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:
Jesse Natalie 2022-07-20 20:25:29 -07:00 committed by Marge Bot
parent 05d04c7a54
commit c6f01d6c45
9 changed files with 147 additions and 557 deletions

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@ -1,282 +0,0 @@
/*
* Copyright © Microsoft Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "D3D12ResourceState.h"
#define UNKNOWN_RESOURCE_STATE (D3D12_RESOURCE_STATES) 0x8000u
//----------------------------------------------------------------------------------------------------------------------------------
ResourceStateManager::ResourceStateManager()
{
list_inithead(&m_TransitionListHead);
// Reserve some space in these vectors upfront. Values are arbitrary.
m_vResourceBarriers.reserve(50);
}
//----------------------------------------------------------------------------------------------------------------------------------
void ResourceStateManager::TransitionResource(TransitionableResourceState& Resource,
D3D12_RESOURCE_STATES state)
{
d3d12_set_desired_resource_state(&Resource.m_DesiredState, state);
if (!Resource.IsTransitionPending())
{
list_add(&Resource.m_TransitionListEntry, &m_TransitionListHead);
}
}
//----------------------------------------------------------------------------------------------------------------------------------
void ResourceStateManager::TransitionSubresource(TransitionableResourceState& Resource,
UINT SubresourceIndex,
D3D12_RESOURCE_STATES state)
{
d3d12_set_desired_subresource_state(&Resource.m_DesiredState, SubresourceIndex, state);
if (!Resource.IsTransitionPending())
{
list_add(&Resource.m_TransitionListEntry, &m_TransitionListHead);
}
}
//----------------------------------------------------------------------------------------------------------------------------------
void ResourceStateManager::ApplyResourceTransitionsPreamble(bool IsImplicitDispatch)
{
m_IsImplicitDispatch = IsImplicitDispatch;
m_vResourceBarriers.clear();
}
//----------------------------------------------------------------------------------------------------------------------------------
/*static*/ bool ResourceStateManager::TransitionRequired(D3D12_RESOURCE_STATES CurrentState, D3D12_RESOURCE_STATES& DestinationState)
{
// An exact match never needs a transition.
if (CurrentState == DestinationState)
{
return false;
}
if (
CurrentState == D3D12_RESOURCE_STATE_COMMON ||
DestinationState == D3D12_RESOURCE_STATE_COMMON)
{
return true;
}
// Current state already contains the destination state, we're good.
if ((CurrentState & DestinationState) == DestinationState)
{
DestinationState = CurrentState;
return false;
}
// If the transition involves a write state, then the destination should just be the requested destination.
// Otherwise, accumulate read states to minimize future transitions (by triggering the above condition).
if (!d3d12_is_write_state(DestinationState) && !d3d12_is_write_state(CurrentState))
{
DestinationState |= CurrentState;
}
return true;
}
//----------------------------------------------------------------------------------------------------------------------------------
void ResourceStateManager::AddCurrentStateUpdate(TransitionableResourceState& Resource,
d3d12_resource_state *CurrentState,
UINT SubresourceIndex,
const d3d12_subresource_state *NewLogicalState)
{
if (SubresourceIndex == D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES)
{
d3d12_set_resource_state(CurrentState, NewLogicalState);
}
else
{
d3d12_set_subresource_state(CurrentState, SubresourceIndex, NewLogicalState);
}
}
//----------------------------------------------------------------------------------------------------------------------------------
void ResourceStateManager::ProcessTransitioningResource(ID3D12Resource* pTransitioningResource,
TransitionableResourceState& TransitionableResourceState,
d3d12_resource_state *CurrentState,
UINT NumTotalSubresources,
UINT64 ExecutionId)
{
// Figure out the set of subresources that are transitioning
auto& DestinationState = TransitionableResourceState.m_DesiredState;
bool bAllSubresourcesAtOnce = CurrentState->homogenous && DestinationState.homogenous;
D3D12_RESOURCE_BARRIER TransitionDesc;
memset(&TransitionDesc, 0, sizeof(TransitionDesc));
TransitionDesc.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
TransitionDesc.Transition.pResource = pTransitioningResource;
UINT numSubresources = bAllSubresourcesAtOnce ? 1 : NumTotalSubresources;
for (UINT i = 0; i < numSubresources; ++i)
{
D3D12_RESOURCE_STATES after = d3d12_get_desired_subresource_state(&DestinationState, i);
TransitionDesc.Transition.Subresource = bAllSubresourcesAtOnce ? 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);
}
ProcessTransitioningSubresourceExplicit(
CurrentState,
i,
after,
TransitionableResourceState,
TransitionDesc,
ExecutionId); // throw( bad_alloc )
}
// Update destination states.
// Coalesce destination state to ensure that it's set for the entire resource.
d3d12_reset_desired_resource_state(&DestinationState);
}
//----------------------------------------------------------------------------------------------------------------------------------
void ResourceStateManager::ProcessTransitioningSubresourceExplicit(
d3d12_resource_state *CurrentState,
UINT SubresourceIndex,
D3D12_RESOURCE_STATES after,
TransitionableResourceState& TransitionableResourceState,
D3D12_RESOURCE_BARRIER& TransitionDesc,
UINT64 ExecutionId)
{
// Simultaneous access resources currently in the COMMON
// state can be implicitly promoted to any state other state.
// Any non-simultaneous-access resources currently in the
// COMMON state can still be implicitly promoted to SRV,
// NON_PS_SRV, COPY_SRC, or COPY_DEST.
d3d12_subresource_state CurrentLogicalState = *d3d12_get_subresource_state(CurrentState, SubresourceIndex);
// If the last time this logical state was set was in a different
// execution period and is decayable then decay the current state
// to COMMON
if(ExecutionId != CurrentLogicalState.execution_id && CurrentLogicalState.may_decay)
{
CurrentLogicalState.state = D3D12_RESOURCE_STATE_COMMON;
CurrentLogicalState.is_promoted = false;
}
bool MayDecay = false;
bool IsPromotion = false;
// If not promotable then StateIfPromoted will be D3D12_RESOURCE_STATE_COMMON
auto StateIfPromoted =
d3d12_resource_state_if_promoted(after, CurrentState->supports_simultaneous_access, &CurrentLogicalState);
if (D3D12_RESOURCE_STATE_COMMON == StateIfPromoted)
{
if (CurrentLogicalState.state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS &&
after == D3D12_RESOURCE_STATE_UNORDERED_ACCESS &&
m_IsImplicitDispatch)
{
D3D12_RESOURCE_BARRIER UAVBarrier = { D3D12_RESOURCE_BARRIER_TYPE_UAV };
UAVBarrier.UAV.pResource = TransitionDesc.Transition.pResource;
m_vResourceBarriers.push_back(UAVBarrier);
}
else if (TransitionRequired(CurrentLogicalState.state, /*inout*/ after))
{
// Insert a single concrete barrier (for non-simultaneous access resources).
TransitionDesc.Transition.StateBefore = D3D12_RESOURCE_STATES(CurrentLogicalState.state);
TransitionDesc.Transition.StateAfter = D3D12_RESOURCE_STATES(after);
assert(TransitionDesc.Transition.StateBefore != TransitionDesc.Transition.StateAfter);
m_vResourceBarriers.push_back(TransitionDesc); // throw( bad_alloc )
MayDecay = CurrentState->supports_simultaneous_access && !d3d12_is_write_state(after);
IsPromotion = false;
}
}
else
{
// Handle identity state transition
if(after != StateIfPromoted)
{
after = StateIfPromoted;
MayDecay = !d3d12_is_write_state(after);
IsPromotion = true;
}
}
d3d12_subresource_state NewLogicalState{after, ExecutionId, IsPromotion, MayDecay};
AddCurrentStateUpdate(TransitionableResourceState,
CurrentState,
TransitionDesc.Transition.Subresource,
&NewLogicalState);
}
//----------------------------------------------------------------------------------------------------------------------------------
void ResourceStateManager::SubmitResourceTransitions(ID3D12GraphicsCommandList *pCommandList)
{
// Submit any pending barriers on source command lists that are not the destination.
if (!m_vResourceBarriers.empty())
{
pCommandList->ResourceBarrier((UINT)m_vResourceBarriers.size(), m_vResourceBarriers.data());
}
}
//----------------------------------------------------------------------------------------------------------------------------------
void ResourceStateManager::TransitionResource(TransitionableResourceState* pResource, D3D12_RESOURCE_STATES State)
{
ResourceStateManager::TransitionResource(*pResource, State);
}
//----------------------------------------------------------------------------------------------------------------------------------
void ResourceStateManager::TransitionSubresource(TransitionableResourceState* pResource, UINT SubresourceIndex, D3D12_RESOURCE_STATES State)
{
ResourceStateManager::TransitionSubresource(*pResource, SubresourceIndex, State);
}
//----------------------------------------------------------------------------------------------------------------------------------
void ResourceStateManager::ApplyAllResourceTransitions(ID3D12GraphicsCommandList *pCommandList, UINT64 ExecutionId, bool IsImplicitDispatch)
{
ApplyResourceTransitionsPreamble(IsImplicitDispatch);
ForEachTransitioningResource([=](TransitionableResourceState& ResourceBase)
{
TransitionableResourceState& CurResource = static_cast<TransitionableResourceState&>(ResourceBase);
ID3D12Resource *pResource = CurResource.GetD3D12Resource();
ProcessTransitioningResource(
pResource,
CurResource,
&CurResource.m_currentState,
CurResource.NumSubresources(),
ExecutionId);
});
SubmitResourceTransitions(pCommandList);
}

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@ -1,201 +0,0 @@
/*
* Copyright © Microsoft Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#ifndef D3D12RESOURCESTATE_H
#define D3D12RESOURCESTATE_H
#include <vector>
#include <assert.h>
#include "util/list.h"
#include "d3d12_common.h"
#include "d3d12_resource_state.h"
#if defined(__GNUC__)
#pragma GCC diagnostic ignored "-Winvalid-offsetof"
#endif
#define RESOURCE_STATE_VALID_BITS 0x2f3fff
#define RESOURCE_STATE_VALID_INTERNAL_BITS 0x2fffff
//---------------------------------------------------------------------------------------------------------------------------------
//==================================================================================================================================
// TransitionableResourceState
// A base class that transitionable resources should inherit from.
//==================================================================================================================================
struct TransitionableResourceState
{
struct list_head m_TransitionListEntry;
struct d3d12_desired_resource_state m_DesiredState;
struct d3d12_resource_state m_currentState;
TransitionableResourceState(ID3D12Resource *pResource, UINT TotalSubresources, bool SupportsSimultaneousAccess) :
m_TotalSubresources(TotalSubresources),
m_pResource(pResource)
{
list_inithead(&m_TransitionListEntry);
d3d12_desired_resource_state_init(&m_DesiredState, TotalSubresources);
d3d12_resource_state_init(&m_currentState, TotalSubresources, SupportsSimultaneousAccess);
}
~TransitionableResourceState()
{
d3d12_desired_resource_state_cleanup(&m_DesiredState);
if (IsTransitionPending())
{
list_del(&m_TransitionListEntry);
}
}
bool IsTransitionPending() const { return !list_is_empty(&m_TransitionListEntry); }
UINT NumSubresources() { return m_TotalSubresources; }
inline ID3D12Resource* GetD3D12Resource() const { return m_pResource; }
private:
unsigned m_TotalSubresources;
ID3D12Resource* m_pResource;
};
//==================================================================================================================================
// ResourceStateManager
// The main business logic for handling resource transitions, including multi-queue sync and shared/exclusive state changes.
//
// Requesting a resource to transition simply updates destination state, and ensures it's in a list to be processed later.
//
// When processing ApplyAllResourceTransitions, we build up sets of vectors.
// There's a source one for each command list type, and a single one for the dest because we are applying
// the resource transitions for a single operation.
// There's also a vector for "tentative" barriers, which are merged into the destination vector if
// no flushing occurs as a result of submitting the final barrier operation.
// 99% of the time, there will only be the source being populated, but sometimes there will be a destination as well.
// If the source and dest of a transition require different types, we put a (source->COMMON) in the approriate source vector,
// and a (COMMON->dest) in the destination vector.
//
// Once all resources are processed, we:
// 1. Submit all source barriers, except ones belonging to the destination queue.
// 2. Flush all source command lists, except ones belonging to the destination queue.
// 3. Determine if the destination queue is going to be flushed.
// If so: Submit source barriers on that command list first, then flush it.
// If not: Accumulate source, dest, and tentative barriers so they can be sent to D3D12 in a single API call.
// 4. Insert waits on the destination queue - deferred waits, and waits for work on other queues.
// 5. Insert destination barriers.
//
// Only once all of this has been done do we update the "current" state of resources,
// because this is the only way that we know whether or not the destination queue has been flushed,
// and therefore, we can get the correct fence values to store in the subresources.
//==================================================================================================================================
class ResourceStateManager
{
protected:
struct list_head m_TransitionListHead;
std::vector<D3D12_RESOURCE_BARRIER> m_vResourceBarriers;
bool m_IsImplicitDispatch;
public:
ResourceStateManager();
~ResourceStateManager()
{
// All resources should be gone by this point, and each resource ensures it is no longer in this list.
assert(list_is_empty(&m_TransitionListHead));
}
// Call the D3D12 APIs to perform the resource barriers, command list submission, and command queue sync
// that was determined by previous calls to ProcessTransitioningResource.
void SubmitResourceTransitions(ID3D12GraphicsCommandList *pCommandList);
// Transition the entire resource to a particular destination state on a particular command list.
void TransitionResource(TransitionableResourceState* pResource,
D3D12_RESOURCE_STATES State);
// Transition a single subresource to a particular destination state.
void TransitionSubresource(TransitionableResourceState* pResource,
UINT SubresourceIndex,
D3D12_RESOURCE_STATES State);
// Submit all barriers and queue sync.
void ApplyAllResourceTransitions(ID3D12GraphicsCommandList *pCommandList, UINT64 ExecutionId, bool IsImplicitDispatch);
private:
// These methods set the destination state of the resource/subresources and ensure it's in the transition list.
void TransitionResource(TransitionableResourceState& Resource,
D3D12_RESOURCE_STATES State);
void TransitionSubresource(TransitionableResourceState& Resource,
UINT SubresourceIndex,
D3D12_RESOURCE_STATES State);
// Clear out any state from previous iterations.
void ApplyResourceTransitionsPreamble(bool IsImplicitDispatch);
// What to do with the resource, in the context of the transition list, after processing it.
enum class TransitionResult
{
// There are no more pending transitions that may be processed at a later time (i.e. draw time),
// so remove it from the pending transition list.
Remove,
// There are more transitions to be done, so keep it in the list.
Keep
};
// For every entry in the transition list, call a routine.
// 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

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@ -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);

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@ -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,

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@ -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);

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@ -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);

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@ -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)
{

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@ -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, &current_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);
}
}

View File

@ -45,7 +45,6 @@ files_libd3d12 = files(
'd3d12_screen.cpp',
'd3d12_surface.cpp',
'd3d12_tcs_variant.cpp',
'D3D12ResourceState.cpp',
)
if with_gallium_d3d12_video