d3d12: Record a state fixup command list when necessary
Reviewed-by: Bill Kristiansen <billkris@microsoft.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17688>
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@ -213,10 +213,16 @@ d3d12_end_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
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d3d12_process_batch_residency(screen, batch);
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d3d12_context_state_resolve_submission(ctx, batch);
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bool has_state_fixup = d3d12_context_state_resolve_submission(ctx, batch);
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ID3D12CommandList* cmdlists[] = { ctx->cmdlist };
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screen->cmdqueue->ExecuteCommandLists(1, cmdlists);
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ID3D12CommandList *cmdlists[] = { ctx->state_fixup_cmdlist, ctx->cmdlist };
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ID3D12CommandList **to_execute = cmdlists;
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UINT count_to_execute = ARRAY_SIZE(cmdlists);
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if (!has_state_fixup) {
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to_execute++;
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count_to_execute--;
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}
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screen->cmdqueue->ExecuteCommandLists(count_to_execute, to_execute);
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batch->fence = d3d12_create_fence(screen);
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mtx_unlock(&screen->submit_mutex);
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@ -181,6 +181,7 @@ struct d3d12_context {
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unsigned current_batch_idx;
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struct util_dynarray recently_destroyed_bos;
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struct util_dynarray barrier_scratch;
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struct pipe_constant_buffer cbufs[PIPE_SHADER_TYPES][PIPE_MAX_CONSTANT_BUFFERS];
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struct pipe_framebuffer_state fb;
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@ -243,6 +244,7 @@ struct d3d12_context {
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uint64_t submit_id;
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ID3D12GraphicsCommandList *cmdlist;
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ID3D12GraphicsCommandList *state_fixup_cmdlist;
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struct list_head active_queries;
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bool queries_disabled;
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@ -25,6 +25,9 @@
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#include "d3d12_context.h"
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#include "d3d12_format.h"
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#include "d3d12_resource_state.h"
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#include "d3d12_screen.h"
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#include <dxguids/dxguids.h>
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#include <assert.h>
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@ -149,7 +152,6 @@ d3d12_resource_state_if_promoted(D3D12_RESOURCE_STATES desired_state,
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bool simultaneous_access,
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const d3d12_subresource_state *current_state)
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{
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D3D12_RESOURCE_STATES result = D3D12_RESOURCE_STATE_COMMON;
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const D3D12_RESOURCE_STATES promotable_states = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE |
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE |
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D3D12_RESOURCE_STATE_COPY_SOURCE | D3D12_RESOURCE_STATE_COPY_DEST;
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@ -211,6 +213,9 @@ d3d12_context_state_table_destroy(struct d3d12_context *ctx)
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hash_table_foreach(ctx->bo_state_table->table, entry)
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destroy_context_state_table_entry((d3d12_context_state_table_entry *)entry->data);
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_mesa_hash_table_u64_destroy(ctx->bo_state_table);
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util_dynarray_fini(&ctx->barrier_scratch);
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if (ctx->state_fixup_cmdlist)
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ctx->state_fixup_cmdlist->Release();
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}
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static unsigned
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@ -253,7 +258,76 @@ find_or_create_state_entry(struct hash_table_u64 *table, d3d12_bo *bo)
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return bo_state;
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}
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void
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static ID3D12GraphicsCommandList *
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ensure_state_fixup_cmdlist(struct d3d12_context *ctx, ID3D12CommandAllocator *alloc)
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{
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if (!ctx->state_fixup_cmdlist) {
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struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
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screen->dev->CreateCommandList(0,
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D3D12_COMMAND_LIST_TYPE_DIRECT,
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alloc,
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nullptr,
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IID_PPV_ARGS(&ctx->state_fixup_cmdlist));
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} else if (FAILED(ctx->state_fixup_cmdlist->Reset(alloc, nullptr))) {
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ctx->state_fixup_cmdlist->Release();
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ctx->state_fixup_cmdlist = nullptr;
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}
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return ctx->state_fixup_cmdlist;
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}
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static bool
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transition_required(D3D12_RESOURCE_STATES current_state, D3D12_RESOURCE_STATES *destination_state)
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{
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// An exact match never needs a transition.
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if (current_state == *destination_state) {
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return false;
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}
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if (current_state == D3D12_RESOURCE_STATE_COMMON || *destination_state == D3D12_RESOURCE_STATE_COMMON) {
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return true;
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}
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// Current state already contains the destination state, we're good.
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if ((current_state & *destination_state) == *destination_state) {
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*destination_state = current_state;
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return false;
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}
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// If the transition involves a write state, then the destination should just be the requested destination.
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// Otherwise, accumulate read states to minimize future transitions (by triggering the above condition).
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if (!d3d12_is_write_state(*destination_state) && !d3d12_is_write_state(current_state)) {
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*destination_state |= current_state;
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}
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return true;
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}
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static void
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resolve_global_state(struct d3d12_context *ctx, ID3D12Resource *res, d3d12_resource_state *batch_state, d3d12_resource_state *res_state)
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{
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assert(batch_state->num_subresources == res_state->num_subresources);
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unsigned num_subresources = batch_state->homogenous && res_state->homogenous ? 1 : batch_state->num_subresources;
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for (unsigned i = 0; i < num_subresources; ++i) {
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const d3d12_subresource_state *current_state = d3d12_get_subresource_state(res_state, i);
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const d3d12_subresource_state *target_state = d3d12_get_subresource_state(batch_state, i);
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D3D12_RESOURCE_STATES promotable_state =
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d3d12_resource_state_if_promoted(target_state->state, false, current_state);
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D3D12_RESOURCE_STATES after = target_state->state;
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if ((promotable_state & target_state->state) == target_state->state ||
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!transition_required(current_state->state, &after))
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continue;
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D3D12_RESOURCE_BARRIER barrier = { D3D12_RESOURCE_BARRIER_TYPE_TRANSITION };
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barrier.Transition.pResource = res;
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barrier.Transition.StateBefore = current_state->state;
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barrier.Transition.StateAfter = after;
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barrier.Transition.Subresource = num_subresources == 1 ? D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES : i;
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util_dynarray_append(&ctx->barrier_scratch, D3D12_RESOURCE_BARRIER, barrier);
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}
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}
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bool
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d3d12_context_state_resolve_submission(struct d3d12_context *ctx, struct d3d12_batch *batch)
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{
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util_dynarray_foreach(&ctx->recently_destroyed_bos, uint64_t, id) {
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@ -270,10 +344,26 @@ d3d12_context_state_resolve_submission(struct d3d12_context *ctx, struct d3d12_b
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d3d12_context_state_table_entry *bo_state = find_or_create_state_entry(ctx->bo_state_table, bo);
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if (!bo_state->batch_end.supports_simultaneous_access) {
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assert(bo->res && bo->global_state.subresource_states);
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resolve_global_state(ctx, bo->res, &bo_state->batch_begin, &bo->global_state);
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d3d12_resource_state_copy(&bo_state->batch_begin, &bo_state->batch_end);
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d3d12_resource_state_copy(&bo->global_state, &bo_state->batch_end);
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} else {
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d3d12_reset_resource_state(&bo_state->batch_end);
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}
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}
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bool needs_execute_fixup = false;
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if (ctx->barrier_scratch.size) {
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ID3D12GraphicsCommandList *cmdlist = ensure_state_fixup_cmdlist(ctx, batch->cmdalloc);
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if (cmdlist) {
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cmdlist->ResourceBarrier(util_dynarray_num_elements(&ctx->barrier_scratch, D3D12_RESOURCE_BARRIER),
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(D3D12_RESOURCE_BARRIER *)ctx->barrier_scratch.data);
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needs_execute_fixup = SUCCEEDED(cmdlist->Close());
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}
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util_dynarray_clear(&ctx->barrier_scratch);
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}
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return needs_execute_fixup;
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}
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@ -129,7 +129,7 @@ d3d12_context_state_table_init(struct d3d12_context *ctx);
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void
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d3d12_context_state_table_destroy(struct d3d12_context *ctx);
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void
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bool
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d3d12_context_state_resolve_submission(struct d3d12_context *ctx, struct d3d12_batch *batch);
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#endif // D3D12_RESOURCE_STATE_H
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