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