d3d12: Swap the remainder of state tracking to new method
Uses a set of d3d12_bo on the context to track which bos are pending a transition instead of an intrusive linked list, since the bo may need to be pending on multiple contexts at once. Reviewed-by: Bill Kristiansen <billkris@microsoft.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17688>
This commit is contained in:
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@ -1,282 +0,0 @@
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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 "D3D12ResourceState.h"
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#define UNKNOWN_RESOURCE_STATE (D3D12_RESOURCE_STATES) 0x8000u
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//----------------------------------------------------------------------------------------------------------------------------------
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ResourceStateManager::ResourceStateManager()
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{
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list_inithead(&m_TransitionListHead);
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// Reserve some space in these vectors upfront. Values are arbitrary.
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m_vResourceBarriers.reserve(50);
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void ResourceStateManager::TransitionResource(TransitionableResourceState& Resource,
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D3D12_RESOURCE_STATES state)
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{
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d3d12_set_desired_resource_state(&Resource.m_DesiredState, state);
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if (!Resource.IsTransitionPending())
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{
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list_add(&Resource.m_TransitionListEntry, &m_TransitionListHead);
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}
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void ResourceStateManager::TransitionSubresource(TransitionableResourceState& Resource,
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UINT SubresourceIndex,
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D3D12_RESOURCE_STATES state)
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{
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d3d12_set_desired_subresource_state(&Resource.m_DesiredState, SubresourceIndex, state);
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if (!Resource.IsTransitionPending())
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{
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list_add(&Resource.m_TransitionListEntry, &m_TransitionListHead);
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}
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void ResourceStateManager::ApplyResourceTransitionsPreamble(bool IsImplicitDispatch)
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{
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m_IsImplicitDispatch = IsImplicitDispatch;
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m_vResourceBarriers.clear();
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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/*static*/ bool ResourceStateManager::TransitionRequired(D3D12_RESOURCE_STATES CurrentState, D3D12_RESOURCE_STATES& DestinationState)
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{
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// An exact match never needs a transition.
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if (CurrentState == DestinationState)
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{
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return false;
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}
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if (
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CurrentState == D3D12_RESOURCE_STATE_COMMON ||
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DestinationState == D3D12_RESOURCE_STATE_COMMON)
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{
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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 ((CurrentState & DestinationState) == DestinationState)
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{
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DestinationState = CurrentState;
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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(DestinationState) && !d3d12_is_write_state(CurrentState))
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{
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DestinationState |= CurrentState;
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}
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return true;
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void ResourceStateManager::AddCurrentStateUpdate(TransitionableResourceState& Resource,
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d3d12_resource_state *CurrentState,
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UINT SubresourceIndex,
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const d3d12_subresource_state *NewLogicalState)
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{
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if (SubresourceIndex == D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES)
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{
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d3d12_set_resource_state(CurrentState, NewLogicalState);
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}
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else
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{
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d3d12_set_subresource_state(CurrentState, SubresourceIndex, NewLogicalState);
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}
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void ResourceStateManager::ProcessTransitioningResource(ID3D12Resource* pTransitioningResource,
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TransitionableResourceState& TransitionableResourceState,
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d3d12_resource_state *CurrentState,
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UINT NumTotalSubresources,
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UINT64 ExecutionId)
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{
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// Figure out the set of subresources that are transitioning
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auto& DestinationState = TransitionableResourceState.m_DesiredState;
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bool bAllSubresourcesAtOnce = CurrentState->homogenous && DestinationState.homogenous;
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D3D12_RESOURCE_BARRIER TransitionDesc;
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memset(&TransitionDesc, 0, sizeof(TransitionDesc));
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TransitionDesc.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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TransitionDesc.Transition.pResource = pTransitioningResource;
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UINT numSubresources = bAllSubresourcesAtOnce ? 1 : NumTotalSubresources;
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for (UINT i = 0; i < numSubresources; ++i)
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{
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D3D12_RESOURCE_STATES after = d3d12_get_desired_subresource_state(&DestinationState, i);
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TransitionDesc.Transition.Subresource = bAllSubresourcesAtOnce ? D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES : i;
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// Is this subresource currently being used, or is it just being iterated over?
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if (after == UNKNOWN_RESOURCE_STATE)
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{
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// This subresource doesn't have any transition requested - move on to the next.
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continue;
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}
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// This is a transition into a state that is both write and non-write.
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// This is invalid according to D3D12. We're venturing into undefined behavior
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// land, but let's just pick the write state.
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if (d3d12_is_write_state(after) &&
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(after & ~RESOURCE_STATE_ALL_WRITE_BITS) != 0)
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{
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after &= RESOURCE_STATE_ALL_WRITE_BITS;
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// For now, this is the only way I've seen where this can happen.
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assert(after == D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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}
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ProcessTransitioningSubresourceExplicit(
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CurrentState,
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i,
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after,
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TransitionableResourceState,
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TransitionDesc,
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ExecutionId); // throw( bad_alloc )
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}
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// Update destination states.
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// Coalesce destination state to ensure that it's set for the entire resource.
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d3d12_reset_desired_resource_state(&DestinationState);
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void ResourceStateManager::ProcessTransitioningSubresourceExplicit(
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d3d12_resource_state *CurrentState,
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UINT SubresourceIndex,
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D3D12_RESOURCE_STATES after,
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TransitionableResourceState& TransitionableResourceState,
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D3D12_RESOURCE_BARRIER& TransitionDesc,
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UINT64 ExecutionId)
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{
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// Simultaneous access resources currently in the COMMON
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// state can be implicitly promoted to any state other state.
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// Any non-simultaneous-access resources currently in the
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// COMMON state can still be implicitly promoted to SRV,
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// NON_PS_SRV, COPY_SRC, or COPY_DEST.
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d3d12_subresource_state CurrentLogicalState = *d3d12_get_subresource_state(CurrentState, SubresourceIndex);
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// If the last time this logical state was set was in a different
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// execution period and is decayable then decay the current state
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// to COMMON
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if(ExecutionId != CurrentLogicalState.execution_id && CurrentLogicalState.may_decay)
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{
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CurrentLogicalState.state = D3D12_RESOURCE_STATE_COMMON;
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CurrentLogicalState.is_promoted = false;
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}
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bool MayDecay = false;
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bool IsPromotion = false;
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// If not promotable then StateIfPromoted will be D3D12_RESOURCE_STATE_COMMON
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auto StateIfPromoted =
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d3d12_resource_state_if_promoted(after, CurrentState->supports_simultaneous_access, &CurrentLogicalState);
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if (D3D12_RESOURCE_STATE_COMMON == StateIfPromoted)
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{
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if (CurrentLogicalState.state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS &&
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after == D3D12_RESOURCE_STATE_UNORDERED_ACCESS &&
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m_IsImplicitDispatch)
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{
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D3D12_RESOURCE_BARRIER UAVBarrier = { D3D12_RESOURCE_BARRIER_TYPE_UAV };
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UAVBarrier.UAV.pResource = TransitionDesc.Transition.pResource;
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m_vResourceBarriers.push_back(UAVBarrier);
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}
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else if (TransitionRequired(CurrentLogicalState.state, /*inout*/ after))
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{
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// Insert a single concrete barrier (for non-simultaneous access resources).
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TransitionDesc.Transition.StateBefore = D3D12_RESOURCE_STATES(CurrentLogicalState.state);
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TransitionDesc.Transition.StateAfter = D3D12_RESOURCE_STATES(after);
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assert(TransitionDesc.Transition.StateBefore != TransitionDesc.Transition.StateAfter);
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m_vResourceBarriers.push_back(TransitionDesc); // throw( bad_alloc )
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MayDecay = CurrentState->supports_simultaneous_access && !d3d12_is_write_state(after);
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IsPromotion = false;
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}
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}
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else
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{
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// Handle identity state transition
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if(after != StateIfPromoted)
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{
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after = StateIfPromoted;
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MayDecay = !d3d12_is_write_state(after);
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IsPromotion = true;
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}
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}
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d3d12_subresource_state NewLogicalState{after, ExecutionId, IsPromotion, MayDecay};
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AddCurrentStateUpdate(TransitionableResourceState,
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CurrentState,
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TransitionDesc.Transition.Subresource,
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&NewLogicalState);
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void ResourceStateManager::SubmitResourceTransitions(ID3D12GraphicsCommandList *pCommandList)
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{
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// Submit any pending barriers on source command lists that are not the destination.
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if (!m_vResourceBarriers.empty())
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{
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pCommandList->ResourceBarrier((UINT)m_vResourceBarriers.size(), m_vResourceBarriers.data());
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}
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void ResourceStateManager::TransitionResource(TransitionableResourceState* pResource, D3D12_RESOURCE_STATES State)
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{
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ResourceStateManager::TransitionResource(*pResource, State);
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void ResourceStateManager::TransitionSubresource(TransitionableResourceState* pResource, UINT SubresourceIndex, D3D12_RESOURCE_STATES State)
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{
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ResourceStateManager::TransitionSubresource(*pResource, SubresourceIndex, State);
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void ResourceStateManager::ApplyAllResourceTransitions(ID3D12GraphicsCommandList *pCommandList, UINT64 ExecutionId, bool IsImplicitDispatch)
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{
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ApplyResourceTransitionsPreamble(IsImplicitDispatch);
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ForEachTransitioningResource([=](TransitionableResourceState& ResourceBase)
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{
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TransitionableResourceState& CurResource = static_cast<TransitionableResourceState&>(ResourceBase);
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ID3D12Resource *pResource = CurResource.GetD3D12Resource();
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ProcessTransitioningResource(
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pResource,
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CurResource,
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&CurResource.m_currentState,
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CurResource.NumSubresources(),
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ExecutionId);
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});
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SubmitResourceTransitions(pCommandList);
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}
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@ -1,201 +0,0 @@
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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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#ifndef D3D12RESOURCESTATE_H
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#define D3D12RESOURCESTATE_H
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#include <vector>
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#include <assert.h>
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#include "util/list.h"
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#include "d3d12_common.h"
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#include "d3d12_resource_state.h"
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#if defined(__GNUC__)
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#pragma GCC diagnostic ignored "-Winvalid-offsetof"
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#endif
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#define RESOURCE_STATE_VALID_BITS 0x2f3fff
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#define RESOURCE_STATE_VALID_INTERNAL_BITS 0x2fffff
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//---------------------------------------------------------------------------------------------------------------------------------
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//==================================================================================================================================
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// TransitionableResourceState
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// A base class that transitionable resources should inherit from.
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//==================================================================================================================================
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struct TransitionableResourceState
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{
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struct list_head m_TransitionListEntry;
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struct d3d12_desired_resource_state m_DesiredState;
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struct d3d12_resource_state m_currentState;
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TransitionableResourceState(ID3D12Resource *pResource, UINT TotalSubresources, bool SupportsSimultaneousAccess) :
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m_TotalSubresources(TotalSubresources),
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m_pResource(pResource)
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{
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list_inithead(&m_TransitionListEntry);
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d3d12_desired_resource_state_init(&m_DesiredState, TotalSubresources);
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d3d12_resource_state_init(&m_currentState, TotalSubresources, SupportsSimultaneousAccess);
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}
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~TransitionableResourceState()
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{
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d3d12_desired_resource_state_cleanup(&m_DesiredState);
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if (IsTransitionPending())
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{
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list_del(&m_TransitionListEntry);
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}
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}
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bool IsTransitionPending() const { return !list_is_empty(&m_TransitionListEntry); }
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UINT NumSubresources() { return m_TotalSubresources; }
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inline ID3D12Resource* GetD3D12Resource() const { return m_pResource; }
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private:
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unsigned m_TotalSubresources;
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ID3D12Resource* m_pResource;
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};
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//==================================================================================================================================
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// ResourceStateManager
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// The main business logic for handling resource transitions, including multi-queue sync and shared/exclusive state changes.
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//
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// Requesting a resource to transition simply updates destination state, and ensures it's in a list to be processed later.
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//
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// When processing ApplyAllResourceTransitions, we build up sets of vectors.
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// There's a source one for each command list type, and a single one for the dest because we are applying
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// the resource transitions for a single operation.
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// There's also a vector for "tentative" barriers, which are merged into the destination vector if
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// no flushing occurs as a result of submitting the final barrier operation.
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// 99% of the time, there will only be the source being populated, but sometimes there will be a destination as well.
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// If the source and dest of a transition require different types, we put a (source->COMMON) in the approriate source vector,
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// and a (COMMON->dest) in the destination vector.
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//
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// Once all resources are processed, we:
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// 1. Submit all source barriers, except ones belonging to the destination queue.
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// 2. Flush all source command lists, except ones belonging to the destination queue.
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// 3. Determine if the destination queue is going to be flushed.
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// If so: Submit source barriers on that command list first, then flush it.
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// If not: Accumulate source, dest, and tentative barriers so they can be sent to D3D12 in a single API call.
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// 4. Insert waits on the destination queue - deferred waits, and waits for work on other queues.
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// 5. Insert destination barriers.
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//
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// Only once all of this has been done do we update the "current" state of resources,
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// because this is the only way that we know whether or not the destination queue has been flushed,
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// and therefore, we can get the correct fence values to store in the subresources.
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//==================================================================================================================================
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class ResourceStateManager
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{
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protected:
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struct list_head m_TransitionListHead;
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std::vector<D3D12_RESOURCE_BARRIER> m_vResourceBarriers;
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bool m_IsImplicitDispatch;
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public:
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ResourceStateManager();
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~ResourceStateManager()
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{
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// All resources should be gone by this point, and each resource ensures it is no longer in this list.
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assert(list_is_empty(&m_TransitionListHead));
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}
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// Call the D3D12 APIs to perform the resource barriers, command list submission, and command queue sync
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// that was determined by previous calls to ProcessTransitioningResource.
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void SubmitResourceTransitions(ID3D12GraphicsCommandList *pCommandList);
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// Transition the entire resource to a particular destination state on a particular command list.
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void TransitionResource(TransitionableResourceState* pResource,
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D3D12_RESOURCE_STATES State);
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// Transition a single subresource to a particular destination state.
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void TransitionSubresource(TransitionableResourceState* pResource,
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UINT SubresourceIndex,
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D3D12_RESOURCE_STATES State);
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// Submit all barriers and queue sync.
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void ApplyAllResourceTransitions(ID3D12GraphicsCommandList *pCommandList, UINT64 ExecutionId, bool IsImplicitDispatch);
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private:
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// These methods set the destination state of the resource/subresources and ensure it's in the transition list.
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void TransitionResource(TransitionableResourceState& Resource,
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D3D12_RESOURCE_STATES State);
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void TransitionSubresource(TransitionableResourceState& Resource,
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UINT SubresourceIndex,
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D3D12_RESOURCE_STATES State);
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// Clear out any state from previous iterations.
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void ApplyResourceTransitionsPreamble(bool IsImplicitDispatch);
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// What to do with the resource, in the context of the transition list, after processing it.
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enum class TransitionResult
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{
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// There are no more pending transitions that may be processed at a later time (i.e. draw time),
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// so remove it from the pending transition list.
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||||
Remove,
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// There are more transitions to be done, so keep it in the list.
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||||
Keep
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};
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// For every entry in the transition list, call a routine.
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||||
// This routine must return a TransitionResult which indicates what to do with the list.
|
||||
template <typename TFunc>
|
||||
void ForEachTransitioningResource(TFunc&& func)
|
||||
{
|
||||
list_for_each_entry_safe(TransitionableResourceState, pResource, &m_TransitionListHead, m_TransitionListEntry)
|
||||
{
|
||||
func(*pResource);
|
||||
list_delinit(&pResource->m_TransitionListEntry);
|
||||
}
|
||||
}
|
||||
|
||||
// Updates vectors with the operations that should be applied to the requested resource.
|
||||
// May update the destination state of the resource.
|
||||
void ProcessTransitioningResource(ID3D12Resource* pTransitioningResource,
|
||||
TransitionableResourceState& TransitionableResourceState,
|
||||
d3d12_resource_state *CurrentState,
|
||||
UINT NumTotalSubresources,
|
||||
UINT64 ExecutionId);
|
||||
|
||||
private:
|
||||
// Helpers
|
||||
static bool TransitionRequired(D3D12_RESOURCE_STATES CurrentState, D3D12_RESOURCE_STATES& DestinationState);
|
||||
void AddCurrentStateUpdate(TransitionableResourceState& Resource,
|
||||
d3d12_resource_state *CurrentState,
|
||||
UINT SubresourceIndex,
|
||||
const d3d12_subresource_state *NewLogicalState);
|
||||
void ProcessTransitioningSubresourceExplicit(d3d12_resource_state *CurrentState,
|
||||
UINT i,
|
||||
D3D12_RESOURCE_STATES after,
|
||||
TransitionableResourceState& TransitionableResourceState,
|
||||
D3D12_RESOURCE_BARRIER& TransitionDesc,
|
||||
UINT64 ExecutionId);
|
||||
};
|
||||
|
||||
#endif // D3D12RESOURCESTATEH
|
|
@ -26,8 +26,6 @@
|
|||
#include "d3d12_format.h"
|
||||
#include "d3d12_screen.h"
|
||||
|
||||
#include "D3D12ResourceState.h"
|
||||
|
||||
#include "pipebuffer/pb_buffer.h"
|
||||
#include "pipebuffer/pb_bufmgr.h"
|
||||
|
||||
|
@ -95,14 +93,13 @@ d3d12_bo_wrap_res(struct d3d12_screen *screen, ID3D12Resource *res, enum d3d12_r
|
|||
pipe_reference_init(&bo->reference, 1);
|
||||
bo->screen = screen;
|
||||
bo->res = res;
|
||||
bo->trans_state = new TransitionableResourceState(res, total_subresources, supports_simultaneous_access);
|
||||
bo->unique_id = p_atomic_inc_return(&screen->resource_id_generator);
|
||||
if (!supports_simultaneous_access)
|
||||
d3d12_resource_state_init(&bo->global_state, total_subresources, false);
|
||||
|
||||
bo->residency_status = residency;
|
||||
bo->last_used_timestamp = 0;
|
||||
screen->dev->GetCopyableFootprints(&desc, 0, bo->trans_state->NumSubresources(), 0, nullptr, nullptr, nullptr, &bo->estimated_size);
|
||||
screen->dev->GetCopyableFootprints(&desc, 0, total_subresources, 0, nullptr, nullptr, nullptr, &bo->estimated_size);
|
||||
if (residency != d3d12_evicted) {
|
||||
mtx_lock(&screen->submit_mutex);
|
||||
list_add(&bo->residency_list_entry, &screen->residency_list);
|
||||
|
@ -168,7 +165,6 @@ d3d12_bo_wrap_buffer(struct d3d12_screen *screen, struct pb_buffer *buf)
|
|||
pipe_reference_init(&bo->reference, 1);
|
||||
bo->screen = screen;
|
||||
bo->buffer = buf;
|
||||
bo->trans_state = NULL; /* State from base BO will be used */
|
||||
bo->unique_id = p_atomic_inc_return(&screen->resource_id_generator);
|
||||
bo->residency_status = d3d12_evicted;
|
||||
|
||||
|
@ -202,8 +198,6 @@ d3d12_bo_unreference(struct d3d12_bo *bo)
|
|||
mtx_unlock(&bo->screen->submit_mutex);
|
||||
|
||||
d3d12_resource_state_cleanup(&bo->global_state);
|
||||
if (bo->trans_state)
|
||||
delete bo->trans_state;
|
||||
if (bo->res)
|
||||
bo->res->Release();
|
||||
FREE(bo);
|
||||
|
|
|
@ -34,7 +34,6 @@
|
|||
struct d3d12_bufmgr;
|
||||
struct d3d12_screen;
|
||||
struct pb_manager;
|
||||
struct TransitionableResourceState;
|
||||
|
||||
enum d3d12_residency_status {
|
||||
d3d12_evicted,
|
||||
|
@ -47,7 +46,6 @@ struct d3d12_bo {
|
|||
struct d3d12_screen *screen;
|
||||
ID3D12Resource *res;
|
||||
struct pb_buffer *buffer;
|
||||
struct TransitionableResourceState *trans_state;
|
||||
struct d3d12_resource_state global_state;
|
||||
|
||||
/* Used as a key in per-context resource state maps,
|
||||
|
|
|
@ -52,8 +52,6 @@
|
|||
#include "util/u_dl.h"
|
||||
#include "nir_to_dxil.h"
|
||||
|
||||
#include "D3D12ResourceState.h"
|
||||
|
||||
#include <dxguids/dxguids.h>
|
||||
|
||||
extern "C" {
|
||||
|
@ -113,8 +111,6 @@ d3d12_context_destroy(struct pipe_context *pctx)
|
|||
if (pctx->const_uploader)
|
||||
u_upload_destroy(pctx->const_uploader);
|
||||
|
||||
delete ctx->resource_state_manager;
|
||||
|
||||
FREE(ctx);
|
||||
}
|
||||
|
||||
|
@ -1760,7 +1756,7 @@ d3d12_set_shader_images(struct pipe_context *pctx,
|
|||
ctx->shader_dirty[shader] |= D3D12_SHADER_DIRTY_IMAGE;
|
||||
}
|
||||
|
||||
static void
|
||||
void
|
||||
d3d12_invalidate_context_bindings(struct d3d12_context *ctx, struct d3d12_resource *res) {
|
||||
// For each shader type, if the resource is currently bound as CBV, SRV, or UAV
|
||||
// set the context shader_dirty bit.
|
||||
|
@ -1968,54 +1964,6 @@ d3d12_flush_cmdlist_and_wait(struct d3d12_context *ctx)
|
|||
d3d12_reset_batch(ctx, batch, PIPE_TIMEOUT_INFINITE);
|
||||
}
|
||||
|
||||
void
|
||||
d3d12_transition_resource_state(struct d3d12_context *ctx,
|
||||
struct d3d12_resource *res,
|
||||
D3D12_RESOURCE_STATES state,
|
||||
d3d12_bind_invalidate_option bind_invalidate)
|
||||
{
|
||||
TransitionableResourceState *xres = d3d12_transitionable_resource_state(res);
|
||||
|
||||
if (bind_invalidate == D3D12_BIND_INVALIDATE_FULL)
|
||||
d3d12_invalidate_context_bindings(ctx, res);
|
||||
|
||||
ctx->resource_state_manager->TransitionResource(xres, state);
|
||||
}
|
||||
|
||||
void
|
||||
d3d12_transition_subresources_state(struct d3d12_context *ctx,
|
||||
struct d3d12_resource *res,
|
||||
uint32_t start_level, uint32_t num_levels,
|
||||
uint32_t start_layer, uint32_t num_layers,
|
||||
uint32_t start_plane, uint32_t num_planes,
|
||||
D3D12_RESOURCE_STATES state,
|
||||
d3d12_bind_invalidate_option bind_invalidate)
|
||||
{
|
||||
TransitionableResourceState *xres = d3d12_transitionable_resource_state(res);
|
||||
|
||||
if(bind_invalidate == D3D12_BIND_INVALIDATE_FULL)
|
||||
d3d12_invalidate_context_bindings(ctx, res);
|
||||
|
||||
for (uint32_t l = 0; l < num_levels; l++) {
|
||||
const uint32_t level = start_level + l;
|
||||
for (uint32_t a = 0; a < num_layers; a++) {
|
||||
const uint32_t layer = start_layer + a;
|
||||
for( uint32_t p = 0; p < num_planes; p++) {
|
||||
const uint32_t plane = start_plane + p;
|
||||
uint32_t subres_id = level + (layer * res->mip_levels) + plane * (res->mip_levels * res->base.b.array_size);
|
||||
assert(subres_id < xres->NumSubresources());
|
||||
ctx->resource_state_manager->TransitionSubresource(xres, subres_id, state);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
d3d12_apply_resource_states(struct d3d12_context *ctx, bool is_implicit_dispatch)
|
||||
{
|
||||
ctx->resource_state_manager->ApplyAllResourceTransitions(ctx->cmdlist, ctx->submit_id, is_implicit_dispatch);
|
||||
}
|
||||
|
||||
static void
|
||||
d3d12_clear_render_target(struct pipe_context *pctx,
|
||||
struct pipe_surface *psurf,
|
||||
|
@ -2631,8 +2579,6 @@ d3d12_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
|
|||
if (!ctx->blitter)
|
||||
return NULL;
|
||||
|
||||
ctx->resource_state_manager = new ResourceStateManager();
|
||||
|
||||
if (!d3d12_init_polygon_stipple(&ctx->base)) {
|
||||
debug_printf("D3D12: failed to initialize polygon stipple resources\n");
|
||||
FREE(ctx);
|
||||
|
|
|
@ -182,6 +182,7 @@ struct d3d12_context {
|
|||
|
||||
struct util_dynarray recently_destroyed_bos;
|
||||
struct util_dynarray barrier_scratch;
|
||||
struct set *pending_barriers_bos;
|
||||
|
||||
struct pipe_constant_buffer cbufs[PIPE_SHADER_TYPES][PIPE_MAX_CONSTANT_BUFFERS];
|
||||
struct pipe_framebuffer_state fb;
|
||||
|
@ -359,6 +360,9 @@ d3d12_need_zero_one_depth_range(struct d3d12_context *ctx);
|
|||
void
|
||||
d3d12_init_sampler_view_descriptor(struct d3d12_sampler_view *sampler_view);
|
||||
|
||||
void
|
||||
d3d12_invalidate_context_bindings(struct d3d12_context *ctx, struct d3d12_resource *res);
|
||||
|
||||
#ifdef HAVE_GALLIUM_D3D12_VIDEO
|
||||
struct pipe_video_codec* d3d12_video_create_codec( struct pipe_context *context,
|
||||
const struct pipe_video_codec *t);
|
||||
|
|
|
@ -101,15 +101,6 @@ d3d12_resource_resource(struct d3d12_resource *res)
|
|||
return ret;
|
||||
}
|
||||
|
||||
static inline struct TransitionableResourceState *
|
||||
d3d12_transitionable_resource_state(struct d3d12_resource *res)
|
||||
{
|
||||
uint64_t offset;
|
||||
if (!res->bo)
|
||||
return NULL;
|
||||
return d3d12_bo_get_base(res->bo, &offset)->trans_state;
|
||||
}
|
||||
|
||||
static inline D3D12_GPU_VIRTUAL_ADDRESS
|
||||
d3d12_resource_gpu_virtual_address(struct d3d12_resource *res)
|
||||
{
|
||||
|
|
|
@ -24,6 +24,7 @@
|
|||
#include "d3d12_bufmgr.h"
|
||||
#include "d3d12_context.h"
|
||||
#include "d3d12_format.h"
|
||||
#include "d3d12_resource.h"
|
||||
#include "d3d12_resource_state.h"
|
||||
#include "d3d12_screen.h"
|
||||
|
||||
|
@ -205,6 +206,7 @@ void
|
|||
d3d12_context_state_table_init(struct d3d12_context *ctx)
|
||||
{
|
||||
ctx->bo_state_table = _mesa_hash_table_u64_create(nullptr);
|
||||
ctx->pending_barriers_bos = _mesa_pointer_set_create(nullptr);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -216,6 +218,7 @@ d3d12_context_state_table_destroy(struct d3d12_context *ctx)
|
|||
util_dynarray_fini(&ctx->barrier_scratch);
|
||||
if (ctx->state_fixup_cmdlist)
|
||||
ctx->state_fixup_cmdlist->Release();
|
||||
_mesa_set_destroy(ctx->pending_barriers_bos, nullptr);
|
||||
}
|
||||
|
||||
static unsigned
|
||||
|
@ -367,3 +370,141 @@ d3d12_context_state_resolve_submission(struct d3d12_context *ctx, struct d3d12_b
|
|||
}
|
||||
return needs_execute_fixup;
|
||||
}
|
||||
|
||||
void
|
||||
d3d12_transition_resource_state(struct d3d12_context *ctx,
|
||||
struct d3d12_resource *res,
|
||||
D3D12_RESOURCE_STATES state,
|
||||
d3d12_bind_invalidate_option bind_invalidate)
|
||||
{
|
||||
if (bind_invalidate == D3D12_BIND_INVALIDATE_FULL)
|
||||
d3d12_invalidate_context_bindings(ctx, res);
|
||||
|
||||
d3d12_context_state_table_entry *state_entry = find_or_create_state_entry(ctx->bo_state_table, res->bo);
|
||||
d3d12_set_desired_resource_state(&state_entry->desired, state);
|
||||
_mesa_set_add(ctx->pending_barriers_bos, res->bo);
|
||||
}
|
||||
|
||||
void
|
||||
d3d12_transition_subresources_state(struct d3d12_context *ctx,
|
||||
struct d3d12_resource *res,
|
||||
uint32_t start_level, uint32_t num_levels,
|
||||
uint32_t start_layer, uint32_t num_layers,
|
||||
uint32_t start_plane, uint32_t num_planes,
|
||||
D3D12_RESOURCE_STATES state,
|
||||
d3d12_bind_invalidate_option bind_invalidate)
|
||||
{
|
||||
if(bind_invalidate == D3D12_BIND_INVALIDATE_FULL)
|
||||
d3d12_invalidate_context_bindings(ctx, res);
|
||||
|
||||
d3d12_context_state_table_entry *state_entry = find_or_create_state_entry(ctx->bo_state_table, res->bo);
|
||||
for (uint32_t l = 0; l < num_levels; l++) {
|
||||
const uint32_t level = start_level + l;
|
||||
for (uint32_t a = 0; a < num_layers; a++) {
|
||||
const uint32_t layer = start_layer + a;
|
||||
for( uint32_t p = 0; p < num_planes; p++) {
|
||||
const uint32_t plane = start_plane + p;
|
||||
uint32_t subres_id = level + (layer * res->mip_levels) + plane * (res->mip_levels * res->base.b.array_size);
|
||||
assert(subres_id < state_entry->desired.num_subresources);
|
||||
d3d12_set_desired_subresource_state(&state_entry->desired, subres_id, state);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_mesa_set_add(ctx->pending_barriers_bos, res->bo);
|
||||
}
|
||||
|
||||
void
|
||||
d3d12_apply_resource_states(struct d3d12_context *ctx, bool is_implicit_dispatch)
|
||||
{
|
||||
set_foreach_remove(ctx->pending_barriers_bos, entry) {
|
||||
d3d12_bo *bo = (d3d12_bo *)entry->key;
|
||||
uint64_t offset;
|
||||
ID3D12Resource *res = d3d12_bo_get_base(bo, &offset)->res;
|
||||
|
||||
d3d12_context_state_table_entry *state_entry = find_or_create_state_entry(ctx->bo_state_table, bo);
|
||||
d3d12_desired_resource_state *destination_state = &state_entry->desired;
|
||||
d3d12_resource_state *current_state = &state_entry->batch_end;
|
||||
|
||||
// Figure out the set of subresources that are transitioning
|
||||
bool all_resources_at_once = current_state->homogenous && destination_state->homogenous;
|
||||
|
||||
D3D12_RESOURCE_BARRIER transition_desc = { D3D12_RESOURCE_BARRIER_TYPE_TRANSITION };
|
||||
transition_desc.Transition.pResource = res;
|
||||
|
||||
UINT num_subresources = all_resources_at_once ? 1 : current_state->num_subresources;
|
||||
for (UINT i = 0; i < num_subresources; ++i) {
|
||||
D3D12_RESOURCE_STATES after = d3d12_get_desired_subresource_state(destination_state, i);
|
||||
transition_desc.Transition.Subresource = num_subresources == 1 ? D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES : i;
|
||||
|
||||
// Is this subresource currently being used, or is it just being iterated over?
|
||||
if (after == UNKNOWN_RESOURCE_STATE) {
|
||||
// This subresource doesn't have any transition requested - move on to the next.
|
||||
continue;
|
||||
}
|
||||
|
||||
// This is a transition into a state that is both write and non-write.
|
||||
// This is invalid according to D3D12. We're venturing into undefined behavior
|
||||
// land, but let's just pick the write state.
|
||||
if (d3d12_is_write_state(after) && (after & ~RESOURCE_STATE_ALL_WRITE_BITS) != 0) {
|
||||
after &= RESOURCE_STATE_ALL_WRITE_BITS;
|
||||
|
||||
// For now, this is the only way I've seen where this can happen.
|
||||
assert(after == D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
|
||||
}
|
||||
|
||||
d3d12_subresource_state current_subresource_state = *d3d12_get_subresource_state(current_state, i);
|
||||
|
||||
// If the last time this state was set was in a different execution
|
||||
// period and is decayable then decay the current state to COMMON
|
||||
if (ctx->submit_id != current_subresource_state.execution_id && current_subresource_state.may_decay) {
|
||||
current_subresource_state.state = D3D12_RESOURCE_STATE_COMMON;
|
||||
current_subresource_state.is_promoted = false;
|
||||
}
|
||||
bool may_decay = false;
|
||||
bool is_promotion = false;
|
||||
|
||||
D3D12_RESOURCE_STATES state_if_promoted =
|
||||
d3d12_resource_state_if_promoted(after, current_state->supports_simultaneous_access, ¤t_subresource_state);
|
||||
|
||||
if (D3D12_RESOURCE_STATE_COMMON == state_if_promoted) {
|
||||
// No promotion
|
||||
if (current_subresource_state.state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS &&
|
||||
after == D3D12_RESOURCE_STATE_UNORDERED_ACCESS &&
|
||||
is_implicit_dispatch) {
|
||||
D3D12_RESOURCE_BARRIER uav_barrier = { D3D12_RESOURCE_BARRIER_TYPE_UAV };
|
||||
uav_barrier.UAV.pResource = res;
|
||||
util_dynarray_append(&ctx->barrier_scratch, D3D12_RESOURCE_BARRIER, uav_barrier);
|
||||
} else if (transition_required(current_subresource_state.state, /*inout*/ &after)) {
|
||||
// Insert a single concrete barrier (for non-simultaneous access resources).
|
||||
transition_desc.Transition.StateBefore = current_subresource_state.state;
|
||||
transition_desc.Transition.StateAfter = after;
|
||||
assert(transition_desc.Transition.StateBefore != transition_desc.Transition.StateAfter);
|
||||
util_dynarray_append(&ctx->barrier_scratch, D3D12_RESOURCE_BARRIER, transition_desc);
|
||||
|
||||
may_decay = current_state->supports_simultaneous_access && !d3d12_is_write_state(after);
|
||||
is_promotion = false;
|
||||
}
|
||||
} else if (after != state_if_promoted) {
|
||||
after = state_if_promoted;
|
||||
may_decay = !d3d12_is_write_state(after);
|
||||
is_promotion = true;
|
||||
}
|
||||
|
||||
d3d12_subresource_state new_subresource_state { after, ctx->submit_id, is_promotion, may_decay };
|
||||
if (num_subresources == 1)
|
||||
d3d12_set_resource_state(current_state, &new_subresource_state);
|
||||
else
|
||||
d3d12_set_subresource_state(current_state, i, &new_subresource_state);
|
||||
}
|
||||
|
||||
// Update destination states.
|
||||
d3d12_reset_desired_resource_state(destination_state);
|
||||
}
|
||||
|
||||
if (ctx->barrier_scratch.size) {
|
||||
ctx->cmdlist->ResourceBarrier(util_dynarray_num_elements(&ctx->barrier_scratch, D3D12_RESOURCE_BARRIER),
|
||||
(D3D12_RESOURCE_BARRIER *) ctx->barrier_scratch.data);
|
||||
util_dynarray_clear(&ctx->barrier_scratch);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -45,7 +45,6 @@ files_libd3d12 = files(
|
|||
'd3d12_screen.cpp',
|
||||
'd3d12_surface.cpp',
|
||||
'd3d12_tcs_variant.cpp',
|
||||
'D3D12ResourceState.cpp',
|
||||
)
|
||||
|
||||
if with_gallium_d3d12_video
|
||||
|
|
Loading…
Reference in New Issue