reference(NULL, &sv->base.reference); d3d12_batch_reference_resource(batch, d3d12_resource(sv->base.texture), false); } } void d3d12_batch_reference_surface_texture(struct d3d12_batch *batch, struct d3d12_surface *surf) { d3d12_batch_reference_resource(batch, d3d12_resource(surf->base.texture), true); } void d3d12_batch_reference_object(struct d3d12_batch *batch, ID3D12Object *object) { struct set_entry *entry = _mesa_set_search(batch->objects, object); if (!entry) { entry = _mesa_set_add(batch->objects, object); object->AddRef(); } } void d3d12_batch_reference_query(struct d3d12_batch *batch, struct d3d12_query *query) { struct set_entry *entry = _mesa_set_search(batch->queries, query); if (!entry) { entry = _mesa_set_add(batch->queries, query); pipe_reference(NULL, &query->reference); } }