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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 
d3d12_sampler_desc_table_key_hash(const void * key)41 unsigned d3d12_sampler_desc_table_key_hash(const void* key)
42 {
43    const d3d12_sampler_desc_table_key* table = (d3d12_sampler_desc_table_key*)key;
44 
45    return _mesa_hash_data(table->descs, sizeof(table->descs[0]) * table->count);
46 }
d3d12_sampler_desc_table_key_equals(const void * a,const void * b)47 bool d3d12_sampler_desc_table_key_equals(const void* a, const void* b)
48 {
49    const d3d12_sampler_desc_table_key* table_a = (d3d12_sampler_desc_table_key*)a;
50    const d3d12_sampler_desc_table_key* table_b = (d3d12_sampler_desc_table_key*)b;
51    return table_a->count == table_b->count && memcmp(table_a->descs, table_b->descs, sizeof(table_a->descs[0]) * table_a->count) == 0;
52 }
53 
54 bool
d3d12_init_batch(struct d3d12_context * ctx,struct d3d12_batch * batch)55 d3d12_init_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
56 {
57    struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
58 
59    batch->bos = _mesa_hash_table_create(NULL, _mesa_hash_pointer,
60                                         _mesa_key_pointer_equal);
61    batch->sampler_tables = _mesa_hash_table_create(NULL, d3d12_sampler_desc_table_key_hash,
62                                                    d3d12_sampler_desc_table_key_equals);
63    batch->sampler_views = _mesa_set_create(NULL, _mesa_hash_pointer,
64                                            _mesa_key_pointer_equal);
65    batch->surfaces = _mesa_set_create(NULL, _mesa_hash_pointer,
66                                       _mesa_key_pointer_equal);
67    batch->objects = _mesa_set_create(NULL,
68                                      _mesa_hash_pointer,
69                                      _mesa_key_pointer_equal);
70    batch->queries = _mesa_set_create(NULL, _mesa_hash_pointer,
71                                      _mesa_key_pointer_equal);
72 
73    if (!batch->bos || !batch->sampler_tables || !batch->sampler_views || !batch->surfaces || !batch->objects)
74       return false;
75 
76    util_dynarray_init(&batch->zombie_samplers, NULL);
77    util_dynarray_init(&batch->local_bos, NULL);
78 
79    if (FAILED(screen->dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
80                                                   IID_PPV_ARGS(&batch->cmdalloc))))
81       return false;
82 
83    batch->sampler_heap =
84       d3d12_descriptor_heap_new(screen->dev,
85                                 D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
86                                 D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
87                               1024);
88 
89    batch->view_heap =
90       d3d12_descriptor_heap_new(screen->dev,
91                                 D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
92                                 D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
93                                 8096);
94 
95    if (!batch->sampler_heap && !batch->view_heap)
96       return false;
97 
98    return true;
99 }
100 
101 static inline void
delete_bo(d3d12_bo * bo)102 delete_bo(d3d12_bo *bo)
103 {
104    d3d12_bo_unreference(bo);
105 }
106 static void
delete_bo_entry(hash_entry * entry)107 delete_bo_entry(hash_entry *entry)
108 {
109    struct d3d12_bo *bo = (struct d3d12_bo *)entry->key;
110    d3d12_bo_unreference(bo);
111 }
112 
113 static void
delete_sampler_view_table(hash_entry * entry)114 delete_sampler_view_table(hash_entry *entry)
115 {
116    FREE((void*)entry->key);
117    FREE(entry->data);
118 }
119 
120 static void
delete_sampler_view(set_entry * entry)121 delete_sampler_view(set_entry *entry)
122 {
123    struct pipe_sampler_view *pres = (struct pipe_sampler_view *)entry->key;
124    pipe_sampler_view_reference(&pres, NULL);
125 }
126 
127 static void
delete_surface(set_entry * entry)128 delete_surface(set_entry *entry)
129 {
130    struct pipe_surface *surf = (struct pipe_surface *)entry->key;
131    pipe_surface_reference(&surf, NULL);
132 }
133 
134 static void
delete_object(set_entry * entry)135 delete_object(set_entry *entry)
136 {
137    ID3D12Object *object = (ID3D12Object *)entry->key;
138    object->Release();
139 }
140 
141 static void
delete_query(set_entry * entry)142 delete_query(set_entry *entry)
143 {
144    struct d3d12_query *query = (struct d3d12_query *)entry->key;
145    if (pipe_reference(&query->reference, nullptr))
146       d3d12_destroy_query(query);
147 }
148 
149 bool
d3d12_reset_batch(struct d3d12_context * ctx,struct d3d12_batch * batch,uint64_t timeout_ns)150 d3d12_reset_batch(struct d3d12_context *ctx, struct d3d12_batch *batch, uint64_t timeout_ns)
151 {
152    // batch hasn't been submitted before
153    if (!batch->fence && !batch->has_errors)
154       return true;
155 
156    if (batch->fence) {
157       if (!d3d12_fence_finish(batch->fence, timeout_ns))
158          return false;
159       d3d12_fence_reference(&batch->fence, NULL);
160    }
161 
162    _mesa_hash_table_clear(batch->bos, delete_bo_entry);
163    _mesa_hash_table_clear(batch->sampler_tables, delete_sampler_view_table);
164    _mesa_set_clear(batch->sampler_views, delete_sampler_view);
165    _mesa_set_clear(batch->surfaces, delete_surface);
166    _mesa_set_clear(batch->objects, delete_object);
167    _mesa_set_clear(batch->queries, delete_query);
168 
169 
170    util_dynarray_foreach(&batch->local_bos, d3d12_bo*, bo) {
171       (*bo)->local_reference_mask[batch->ctx_id] &= ~(1 << batch->ctx_index);
172       delete_bo(*bo);
173    }
174    util_dynarray_clear(&batch->local_bos);
175 
176    util_dynarray_foreach(&batch->zombie_samplers, d3d12_descriptor_handle, handle)
177       d3d12_descriptor_handle_free(handle);
178    util_dynarray_clear(&batch->zombie_samplers);
179 
180    d3d12_descriptor_heap_clear(batch->view_heap);
181    d3d12_descriptor_heap_clear(batch->sampler_heap);
182 
183    if (FAILED(batch->cmdalloc->Reset())) {
184       debug_printf("D3D12: resetting ID3D12CommandAllocator failed\n");
185       return false;
186    }
187    batch->has_errors = false;
188    batch->pending_memory_barrier = false;
189    return true;
190 }
191 
192 void
d3d12_destroy_batch(struct d3d12_context * ctx,struct d3d12_batch * batch)193 d3d12_destroy_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
194 {
195    d3d12_reset_batch(ctx, batch, OS_TIMEOUT_INFINITE);
196    batch->cmdalloc->Release();
197    d3d12_descriptor_heap_free(batch->sampler_heap);
198    d3d12_descriptor_heap_free(batch->view_heap);
199    _mesa_hash_table_destroy(batch->bos, NULL);
200    _mesa_hash_table_destroy(batch->sampler_tables, NULL);
201    _mesa_set_destroy(batch->sampler_views, NULL);
202    _mesa_set_destroy(batch->surfaces, NULL);
203    _mesa_set_destroy(batch->objects, NULL);
204    _mesa_set_destroy(batch->queries, NULL);
205    util_dynarray_fini(&batch->zombie_samplers);
206    util_dynarray_fini(&batch->local_bos);
207 }
208 
209 void
d3d12_start_batch(struct d3d12_context * ctx,struct d3d12_batch * batch)210 d3d12_start_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
211 {
212    struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
213    ID3D12DescriptorHeap* heaps[2] = { d3d12_descriptor_heap_get(batch->view_heap),
214                                       d3d12_descriptor_heap_get(batch->sampler_heap) };
215 
216    d3d12_reset_batch(ctx, batch, OS_TIMEOUT_INFINITE);
217 
218    /* Create or reset global command list */
219    if (ctx->cmdlist) {
220       if (FAILED(ctx->cmdlist->Reset(batch->cmdalloc, NULL))) {
221          debug_printf("D3D12: resetting ID3D12GraphicsCommandList failed\n");
222          batch->has_errors = true;
223          return;
224       }
225    } else {
226       if (FAILED(screen->dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT,
227                                                 batch->cmdalloc, NULL,
228                                                 IID_PPV_ARGS(&ctx->cmdlist)))) {
229          debug_printf("D3D12: creating ID3D12GraphicsCommandList failed\n");
230          batch->has_errors = true;
231          return;
232       }
233       if (FAILED(ctx->cmdlist->QueryInterface(IID_PPV_ARGS(&ctx->cmdlist2)))) {
234          ctx->cmdlist2 = nullptr;
235       }
236       if (FAILED(ctx->cmdlist->QueryInterface(IID_PPV_ARGS(&ctx->cmdlist8)))) {
237          ctx->cmdlist8 = nullptr;
238       }
239    }
240 
241    ctx->cmdlist->SetDescriptorHeaps(2, heaps);
242    ctx->cmdlist_dirty = ~0;
243    for (int i = 0; i < PIPE_SHADER_TYPES; ++i)
244       ctx->shader_dirty[i] = ~0;
245 
246    if (!ctx->queries_disabled)
247       d3d12_resume_queries(ctx);
248    if (ctx->current_predication)
249       d3d12_enable_predication(ctx);
250 
251    batch->submit_id = ++ctx->submit_id;
252 }
253 
254 void
d3d12_end_batch(struct d3d12_context * ctx,struct d3d12_batch * batch)255 d3d12_end_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
256 {
257    struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
258 
259    if (!ctx->queries_disabled)
260       d3d12_suspend_queries(ctx);
261 
262    if (FAILED(ctx->cmdlist->Close())) {
263       debug_printf("D3D12: closing ID3D12GraphicsCommandList failed\n");
264       batch->has_errors = true;
265       return;
266    }
267 
268    mtx_lock(&screen->submit_mutex);
269 
270 #ifndef _GAMING_XBOX
271    d3d12_process_batch_residency(screen, batch);
272 #endif
273 
274    bool has_state_fixup = d3d12_context_state_resolve_submission(ctx, batch);
275 
276    ID3D12CommandList *cmdlists[] = { ctx->state_fixup_cmdlist, ctx->cmdlist };
277    ID3D12CommandList **to_execute = cmdlists;
278    UINT count_to_execute = ARRAY_SIZE(cmdlists);
279    if (!has_state_fixup) {
280       to_execute++;
281       count_to_execute--;
282    }
283    screen->cmdqueue->ExecuteCommandLists(count_to_execute, to_execute);
284 
285    batch->fence = d3d12_create_fence(screen);
286 
287    set_foreach_remove(batch->queries, entry) {
288       d3d12_query *query = (struct d3d12_query *)entry->key;
289       if (pipe_reference(&query->reference, nullptr))
290          d3d12_destroy_query(query);
291       else
292          query->fence_value = screen->fence_value;
293    }
294 
295    mtx_unlock(&screen->submit_mutex);
296 }
297 
298 
299 inline uint8_t*
d3d12_batch_get_reference(struct d3d12_batch * batch,struct d3d12_bo * bo)300 d3d12_batch_get_reference(struct d3d12_batch *batch,
301                           struct d3d12_bo *bo)
302 {
303    if (batch->ctx_id != D3D12_CONTEXT_NO_ID) {
304       if ((bo->local_reference_mask[batch->ctx_id] & (1 << batch->ctx_index)) != 0) {
305          return &bo->local_reference_state[batch->ctx_id][batch->ctx_index];
306       }
307       else
308          return NULL;
309    }
310    else {
311       hash_entry* entry = _mesa_hash_table_search(batch->bos, bo);
312       if (entry == NULL)
313          return NULL;
314       else
315          return (uint8_t*)&entry->data;
316    }
317 }
318 
319 inline uint8_t*
d3d12_batch_acquire_reference(struct d3d12_batch * batch,struct d3d12_bo * bo)320 d3d12_batch_acquire_reference(struct d3d12_batch *batch,
321                           struct d3d12_bo *bo)
322 {
323    if (batch->ctx_id != D3D12_CONTEXT_NO_ID) {
324       if ((bo->local_reference_mask[batch->ctx_id] & (1 << batch->ctx_index)) == 0) {
325          d3d12_bo_reference(bo);
326          util_dynarray_append(&batch->local_bos, d3d12_bo*, bo);
327          bo->local_reference_mask[batch->ctx_id] |= (1 << batch->ctx_index);
328          bo->local_reference_state[batch->ctx_id][batch->ctx_index] = batch_bo_reference_none;
329       }
330       return &bo->local_reference_state[batch->ctx_id][batch->ctx_index];
331    }
332    else {
333       hash_entry* entry = _mesa_hash_table_search(batch->bos, bo);
334       if (entry == NULL) {
335          d3d12_bo_reference(bo);
336          entry = _mesa_hash_table_insert(batch->bos, bo, NULL);
337       }
338 
339       return (uint8_t*)&entry->data;
340    }
341 }
342 
343 bool
d3d12_batch_has_references(struct d3d12_batch * batch,struct d3d12_bo * bo,bool want_to_write)344 d3d12_batch_has_references(struct d3d12_batch *batch,
345                            struct d3d12_bo *bo,
346                            bool want_to_write)
347 {
348    uint8_t*state = d3d12_batch_get_reference(batch, bo);
349    if (state == NULL)
350       return false;
351    bool resource_was_written = ((batch_bo_reference_state)(size_t)*state & batch_bo_reference_written) != 0;
352    return want_to_write || resource_was_written;
353 }
354 
355 void
d3d12_batch_reference_resource(struct d3d12_batch * batch,struct d3d12_resource * res,bool write)356 d3d12_batch_reference_resource(struct d3d12_batch *batch,
357                                struct d3d12_resource *res,
358                                bool write)
359 {
360    uint8_t*state = d3d12_batch_acquire_reference(batch, res->bo);
361 
362    uint8_t new_data = write ? batch_bo_reference_written : batch_bo_reference_read;
363    uint8_t old_data = (uint8_t)*state;
364    *state = (old_data | new_data);
365 }
366 
367 void
d3d12_batch_reference_sampler_view(struct d3d12_batch * batch,struct d3d12_sampler_view * sv)368 d3d12_batch_reference_sampler_view(struct d3d12_batch *batch,
369                                    struct d3d12_sampler_view *sv)
370 {
371    struct set_entry *entry = _mesa_set_search(batch->sampler_views, sv);
372    if (!entry) {
373       entry = _mesa_set_add(batch->sampler_views, sv);
374       pipe_reference(NULL, &sv->base.reference);
375 
376       d3d12_batch_reference_resource(batch, d3d12_resource(sv->base.texture), false);
377    }
378 }
379 
380 void
d3d12_batch_reference_surface_texture(struct d3d12_batch * batch,struct d3d12_surface * surf)381 d3d12_batch_reference_surface_texture(struct d3d12_batch *batch,
382                                       struct d3d12_surface *surf)
383 {
384    d3d12_batch_reference_resource(batch, d3d12_resource(surf->base.texture), true);
385 }
386 
387 void
d3d12_batch_reference_object(struct d3d12_batch * batch,ID3D12Object * object)388 d3d12_batch_reference_object(struct d3d12_batch *batch,
389                              ID3D12Object *object)
390 {
391    struct set_entry *entry = _mesa_set_search(batch->objects, object);
392    if (!entry) {
393       entry = _mesa_set_add(batch->objects, object);
394       object->AddRef();
395    }
396 }
397 
398 void
d3d12_batch_reference_query(struct d3d12_batch * batch,struct d3d12_query * query)399 d3d12_batch_reference_query(struct d3d12_batch *batch,
400                             struct d3d12_query *query)
401 {
402    struct set_entry *entry = _mesa_set_search(batch->queries, query);
403    if (!entry) {
404       entry = _mesa_set_add(batch->queries, query);
405       pipe_reference(NULL, &query->reference);
406    }
407 }
408