1/*
2 * Copyright © Microsoft Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24#include "d3d12_batch.h"
25#include "d3d12_context.h"
26#include "d3d12_fence.h"
27#include "d3d12_query.h"
28#include "d3d12_residency.h"
29#include "d3d12_resource.h"
30#include "d3d12_resource_state.h"
31#include "d3d12_screen.h"
32#include "d3d12_surface.h"
33
34#include "util/hash_table.h"
35#include "util/set.h"
36#include "util/u_inlines.h"
37
38#include <dxguids/dxguids.h>
39
40bool
41d3d12_init_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
42{
43   struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
44
45   batch->bos = _mesa_hash_table_create(NULL, _mesa_hash_pointer,
46                                        _mesa_key_pointer_equal);
47   batch->sampler_views = _mesa_set_create(NULL, _mesa_hash_pointer,
48                                           _mesa_key_pointer_equal);
49   batch->surfaces = _mesa_set_create(NULL, _mesa_hash_pointer,
50                                      _mesa_key_pointer_equal);
51   batch->objects = _mesa_set_create(NULL,
52                                     _mesa_hash_pointer,
53                                     _mesa_key_pointer_equal);
54
55   if (!batch->bos || !batch->sampler_views || !batch->surfaces || !batch->objects)
56      return false;
57
58   util_dynarray_init(&batch->zombie_samplers, NULL);
59
60   if (FAILED(screen->dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
61                                                  IID_PPV_ARGS(&batch->cmdalloc))))
62      return false;
63
64
65   batch->sampler_heap =
66      d3d12_descriptor_heap_new(screen->dev,
67                                D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
68                                D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
69                                128);
70
71   batch->view_heap =
72      d3d12_descriptor_heap_new(screen->dev,
73                                D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
74                                D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
75                                1024);
76
77   if (!batch->sampler_heap && !batch->view_heap)
78      return false;
79
80   return true;
81}
82
83static void
84delete_bo(hash_entry *entry)
85{
86   struct d3d12_bo *bo = (struct d3d12_bo *)entry->key;
87   d3d12_bo_unreference(bo);
88}
89
90static void
91delete_sampler_view(set_entry *entry)
92{
93   struct pipe_sampler_view *pres = (struct pipe_sampler_view *)entry->key;
94   pipe_sampler_view_reference(&pres, NULL);
95}
96
97static void
98delete_surface(set_entry *entry)
99{
100   struct pipe_surface *surf = (struct pipe_surface *)entry->key;
101   pipe_surface_reference(&surf, NULL);
102}
103
104static void
105delete_object(set_entry *entry)
106{
107   ID3D12Object *object = (ID3D12Object *)entry->key;
108   object->Release();
109}
110
111bool
112d3d12_reset_batch(struct d3d12_context *ctx, struct d3d12_batch *batch, uint64_t timeout_ns)
113{
114   // batch hasn't been submitted before
115   if (!batch->fence && !batch->has_errors)
116      return true;
117
118   if (batch->fence) {
119      if (!d3d12_fence_finish(batch->fence, timeout_ns))
120         return false;
121      d3d12_fence_reference(&batch->fence, NULL);
122   }
123
124   _mesa_hash_table_clear(batch->bos, delete_bo);
125   _mesa_set_clear(batch->sampler_views, delete_sampler_view);
126   _mesa_set_clear(batch->surfaces, delete_surface);
127   _mesa_set_clear(batch->objects, delete_object);
128
129   util_dynarray_foreach(&batch->zombie_samplers, d3d12_descriptor_handle, handle)
130      d3d12_descriptor_handle_free(handle);
131   util_dynarray_clear(&batch->zombie_samplers);
132
133   d3d12_descriptor_heap_clear(batch->view_heap);
134   d3d12_descriptor_heap_clear(batch->sampler_heap);
135
136   if (FAILED(batch->cmdalloc->Reset())) {
137      debug_printf("D3D12: resetting ID3D12CommandAllocator failed\n");
138      return false;
139   }
140   batch->has_errors = false;
141   batch->pending_memory_barrier = false;
142   return true;
143}
144
145void
146d3d12_destroy_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
147{
148   d3d12_reset_batch(ctx, batch, PIPE_TIMEOUT_INFINITE);
149   batch->cmdalloc->Release();
150   d3d12_descriptor_heap_free(batch->sampler_heap);
151   d3d12_descriptor_heap_free(batch->view_heap);
152   _mesa_hash_table_destroy(batch->bos, NULL);
153   _mesa_set_destroy(batch->sampler_views, NULL);
154   _mesa_set_destroy(batch->surfaces, NULL);
155   _mesa_set_destroy(batch->objects, NULL);
156   util_dynarray_fini(&batch->zombie_samplers);
157}
158
159void
160d3d12_start_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
161{
162   struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
163   ID3D12DescriptorHeap* heaps[2] = { d3d12_descriptor_heap_get(batch->view_heap),
164                                      d3d12_descriptor_heap_get(batch->sampler_heap) };
165
166   d3d12_reset_batch(ctx, batch, PIPE_TIMEOUT_INFINITE);
167
168   /* Create or reset global command list */
169   if (ctx->cmdlist) {
170      if (FAILED(ctx->cmdlist->Reset(batch->cmdalloc, NULL))) {
171         debug_printf("D3D12: resetting ID3D12GraphicsCommandList failed\n");
172         batch->has_errors = true;
173         return;
174      }
175   } else {
176      if (FAILED(screen->dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT,
177                                                batch->cmdalloc, NULL,
178                                                IID_PPV_ARGS(&ctx->cmdlist)))) {
179         debug_printf("D3D12: creating ID3D12GraphicsCommandList failed\n");
180         batch->has_errors = true;
181         return;
182      }
183   }
184
185   ctx->cmdlist->SetDescriptorHeaps(2, heaps);
186   ctx->cmdlist_dirty = ~0;
187   for (int i = 0; i < PIPE_SHADER_TYPES; ++i)
188      ctx->shader_dirty[i] = ~0;
189
190   if (!ctx->queries_disabled)
191      d3d12_resume_queries(ctx);
192   if (ctx->current_predication)
193      d3d12_enable_predication(ctx);
194
195   batch->submit_id = ++ctx->submit_id;
196}
197
198void
199d3d12_end_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
200{
201   struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
202
203   if (!ctx->queries_disabled)
204      d3d12_suspend_queries(ctx);
205
206   if (FAILED(ctx->cmdlist->Close())) {
207      debug_printf("D3D12: closing ID3D12GraphicsCommandList failed\n");
208      batch->has_errors = true;
209      return;
210   }
211
212   mtx_lock(&screen->submit_mutex);
213
214   d3d12_process_batch_residency(screen, batch);
215
216   bool has_state_fixup = d3d12_context_state_resolve_submission(ctx, batch);
217
218   ID3D12CommandList *cmdlists[] = { ctx->state_fixup_cmdlist, ctx->cmdlist };
219   ID3D12CommandList **to_execute = cmdlists;
220   UINT count_to_execute = ARRAY_SIZE(cmdlists);
221   if (!has_state_fixup) {
222      to_execute++;
223      count_to_execute--;
224   }
225   screen->cmdqueue->ExecuteCommandLists(count_to_execute, to_execute);
226   batch->fence = d3d12_create_fence(screen);
227
228   mtx_unlock(&screen->submit_mutex);
229}
230
231enum batch_bo_reference_state
232{
233   batch_bo_reference_read = (1 << 0),
234   batch_bo_reference_written = (1 << 1),
235};
236
237bool
238d3d12_batch_has_references(struct d3d12_batch *batch,
239                           struct d3d12_bo *bo,
240                           bool want_to_write)
241{
242   hash_entry *entry = _mesa_hash_table_search(batch->bos, bo);
243   if (entry == NULL)
244      return false;
245   bool resource_was_written = ((batch_bo_reference_state)(size_t)entry->data & batch_bo_reference_written) != 0;
246   return want_to_write || resource_was_written;
247}
248
249void
250d3d12_batch_reference_resource(struct d3d12_batch *batch,
251                               struct d3d12_resource *res,
252                               bool write)
253{
254   hash_entry *entry = _mesa_hash_table_search(batch->bos, res->bo);
255   if (entry == NULL) {
256      d3d12_bo_reference(res->bo);
257      entry = _mesa_hash_table_insert(batch->bos, res->bo, NULL);
258   }
259   size_t new_data = write ? batch_bo_reference_written : batch_bo_reference_read;
260   size_t old_data = (size_t)entry->data;
261   entry->data = (void*)(old_data | new_data);
262}
263
264void
265d3d12_batch_reference_sampler_view(struct d3d12_batch *batch,
266                                   struct d3d12_sampler_view *sv)
267{
268   struct set_entry *entry = _mesa_set_search(batch->sampler_views, sv);
269   if (!entry) {
270      entry = _mesa_set_add(batch->sampler_views, sv);
271      pipe_reference(NULL, &sv->base.reference);
272
273      d3d12_batch_reference_resource(batch, d3d12_resource(sv->base.texture), false);
274   }
275}
276
277void
278d3d12_batch_reference_surface_texture(struct d3d12_batch *batch,
279                                      struct d3d12_surface *surf)
280{
281   d3d12_batch_reference_resource(batch, d3d12_resource(surf->base.texture), true);
282}
283
284void
285d3d12_batch_reference_object(struct d3d12_batch *batch,
286                             ID3D12Object *object)
287{
288   struct set_entry *entry = _mesa_set_search(batch->objects, object);
289   if (!entry) {
290      entry = _mesa_set_add(batch->objects, object);
291      object->AddRef();
292   }
293}
294