dxvk/src/d3d11/d3d11_context_imm.cpp

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#include "d3d11_cmdlist.h"
#include "d3d11_context_imm.h"
#include "d3d11_device.h"
#include "d3d11_texture.h"
namespace dxvk {
D3D11ImmediateContext::D3D11ImmediateContext(
D3D11Device* pParent,
const Rc<DxvkDevice>& Device)
: D3D11DeviceContext(pParent, Device),
m_csThread(Device->createContext()) {
EmitCs([cDevice = m_device] (DxvkContext* ctx) {
ctx->beginRecording(cDevice->createCommandList());
});
ClearState();
}
D3D11ImmediateContext::~D3D11ImmediateContext() {
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Flush();
SynchronizeCsThread();
SynchronizeDevice();
}
ULONG STDMETHODCALLTYPE D3D11ImmediateContext::AddRef() {
return m_parent->AddRef();
}
ULONG STDMETHODCALLTYPE D3D11ImmediateContext::Release() {
return m_parent->Release();
}
D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE D3D11ImmediateContext::GetType() {
return D3D11_DEVICE_CONTEXT_IMMEDIATE;
}
UINT STDMETHODCALLTYPE D3D11ImmediateContext::GetContextFlags() {
return 0;
}
void STDMETHODCALLTYPE D3D11ImmediateContext::Flush() {
m_parent->FlushInitContext();
if (m_csIsBusy || m_csChunk->commandCount() != 0) {
// Add commands to flush the threaded
// context, then flush the command list
EmitCs([dev = m_device] (DxvkContext* ctx) {
dev->submitCommandList(
ctx->endRecording(),
nullptr, nullptr);
ctx->beginRecording(
dev->createCommandList());
});
FlushCsChunk();
// Reset optimization info
m_drawCount = 0;
m_csIsBusy = false;
}
}
void STDMETHODCALLTYPE D3D11ImmediateContext::ExecuteCommandList(
ID3D11CommandList* pCommandList,
BOOL RestoreContextState) {
auto commandList = static_cast<D3D11CommandList*>(pCommandList);
// Flush any outstanding commands so that
// we don't mess up the execution order
FlushCsChunk();
// As an optimization, flush everything if the
// number of pending draw calls is high enough.
if (m_drawCount >= MaxPendingDraws)
Flush();
// Dispatch command list to the CS thread and
// restore the immediate context's state
commandList->EmitToCsThread(&m_csThread);
if (RestoreContextState)
RestoreState();
else
ClearState();
// Mark CS thread as busy so that subsequent
// flush operations get executed correctly.
m_csIsBusy = true;
m_drawCount += commandList->GetDrawCount();
}
HRESULT STDMETHODCALLTYPE D3D11ImmediateContext::FinishCommandList(
BOOL RestoreDeferredContextState,
ID3D11CommandList **ppCommandList) {
InitReturnPtr(ppCommandList);
Logger::err("D3D11: FinishCommandList called on immediate context");
return DXGI_ERROR_INVALID_CALL;
}
HRESULT STDMETHODCALLTYPE D3D11ImmediateContext::Map(
ID3D11Resource* pResource,
UINT Subresource,
D3D11_MAP MapType,
UINT MapFlags,
D3D11_MAPPED_SUBRESOURCE* pMappedResource) {
if (pResource == nullptr)
return DXGI_ERROR_INVALID_CALL;
if (pMappedResource != nullptr) {
pMappedResource->pData = nullptr;
pMappedResource->RowPitch = 0;
pMappedResource->DepthPitch = 0;
}
D3D11_RESOURCE_DIMENSION resourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
pResource->GetType(&resourceDim);
if (resourceDim == D3D11_RESOURCE_DIMENSION_BUFFER) {
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return MapBuffer(
static_cast<D3D11Buffer*>(pResource),
MapType, MapFlags, pMappedResource);
} else {
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return MapImage(
GetCommonTexture(pResource),
Subresource, MapType, MapFlags,
pMappedResource);
}
}
void STDMETHODCALLTYPE D3D11ImmediateContext::Unmap(
ID3D11Resource* pResource,
UINT Subresource) {
D3D11_RESOURCE_DIMENSION resourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
pResource->GetType(&resourceDim);
if (resourceDim != D3D11_RESOURCE_DIMENSION_BUFFER)
UnmapImage(GetCommonTexture(pResource), Subresource);
}
HRESULT D3D11ImmediateContext::MapBuffer(
D3D11Buffer* pResource,
D3D11_MAP MapType,
UINT MapFlags,
D3D11_MAPPED_SUBRESOURCE* pMappedResource) {
Rc<DxvkBuffer> buffer = pResource->GetBuffer();
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if (!(buffer->memFlags() & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT)) {
Logger::err("D3D11: Cannot map a device-local buffer");
return E_INVALIDARG;
}
if (MapType == D3D11_MAP_WRITE_DISCARD) {
// Allocate a new backing slice for the buffer and set
// it as the 'new' mapped slice. This assumes that the
// only way to invalidate a buffer is by mapping it.
auto physicalSlice = buffer->allocPhysicalSlice();
pResource->GetBufferInfo()->mappedSlice = physicalSlice;
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EmitCs([
cBuffer = buffer,
cPhysicalSlice = physicalSlice
] (DxvkContext* ctx) {
ctx->invalidateBuffer(cBuffer, cPhysicalSlice);
});
} else if (MapType != D3D11_MAP_WRITE_NO_OVERWRITE) {
if (!WaitForResource(buffer->resource(), MapFlags))
return DXGI_ERROR_WAS_STILL_DRAWING;
}
// Use map pointer from previous map operation. This
// way we don't have to synchronize with the CS thread
// if the map mode is D3D11_MAP_WRITE_NO_OVERWRITE.
const DxvkPhysicalBufferSlice physicalSlice
= pResource->GetBufferInfo()->mappedSlice;
pMappedResource->pData = physicalSlice.mapPtr(0);
pMappedResource->RowPitch = physicalSlice.length();
pMappedResource->DepthPitch = physicalSlice.length();
return S_OK;
}
void STDMETHODCALLTYPE D3D11ImmediateContext::OMSetRenderTargets(
UINT NumViews,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView) {
// Optimization: If the number of draw and dispatch calls issued
// prior to the previous context flush is above a certain threshold,
// submit the current command buffer in order to keep the GPU busy.
// This also helps keep the command buffers at a reasonable size.
if (m_drawCount >= MaxPendingDraws)
Flush();
D3D11DeviceContext::OMSetRenderTargets(
NumViews, ppRenderTargetViews, pDepthStencilView);
}
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HRESULT D3D11ImmediateContext::MapImage(
D3D11CommonTexture* pResource,
UINT Subresource,
D3D11_MAP MapType,
UINT MapFlags,
D3D11_MAPPED_SUBRESOURCE* pMappedResource) {
const Rc<DxvkImage> mappedImage = pResource->GetImage();
const Rc<DxvkBuffer> mappedBuffer = pResource->GetMappedBuffer();
if (pResource->GetMapMode() == D3D11_COMMON_TEXTURE_MAP_MODE_NONE) {
Logger::err("D3D11: Cannot map a device-local image");
return E_INVALIDARG;
}
auto formatInfo = imageFormatInfo(mappedImage->info().format);
if (formatInfo->aspectMask != VK_IMAGE_ASPECT_COLOR_BIT) {
Logger::err("D3D11: Cannot map a depth-stencil texture");
return E_INVALIDARG;
}
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VkImageSubresource subresource =
pResource->GetSubresourceFromIndex(
formatInfo->aspectMask, Subresource);
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pResource->SetMappedSubresource(subresource);
if (pResource->GetMapMode() == D3D11_COMMON_TEXTURE_MAP_MODE_DIRECT) {
const VkImageType imageType = mappedImage->info().type;
// Wait for the resource to become available
if (!WaitForResource(mappedImage, MapFlags))
return DXGI_ERROR_WAS_STILL_DRAWING;
// Query the subresource's memory layout and hope that
// the application respects the returned pitch values.
VkSubresourceLayout layout = mappedImage->querySubresourceLayout(subresource);
pMappedResource->pData = mappedImage->mapPtr(layout.offset);
pMappedResource->RowPitch = imageType >= VK_IMAGE_TYPE_2D ? layout.rowPitch : layout.size;
pMappedResource->DepthPitch = imageType >= VK_IMAGE_TYPE_3D ? layout.depthPitch : layout.size;
return S_OK;
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} else {
const VkExtent3D levelExtent = mappedImage->mipLevelExtent(subresource.mipLevel);
const VkExtent3D blockCount = util::computeBlockCount(levelExtent, formatInfo->blockSize);
DxvkPhysicalBufferSlice physicalSlice;
if (MapType == D3D11_MAP_WRITE_DISCARD) {
// We do not have to preserve the contents of the
// buffer if the entire image gets discarded.
physicalSlice = mappedBuffer->allocPhysicalSlice();
EmitCs([
cImageBuffer = mappedBuffer,
cPhysicalSlice = physicalSlice
] (DxvkContext* ctx) {
ctx->invalidateBuffer(cImageBuffer, cPhysicalSlice);
});
} else {
// When using any map mode which requires the image contents
// to be preserved, and if the GPU has write access to the
// image, copy the current image contents into the buffer.
const bool copyExistingData = pResource->Desc()->Usage == D3D11_USAGE_STAGING;
if (copyExistingData) {
const VkImageSubresourceLayers subresourceLayers = {
subresource.aspectMask,
subresource.mipLevel,
subresource.arrayLayer, 1 };
EmitCs([
cImageBuffer = mappedBuffer,
cImage = mappedImage,
cSubresources = subresourceLayers,
cLevelExtent = levelExtent
] (DxvkContext* ctx) {
ctx->copyImageToBuffer(
cImageBuffer, 0, VkExtent2D { 0u, 0u },
cImage, cSubresources, VkOffset3D { 0, 0, 0 },
cLevelExtent);
});
}
WaitForResource(mappedBuffer->resource(), 0);
physicalSlice = mappedBuffer->slice();
}
// Set up map pointer. Data is tightly packed within the mapped buffer.
pMappedResource->pData = physicalSlice.mapPtr(0);
pMappedResource->RowPitch = formatInfo->elementSize * blockCount.width;
pMappedResource->DepthPitch = formatInfo->elementSize * blockCount.width * blockCount.height;
return S_OK;
}
}
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void D3D11ImmediateContext::UnmapImage(
D3D11CommonTexture* pResource,
UINT Subresource) {
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if (pResource->GetMapMode() == D3D11_COMMON_TEXTURE_MAP_MODE_BUFFER) {
// Now that data has been written into the buffer,
// we need to copy its contents into the image
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const Rc<DxvkImage> mappedImage = pResource->GetImage();
const Rc<DxvkBuffer> mappedBuffer = pResource->GetMappedBuffer();
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VkImageSubresource subresource = pResource->GetMappedSubresource();
VkExtent3D levelExtent = mappedImage
->mipLevelExtent(subresource.mipLevel);
VkImageSubresourceLayers subresourceLayers = {
subresource.aspectMask,
subresource.mipLevel,
subresource.arrayLayer, 1 };
EmitCs([
cSrcBuffer = mappedBuffer,
cDstImage = mappedImage,
cDstLayers = subresourceLayers,
cDstLevelExtent = levelExtent
] (DxvkContext* ctx) {
ctx->copyBufferToImage(cDstImage, cDstLayers,
VkOffset3D { 0, 0, 0 }, cDstLevelExtent,
cSrcBuffer, 0, { 0u, 0u });
});
}
pResource->ClearMappedSubresource();
}
void D3D11ImmediateContext::SynchronizeCsThread() {
// Dispatch current chunk so that all commands
// recorded prior to this function will be run
FlushCsChunk();
m_csThread.synchronize();
}
void D3D11ImmediateContext::SynchronizeDevice() {
m_device->waitForIdle();
}
bool D3D11ImmediateContext::WaitForResource(
const Rc<DxvkResource>& Resource,
UINT MapFlags) {
// Some games (e.g. The Witcher 3) do not work correctly
// when a map fails with D3D11_MAP_FLAG_DO_NOT_WAIT set
if (!m_parent->TestOption(D3D11Option::AllowMapFlagNoWait))
MapFlags &= ~D3D11_MAP_FLAG_DO_NOT_WAIT;
// Wait for the any pending D3D11 command to be executed
// on the CS thread so that we can determine whether the
// resource is currently in use or not.
Flush();
SynchronizeCsThread();
if (Resource->isInUse()) {
if (MapFlags & D3D11_MAP_FLAG_DO_NOT_WAIT)
return false;
// TODO implement properly in DxvkDevice
while (Resource->isInUse())
std::this_thread::yield();
}
return true;
}
void D3D11ImmediateContext::EmitCsChunk(Rc<DxvkCsChunk>&& chunk) {
m_csThread.dispatchChunk(std::move(chunk));
m_csIsBusy = true;
}
}