d3d12: Implement residency management algorithm

Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14959>
This commit is contained in:
Jesse Natalie 2022-02-09 12:04:19 -08:00 committed by Marge Bot
parent 40dafd0094
commit e3a2cb4b67
7 changed files with 298 additions and 5 deletions

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@ -25,6 +25,7 @@
#include "d3d12_context.h"
#include "d3d12_fence.h"
#include "d3d12_query.h"
#include "d3d12_residency.h"
#include "d3d12_resource.h"
#include "d3d12_screen.h"
#include "d3d12_surface.h"
@ -209,6 +210,8 @@ d3d12_end_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
mtx_lock(&screen->submit_mutex);
d3d12_process_batch_residency(screen, batch);
ID3D12CommandList* cmdlists[] = { ctx->cmdlist };
screen->cmdqueue->ExecuteCommandLists(1, cmdlists);
batch->fence = d3d12_create_fence(screen);

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@ -53,7 +53,7 @@ struct d3d12_bo {
struct list_head residency_list_entry;
uint64_t estimated_size;
uint64_t last_used_timestamp;
int64_t last_used_timestamp;
uint64_t last_used_fence;
enum d3d12_residency_status residency_status;
};

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@ -0,0 +1,251 @@
/*
* 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 "d3d12_batch.h"
#include "d3d12_bufmgr.h"
#include "d3d12_residency.h"
#include "d3d12_screen.h"
#include "util/os_time.h"
#include <dxguids/dxguids.h>
static constexpr unsigned residency_batch_size = 128;
static void
evict_aged_allocations(struct d3d12_screen *screen, uint64_t completed_fence, int64_t time, int64_t grace_period)
{
ID3D12Pageable *to_evict[residency_batch_size];
unsigned num_pending_evictions = 0;
list_for_each_entry_safe(struct d3d12_bo, bo, &screen->residency_list, residency_list_entry) {
/* This residency list should all be base bos, not suballocated ones */
assert(bo->res);
if (bo->last_used_fence > completed_fence ||
time - bo->last_used_timestamp <= grace_period) {
/* List is LRU-sorted, this bo is still in use, so we're done */
break;
}
if (bo->residency_status == d3d12_permanently_resident)
continue;
to_evict[num_pending_evictions++] = bo->res;
bo->residency_status = d3d12_evicted;
list_del(&bo->residency_list_entry);
if (num_pending_evictions == residency_batch_size) {
screen->dev->Evict(num_pending_evictions, to_evict);
num_pending_evictions = 0;
}
}
if (num_pending_evictions)
screen->dev->Evict(num_pending_evictions, to_evict);
}
static void
evict_to_fence_or_budget(struct d3d12_screen *screen, uint64_t target_fence, uint64_t current_usage, uint64_t target_budget)
{
screen->fence->SetEventOnCompletion(target_fence, nullptr);
ID3D12Pageable *to_evict[residency_batch_size];
unsigned num_pending_evictions = 0;
list_for_each_entry_safe(struct d3d12_bo, bo, &screen->residency_list, residency_list_entry) {
/* This residency list should all be base bos, not suballocated ones */
assert(bo->res);
if (bo->last_used_fence > target_fence || current_usage < target_budget) {
break;
}
if (bo->residency_status == d3d12_permanently_resident)
continue;
to_evict[num_pending_evictions++] = bo->res;
bo->residency_status = d3d12_evicted;
list_del(&bo->residency_list_entry);
current_usage -= bo->estimated_size;
if (num_pending_evictions == residency_batch_size) {
screen->dev->Evict(num_pending_evictions, to_evict);
num_pending_evictions = 0;
}
}
if (num_pending_evictions)
screen->dev->Evict(num_pending_evictions, to_evict);
}
static constexpr int64_t eviction_grace_period_seconds_min = 1;
static constexpr int64_t eviction_grace_period_seconds_max = 60;
static constexpr int64_t microseconds_per_second = 1000000;
static constexpr int64_t eviction_grace_period_microseconds_min =
eviction_grace_period_seconds_min * microseconds_per_second;
static constexpr int64_t eviction_grace_period_microseconds_max =
eviction_grace_period_seconds_max * microseconds_per_second;
static constexpr double trim_percentage_usage_threshold = 0.7;
static int64_t
get_eviction_grace_period(struct d3d12_memory_info *mem_info)
{
double pressure = double(mem_info->usage) / double(mem_info->budget);
pressure = MIN2(pressure, 1.0);
if (pressure > trim_percentage_usage_threshold) {
/* Normalize pressure for the range [0, threshold] */
pressure = (pressure - trim_percentage_usage_threshold) / (1.0 - trim_percentage_usage_threshold);
/* Linearly interpolate between min and max period based on pressure */
return (int64_t)((eviction_grace_period_microseconds_max - eviction_grace_period_microseconds_min) *
(1.0 - pressure)) + eviction_grace_period_microseconds_min;
}
/* Unlimited grace period, essentially don't trim at all */
return INT64_MAX;
}
void
d3d12_process_batch_residency(struct d3d12_screen *screen, struct d3d12_batch *batch)
{
d3d12_memory_info mem_info;
screen->get_memory_info(screen, &mem_info);
uint64_t completed_fence_value = screen->fence->GetCompletedValue();
uint64_t pending_fence_value = screen->fence_value + 1;
int64_t current_time = os_time_get();
int64_t grace_period = get_eviction_grace_period(&mem_info);
/* Gather base bos for the batch */
uint64_t size_to_make_resident = 0;
set *base_bo_set = _mesa_pointer_set_create(nullptr);
hash_table_foreach(batch->bos, entry) {
struct d3d12_bo *bo = (struct d3d12_bo *)entry->key;
uint64_t offset;
struct d3d12_bo *base_bo = d3d12_bo_get_base(bo, &offset);
if (base_bo->residency_status == d3d12_evicted) {
bool added = false;
_mesa_set_search_or_add(base_bo_set, base_bo, &added);
assert(!added);
base_bo->residency_status = d3d12_resident;
size_to_make_resident += base_bo->estimated_size;
list_addtail(&base_bo->residency_list_entry, &screen->residency_list);
} else if (base_bo->last_used_fence != pending_fence_value) {
/* First time seeing this already-resident base bo in this batch */
list_del(&base_bo->residency_list_entry);
list_addtail(&base_bo->residency_list_entry, &screen->residency_list);
}
base_bo->last_used_fence = pending_fence_value;
base_bo->last_used_timestamp = current_time;
}
/* Now that bos referenced by this batch are moved to the end of the LRU, trim it */
evict_aged_allocations(screen, completed_fence_value, current_time, grace_period);
/* If there's nothing needing to be made newly resident, we're done once we've trimmed */
if (base_bo_set->entries == 0)
return;
uint64_t residency_fence_value_snapshot = screen->residency_fence_value;
struct set_entry *entry = _mesa_set_next_entry(base_bo_set, nullptr);
uint64_t batch_memory_size = 0;
unsigned batch_count = 0;
ID3D12Pageable *to_make_resident[residency_batch_size];
while (true) {
/* Refresh memory stats */
screen->get_memory_info(screen, &mem_info);
int64_t available_memory = (int64_t)mem_info.budget - (int64_t)mem_info.usage;
assert(!list_is_empty(&screen->residency_list));
struct d3d12_bo *oldest_resident_bo =
list_first_entry(&screen->residency_list, struct d3d12_bo, residency_list_entry);
bool anything_to_wait_for = oldest_resident_bo->last_used_fence < pending_fence_value;
/* We've got some room, or we can't free up any more room, make some resources resident */
HRESULT hr = S_OK;
if ((available_memory || !anything_to_wait_for) && batch_count < residency_batch_size) {
for (; entry; entry = _mesa_set_next_entry(base_bo_set, entry)) {
struct d3d12_bo *bo = (struct d3d12_bo *)entry->key;
if (anything_to_wait_for &&
(int64_t)(batch_memory_size + bo->estimated_size) > available_memory)
break;
batch_memory_size += bo->estimated_size;
to_make_resident[batch_count++] = bo->res;
if (batch_count == residency_batch_size)
break;
}
if (batch_count) {
hr = screen->dev->EnqueueMakeResident(D3D12_RESIDENCY_FLAG_NONE, batch_count, to_make_resident,
screen->residency_fence, screen->residency_fence_value + 1);
if (SUCCEEDED(hr))
++screen->residency_fence_value;
}
if (SUCCEEDED(hr) && batch_count == residency_batch_size) {
batch_count = 0;
size_to_make_resident -= batch_memory_size;
continue;
}
}
/* We need to free up some space, either we broke early from the resource loop,
* or the MakeResident call itself failed.
*/
if (FAILED(hr) || entry) {
if (!anything_to_wait_for) {
assert(false);
break;
}
evict_to_fence_or_budget(screen, oldest_resident_bo->last_used_fence, mem_info.usage + size_to_make_resident, mem_info.budget);
continue;
}
/* Made it to the end without explicitly needing to loop, so we're done */
break;
}
_mesa_set_destroy(base_bo_set, nullptr);
/* The GPU needs to wait for these resources to be made resident */
if (residency_fence_value_snapshot != screen->residency_fence_value)
screen->cmdqueue->Wait(screen->residency_fence, screen->residency_fence_value);
}
bool
d3d12_init_residency(struct d3d12_screen *screen)
{
list_inithead(&screen->residency_list);
if (FAILED(screen->dev->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&screen->residency_fence))))
return false;
return true;
}

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@ -0,0 +1,33 @@
/*
* 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.
*/
#pragma once
struct d3d12_screen;
struct d3d12_batch;
void
d3d12_process_batch_residency(struct d3d12_screen *screen, struct d3d12_batch *batch);
bool
d3d12_init_residency(struct d3d12_screen *screen);

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@ -29,6 +29,7 @@
#include "d3d12_debug.h"
#include "d3d12_fence.h"
#include "d3d12_format.h"
#include "d3d12_residency.h"
#include "d3d12_resource.h"
#include "d3d12_nir_passes.h"
@ -797,7 +798,7 @@ enable_gpu_validation()
debug3->SetEnableGPUBasedValidation(true);
}
static ID3D12Device *
static ID3D12Device3 *
create_device(IUnknown *adapter)
{
typedef HRESULT(WINAPI *PFN_D3D12CREATEDEVICE)(IUnknown*, D3D_FEATURE_LEVEL, REFIID, void**);
@ -835,7 +836,7 @@ create_device(IUnknown *adapter)
return NULL;
}
ID3D12Device *dev;
ID3D12Device3 *dev;
if (SUCCEEDED(D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0,
IID_PPV_ARGS(&dev))))
return dev;
@ -1188,7 +1189,8 @@ d3d12_init_screen(struct d3d12_screen *screen, struct sw_winsys *winsys, IUnknow
if (FAILED(screen->dev->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&screen->fence))))
goto failed;
list_inithead(&screen->residency_list);
if (!d3d12_init_residency(screen))
goto failed;
UINT64 timestamp_freq;
if (FAILED(screen->cmdqueue->GetTimestampFrequency(&timestamp_freq)))

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@ -65,14 +65,17 @@ struct d3d12_screen {
struct pipe_screen base;
struct sw_winsys *winsys;
ID3D12Device *dev;
ID3D12Device3 *dev;
ID3D12CommandQueue *cmdqueue;
void (*get_memory_info)(struct d3d12_screen *screen, struct d3d12_memory_info *output);
mtx_t submit_mutex;
ID3D12Fence *fence;
uint64_t fence_value;
struct list_head residency_list;
ID3D12Fence *residency_fence;
uint64_t residency_fence_value;
struct slab_parent_pool transfer_pool;
struct pb_manager *bufmgr;

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@ -40,6 +40,7 @@ files_libd3d12 = files(
'd3d12_nir_passes.c',
'd3d12_pipeline_state.cpp',
'd3d12_query.cpp',
'd3d12_residency.cpp',
'd3d12_resource.cpp',
'd3d12_root_signature.cpp',
'd3d12_screen.cpp',