#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& Device) : D3D11DeviceContext(pParent, Device), m_csThread(Device->createContext()) { EmitCs([cDevice = m_device] (DxvkContext* ctx) { ctx->beginRecording(cDevice->createCommandList()); }); ClearState(); } D3D11ImmediateContext::~D3D11ImmediateContext() { 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_csIsBusy = false; m_lastFlush = std::chrono::high_resolution_clock::now(); } } void STDMETHODCALLTYPE D3D11ImmediateContext::ExecuteCommandList( ID3D11CommandList* pCommandList, BOOL RestoreContextState) { auto commandList = static_cast(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. FlushImplicit(); // 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; } 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) { return MapBuffer( static_cast(pResource), MapType, MapFlags, pMappedResource); } else { 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 buffer = pResource->GetBuffer(); 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; 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. FlushImplicit(); D3D11DeviceContext::OMSetRenderTargets( NumViews, ppRenderTargetViews, pDepthStencilView); } HRESULT D3D11ImmediateContext::MapImage( D3D11CommonTexture* pResource, UINT Subresource, D3D11_MAP MapType, UINT MapFlags, D3D11_MAPPED_SUBRESOURCE* pMappedResource) { const Rc mappedImage = pResource->GetImage(); const Rc 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; } VkImageSubresource subresource = pResource->GetSubresourceFromIndex( formatInfo->aspectMask, Subresource); 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; } 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; } } void D3D11ImmediateContext::UnmapImage( D3D11CommonTexture* pResource, UINT Subresource) { 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 const Rc mappedImage = pResource->GetImage(); const Rc mappedBuffer = pResource->GetMappedBuffer(); 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& 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&& chunk) { m_csThread.dispatchChunk(std::move(chunk)); m_csIsBusy = true; } void D3D11ImmediateContext::FlushImplicit() { // Flush only if the GPU is about to go idle, in // order to keep the number of submissions low. if (m_device->pendingSubmissions() <= MaxPendingSubmits) { auto now = std::chrono::high_resolution_clock::now(); // Prevent flushing too often in short intervals. if (now - m_lastFlush >= std::chrono::microseconds(MinFlushIntervalUs)) Flush(); } } }