257 lines
8.3 KiB
C++
257 lines
8.3 KiB
C++
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/*
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* Copyright © Microsoft Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "d3d12_batch.h"
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#include "d3d12_context.h"
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#include "d3d12_fence.h"
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#include "d3d12_query.h"
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#include "d3d12_resource.h"
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#include "d3d12_screen.h"
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#include "d3d12_surface.h"
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#include "util/hash_table.h"
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#include "util/set.h"
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#include "util/u_inlines.h"
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bool
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d3d12_init_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
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{
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struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
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batch->bos = _mesa_set_create(NULL, _mesa_hash_pointer,
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_mesa_key_pointer_equal);
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batch->sampler_views = _mesa_set_create(NULL, _mesa_hash_pointer,
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_mesa_key_pointer_equal);
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batch->surfaces = _mesa_set_create(NULL, _mesa_hash_pointer,
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_mesa_key_pointer_equal);
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batch->objects = _mesa_set_create(NULL,
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_mesa_hash_pointer,
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_mesa_key_pointer_equal);
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if (!batch->bos || !batch->sampler_views || !batch->surfaces || !batch->objects)
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return false;
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util_dynarray_init(&batch->zombie_samplers, NULL);
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if (FAILED(screen->dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
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__uuidof(batch->cmdalloc),
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(void **)&batch->cmdalloc)))
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return false;
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batch->sampler_heap =
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d3d12_descriptor_heap_new(screen->dev,
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D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
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D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
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128);
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batch->view_heap =
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d3d12_descriptor_heap_new(screen->dev,
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
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D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
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1024);
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if (!batch->sampler_heap && !batch->view_heap)
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return false;
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return true;
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}
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static void
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delete_bo(set_entry *entry)
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{
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struct d3d12_bo *bo = (struct d3d12_bo *)entry->key;
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d3d12_bo_unreference(bo);
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}
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static void
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delete_sampler_view(set_entry *entry)
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{
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struct pipe_sampler_view *pres = (struct pipe_sampler_view *)entry->key;
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pipe_sampler_view_reference(&pres, NULL);
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}
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static void
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delete_surface(set_entry *entry)
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{
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struct pipe_surface *surf = (struct pipe_surface *)entry->key;
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pipe_surface_reference(&surf, NULL);
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}
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static void
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delete_object(set_entry *entry)
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{
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ID3D12Object *object = (ID3D12Object *)entry->key;
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object->Release();
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}
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bool
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d3d12_reset_batch(struct d3d12_context *ctx, struct d3d12_batch *batch, uint64_t timeout_ns)
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{
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struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
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// batch hasn't been submitted before
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if (!batch->fence && !batch->has_errors)
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return true;
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if (batch->fence) {
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if (!d3d12_fence_finish(batch->fence, timeout_ns))
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return false;
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d3d12_fence_reference(&batch->fence, NULL);
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}
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_mesa_set_clear(batch->bos, delete_bo);
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_mesa_set_clear(batch->sampler_views, delete_sampler_view);
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_mesa_set_clear(batch->surfaces, delete_surface);
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_mesa_set_clear(batch->objects, delete_object);
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util_dynarray_foreach(&batch->zombie_samplers, d3d12_descriptor_handle, handle)
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d3d12_descriptor_handle_free(handle);
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util_dynarray_clear(&batch->zombie_samplers);
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d3d12_descriptor_heap_clear(batch->view_heap);
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d3d12_descriptor_heap_clear(batch->sampler_heap);
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if (FAILED(batch->cmdalloc->Reset())) {
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debug_printf("D3D12: resetting ID3D12CommandAllocator failed\n");
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return false;
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}
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batch->has_errors = false;
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return true;
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}
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void
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d3d12_destroy_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
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{
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d3d12_reset_batch(ctx, batch, PIPE_TIMEOUT_INFINITE);
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batch->cmdalloc->Release();
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d3d12_descriptor_heap_free(batch->sampler_heap);
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d3d12_descriptor_heap_free(batch->view_heap);
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_mesa_set_destroy(batch->bos, NULL);
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_mesa_set_destroy(batch->sampler_views, NULL);
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_mesa_set_destroy(batch->surfaces, NULL);
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_mesa_set_destroy(batch->objects, NULL);
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util_dynarray_fini(&batch->zombie_samplers);
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}
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void
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d3d12_start_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
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{
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struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
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ID3D12DescriptorHeap* heaps[2] = { d3d12_descriptor_heap_get(batch->view_heap),
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d3d12_descriptor_heap_get(batch->sampler_heap) };
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d3d12_reset_batch(ctx, batch, PIPE_TIMEOUT_INFINITE);
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/* Create or reset global command list */
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if (ctx->cmdlist) {
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if (FAILED(ctx->cmdlist->Reset(batch->cmdalloc, NULL))) {
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debug_printf("D3D12: resetting ID3D12GraphicsCommandList failed\n");
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batch->has_errors = true;
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return;
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}
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} else {
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if (FAILED(screen->dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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batch->cmdalloc, NULL,
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__uuidof(ctx->cmdlist),
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(void **)&ctx->cmdlist))) {
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debug_printf("D3D12: creating ID3D12GraphicsCommandList failed\n");
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batch->has_errors = true;
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return;
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}
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}
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ctx->cmdlist->SetDescriptorHeaps(2, heaps);
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ctx->cmdlist_dirty = ~0;
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for (int i = 0; i < D3D12_GFX_SHADER_STAGES; ++i)
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ctx->shader_dirty[i] = ~0;
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if (!ctx->queries_disabled)
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d3d12_resume_queries(ctx);
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}
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void
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d3d12_end_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
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{
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struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
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if (!ctx->queries_disabled)
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d3d12_suspend_queries(ctx);
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if (FAILED(ctx->cmdlist->Close())) {
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debug_printf("D3D12: closing ID3D12GraphicsCommandList failed\n");
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batch->has_errors = true;
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return;
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}
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ID3D12CommandList* cmdlists[] = { ctx->cmdlist };
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screen->cmdqueue->ExecuteCommandLists(1, cmdlists);
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batch->fence = d3d12_create_fence(screen, ctx);
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}
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bool
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d3d12_batch_has_references(struct d3d12_batch *batch,
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struct d3d12_bo *bo)
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{
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return (_mesa_set_search(batch->bos, bo) != NULL);
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}
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void
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d3d12_batch_reference_resource(struct d3d12_batch *batch,
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struct d3d12_resource *res)
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{
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if (!d3d12_batch_has_references(batch, res->bo)) {
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_mesa_set_add(batch->bos, res->bo);
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d3d12_bo_reference(res->bo);
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}
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}
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void
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d3d12_batch_reference_sampler_view(struct d3d12_batch *batch,
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struct d3d12_sampler_view *sv)
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{
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struct set_entry *entry = _mesa_set_search(batch->sampler_views, sv);
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if (!entry) {
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entry = _mesa_set_add(batch->sampler_views, sv);
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pipe_reference(NULL, &sv->base.reference);
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}
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}
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void
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d3d12_batch_reference_surface_texture(struct d3d12_batch *batch,
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struct d3d12_surface *surf)
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{
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d3d12_batch_reference_resource(batch, d3d12_resource(surf->base.texture));
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}
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void
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d3d12_batch_reference_object(struct d3d12_batch *batch,
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ID3D12Object *object)
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{
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struct set_entry *entry = _mesa_set_search(batch->objects, object);
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if (!entry) {
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entry = _mesa_set_add(batch->objects, object);
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object->AddRef();
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}
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}
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