mesa/src/gallium/drivers/d3d12/d3d12_batch.cpp

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/*
* 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_context.h"
#include "d3d12_fence.h"
#include "d3d12_query.h"
#include "d3d12_residency.h"
#include "d3d12_resource.h"
#include "d3d12_resource_state.h"
#include "d3d12_screen.h"
#include "d3d12_surface.h"
#include "util/hash_table.h"
#include "util/set.h"
#include "util/u_inlines.h"
#include <dxguids/dxguids.h>
bool
d3d12_init_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
{
struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
batch->bos = _mesa_hash_table_create(NULL, _mesa_hash_pointer,
_mesa_key_pointer_equal);
batch->sampler_views = _mesa_set_create(NULL, _mesa_hash_pointer,
_mesa_key_pointer_equal);
batch->surfaces = _mesa_set_create(NULL, _mesa_hash_pointer,
_mesa_key_pointer_equal);
batch->objects = _mesa_set_create(NULL,
_mesa_hash_pointer,
_mesa_key_pointer_equal);
if (!batch->bos || !batch->sampler_views || !batch->surfaces || !batch->objects)
return false;
util_dynarray_init(&batch->zombie_samplers, NULL);
if (FAILED(screen->dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
IID_PPV_ARGS(&batch->cmdalloc))))
return false;
batch->sampler_heap =
d3d12_descriptor_heap_new(screen->dev,
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
128);
batch->view_heap =
d3d12_descriptor_heap_new(screen->dev,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
1024);
if (!batch->sampler_heap && !batch->view_heap)
return false;
return true;
}
static void
delete_bo(hash_entry *entry)
{
struct d3d12_bo *bo = (struct d3d12_bo *)entry->key;
d3d12_bo_unreference(bo);
}
static void
delete_sampler_view(set_entry *entry)
{
struct pipe_sampler_view *pres = (struct pipe_sampler_view *)entry->key;
pipe_sampler_view_reference(&pres, NULL);
}
static void
delete_surface(set_entry *entry)
{
struct pipe_surface *surf = (struct pipe_surface *)entry->key;
pipe_surface_reference(&surf, NULL);
}
static void
delete_object(set_entry *entry)
{
ID3D12Object *object = (ID3D12Object *)entry->key;
object->Release();
}
bool
d3d12_reset_batch(struct d3d12_context *ctx, struct d3d12_batch *batch, uint64_t timeout_ns)
{
// batch hasn't been submitted before
if (!batch->fence && !batch->has_errors)
return true;
if (batch->fence) {
if (!d3d12_fence_finish(batch->fence, timeout_ns))
return false;
d3d12_fence_reference(&batch->fence, NULL);
}
_mesa_hash_table_clear(batch->bos, delete_bo);
_mesa_set_clear(batch->sampler_views, delete_sampler_view);
_mesa_set_clear(batch->surfaces, delete_surface);
_mesa_set_clear(batch->objects, delete_object);
util_dynarray_foreach(&batch->zombie_samplers, d3d12_descriptor_handle, handle)
d3d12_descriptor_handle_free(handle);
util_dynarray_clear(&batch->zombie_samplers);
d3d12_descriptor_heap_clear(batch->view_heap);
d3d12_descriptor_heap_clear(batch->sampler_heap);
if (FAILED(batch->cmdalloc->Reset())) {
debug_printf("D3D12: resetting ID3D12CommandAllocator failed\n");
return false;
}
batch->has_errors = false;
batch->pending_memory_barrier = false;
return true;
}
void
d3d12_destroy_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
{
d3d12_reset_batch(ctx, batch, PIPE_TIMEOUT_INFINITE);
batch->cmdalloc->Release();
d3d12_descriptor_heap_free(batch->sampler_heap);
d3d12_descriptor_heap_free(batch->view_heap);
_mesa_hash_table_destroy(batch->bos, NULL);
_mesa_set_destroy(batch->sampler_views, NULL);
_mesa_set_destroy(batch->surfaces, NULL);
_mesa_set_destroy(batch->objects, NULL);
util_dynarray_fini(&batch->zombie_samplers);
}
void
d3d12_start_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
{
struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
ID3D12DescriptorHeap* heaps[2] = { d3d12_descriptor_heap_get(batch->view_heap),
d3d12_descriptor_heap_get(batch->sampler_heap) };
d3d12_reset_batch(ctx, batch, PIPE_TIMEOUT_INFINITE);
/* Create or reset global command list */
if (ctx->cmdlist) {
if (FAILED(ctx->cmdlist->Reset(batch->cmdalloc, NULL))) {
debug_printf("D3D12: resetting ID3D12GraphicsCommandList failed\n");
batch->has_errors = true;
return;
}
} else {
if (FAILED(screen->dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT,
batch->cmdalloc, NULL,
IID_PPV_ARGS(&ctx->cmdlist)))) {
debug_printf("D3D12: creating ID3D12GraphicsCommandList failed\n");
batch->has_errors = true;
return;
}
}
ctx->cmdlist->SetDescriptorHeaps(2, heaps);
ctx->cmdlist_dirty = ~0;
for (int i = 0; i < PIPE_SHADER_TYPES; ++i)
ctx->shader_dirty[i] = ~0;
if (!ctx->queries_disabled)
d3d12_resume_queries(ctx);
if (ctx->current_predication)
d3d12_enable_predication(ctx);
batch->submit_id = ++ctx->submit_id;
}
void
d3d12_end_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
{
struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
if (!ctx->queries_disabled)
d3d12_suspend_queries(ctx);
if (FAILED(ctx->cmdlist->Close())) {
debug_printf("D3D12: closing ID3D12GraphicsCommandList failed\n");
batch->has_errors = true;
return;
}
mtx_lock(&screen->submit_mutex);
d3d12_process_batch_residency(screen, batch);
bool has_state_fixup = d3d12_context_state_resolve_submission(ctx, batch);
ID3D12CommandList *cmdlists[] = { ctx->state_fixup_cmdlist, ctx->cmdlist };
ID3D12CommandList **to_execute = cmdlists;
UINT count_to_execute = ARRAY_SIZE(cmdlists);
if (!has_state_fixup) {
to_execute++;
count_to_execute--;
}
screen->cmdqueue->ExecuteCommandLists(count_to_execute, to_execute);
batch->fence = d3d12_create_fence(screen);
mtx_unlock(&screen->submit_mutex);
}
enum batch_bo_reference_state
{
batch_bo_reference_read = (1 << 0),
batch_bo_reference_written = (1 << 1),
};
bool
d3d12_batch_has_references(struct d3d12_batch *batch,
struct d3d12_bo *bo,
bool want_to_write)
{
hash_entry *entry = _mesa_hash_table_search(batch->bos, bo);
if (entry == NULL)
return false;
bool resource_was_written = ((batch_bo_reference_state)(size_t)entry->data & batch_bo_reference_written) != 0;
return want_to_write || resource_was_written;
}
void
d3d12_batch_reference_resource(struct d3d12_batch *batch,
struct d3d12_resource *res,
bool write)
{
hash_entry *entry = _mesa_hash_table_search(batch->bos, res->bo);
if (entry == NULL) {
d3d12_bo_reference(res->bo);
entry = _mesa_hash_table_insert(batch->bos, res->bo, NULL);
}
size_t new_data = write ? batch_bo_reference_written : batch_bo_reference_read;
size_t old_data = (size_t)entry->data;
entry->data = (void*)(old_data | new_data);
}
void
d3d12_batch_reference_sampler_view(struct d3d12_batch *batch,
struct d3d12_sampler_view *sv)
{
struct set_entry *entry = _mesa_set_search(batch->sampler_views, sv);
if (!entry) {
entry = _mesa_set_add(batch->sampler_views, sv);
pipe_reference(NULL, &sv->base.reference);
d3d12_batch_reference_resource(batch, d3d12_resource(sv->base.texture), false);
}
}
void
d3d12_batch_reference_surface_texture(struct d3d12_batch *batch,
struct d3d12_surface *surf)
{
d3d12_batch_reference_resource(batch, d3d12_resource(surf->base.texture), true);
}
void
d3d12_batch_reference_object(struct d3d12_batch *batch,
ID3D12Object *object)
{
struct set_entry *entry = _mesa_set_search(batch->objects, object);
if (!entry) {
entry = _mesa_set_add(batch->objects, object);
object->AddRef();
}
}