From c6f01d6c45fd82bc07a68ec3a90f0f56c05fde01 Mon Sep 17 00:00:00 2001 From: Jesse Natalie Date: Wed, 20 Jul 2022 20:25:29 -0700 Subject: [PATCH] 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 Part-of: --- .../drivers/d3d12/D3D12ResourceState.cpp | 282 ------------------ .../drivers/d3d12/D3D12ResourceState.h | 201 ------------- src/gallium/drivers/d3d12/d3d12_bufmgr.cpp | 8 +- src/gallium/drivers/d3d12/d3d12_bufmgr.h | 2 - src/gallium/drivers/d3d12/d3d12_context.cpp | 56 +--- src/gallium/drivers/d3d12/d3d12_context.h | 4 + src/gallium/drivers/d3d12/d3d12_resource.h | 9 - .../drivers/d3d12/d3d12_resource_state.cpp | 141 +++++++++ src/gallium/drivers/d3d12/meson.build | 1 - 9 files changed, 147 insertions(+), 557 deletions(-) delete mode 100644 src/gallium/drivers/d3d12/D3D12ResourceState.cpp delete mode 100644 src/gallium/drivers/d3d12/D3D12ResourceState.h diff --git a/src/gallium/drivers/d3d12/D3D12ResourceState.cpp b/src/gallium/drivers/d3d12/D3D12ResourceState.cpp deleted file mode 100644 index ad777507294..00000000000 --- a/src/gallium/drivers/d3d12/D3D12ResourceState.cpp +++ /dev/null @@ -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(ResourceBase); - - ID3D12Resource *pResource = CurResource.GetD3D12Resource(); - - ProcessTransitioningResource( - pResource, - CurResource, - &CurResource.m_currentState, - CurResource.NumSubresources(), - ExecutionId); - }); - - SubmitResourceTransitions(pCommandList); -} diff --git a/src/gallium/drivers/d3d12/D3D12ResourceState.h b/src/gallium/drivers/d3d12/D3D12ResourceState.h deleted file mode 100644 index 83ad793013d..00000000000 --- a/src/gallium/drivers/d3d12/D3D12ResourceState.h +++ /dev/null @@ -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 -#include - -#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 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 - 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 diff --git a/src/gallium/drivers/d3d12/d3d12_bufmgr.cpp b/src/gallium/drivers/d3d12/d3d12_bufmgr.cpp index 2f5110e37d1..8d009305474 100644 --- a/src/gallium/drivers/d3d12/d3d12_bufmgr.cpp +++ b/src/gallium/drivers/d3d12/d3d12_bufmgr.cpp @@ -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); diff --git a/src/gallium/drivers/d3d12/d3d12_bufmgr.h b/src/gallium/drivers/d3d12/d3d12_bufmgr.h index a84df2cd255..d34076f96e6 100644 --- a/src/gallium/drivers/d3d12/d3d12_bufmgr.h +++ b/src/gallium/drivers/d3d12/d3d12_bufmgr.h @@ -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, diff --git a/src/gallium/drivers/d3d12/d3d12_context.cpp b/src/gallium/drivers/d3d12/d3d12_context.cpp index 4bdd7fe1f01..e36c1bcc84f 100644 --- a/src/gallium/drivers/d3d12/d3d12_context.cpp +++ b/src/gallium/drivers/d3d12/d3d12_context.cpp @@ -52,8 +52,6 @@ #include "util/u_dl.h" #include "nir_to_dxil.h" -#include "D3D12ResourceState.h" - #include 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); diff --git a/src/gallium/drivers/d3d12/d3d12_context.h b/src/gallium/drivers/d3d12/d3d12_context.h index 84465ff2932..2a2643458f1 100644 --- a/src/gallium/drivers/d3d12/d3d12_context.h +++ b/src/gallium/drivers/d3d12/d3d12_context.h @@ -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); diff --git a/src/gallium/drivers/d3d12/d3d12_resource.h b/src/gallium/drivers/d3d12/d3d12_resource.h index b9abe42ea7e..956eb75e6ea 100644 --- a/src/gallium/drivers/d3d12/d3d12_resource.h +++ b/src/gallium/drivers/d3d12/d3d12_resource.h @@ -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) { diff --git a/src/gallium/drivers/d3d12/d3d12_resource_state.cpp b/src/gallium/drivers/d3d12/d3d12_resource_state.cpp index 091025723c2..ad19c7f8382 100644 --- a/src/gallium/drivers/d3d12/d3d12_resource_state.cpp +++ b/src/gallium/drivers/d3d12/d3d12_resource_state.cpp @@ -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); + } +} diff --git a/src/gallium/drivers/d3d12/meson.build b/src/gallium/drivers/d3d12/meson.build index 2f09dc250f6..6368735d075 100644 --- a/src/gallium/drivers/d3d12/meson.build +++ b/src/gallium/drivers/d3d12/meson.build @@ -45,7 +45,6 @@ files_libd3d12 = files( 'd3d12_screen.cpp', 'd3d12_surface.cpp', 'd3d12_tcs_variant.cpp', - 'D3D12ResourceState.cpp', ) if with_gallium_d3d12_video