xref: /aosp_15_r20/external/mesa3d/src/gallium/drivers/d3d12/d3d12_batch.cpp (revision 6104692788411f58d303aa86923a9ff6ecaded22)
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
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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 
40 
d3d12_sampler_desc_table_key_hash(const void * key)41 unsigned d3d12_sampler_desc_table_key_hash(const void* key)
42 {
43    const d3d12_sampler_desc_table_key* table = (d3d12_sampler_desc_table_key*)key;
44 
45    return _mesa_hash_data(table->descs, sizeof(table->descs[0]) * table->count);
46 }
d3d12_sampler_desc_table_key_equals(const void * a,const void * b)47 bool d3d12_sampler_desc_table_key_equals(const void* a, const void* b)
48 {
49    const d3d12_sampler_desc_table_key* table_a = (d3d12_sampler_desc_table_key*)a;
50    const d3d12_sampler_desc_table_key* table_b = (d3d12_sampler_desc_table_key*)b;
51    return table_a->count == table_b->count && memcmp(table_a->descs, table_b->descs, sizeof(table_a->descs[0]) * table_a->count) == 0;
52 }
53 
54 bool
d3d12_init_batch(struct d3d12_context * ctx,struct d3d12_batch * batch)55 d3d12_init_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
56 {
57    struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
58 
59    batch->bos = _mesa_hash_table_create(NULL, _mesa_hash_pointer,
60                                         _mesa_key_pointer_equal);
61 
62    util_dynarray_init(&batch->local_bos, NULL);
63 
64    batch->surfaces = _mesa_set_create(NULL, _mesa_hash_pointer,
65                                       _mesa_key_pointer_equal);
66    batch->objects = _mesa_set_create(NULL,
67                                      _mesa_hash_pointer,
68                                      _mesa_key_pointer_equal);
69 
70    if (!batch->bos || !batch->surfaces || !batch->objects)
71       return false;
72 
73 #ifdef HAVE_GALLIUM_D3D12_GRAPHICS
74    if (screen->max_feature_level >= D3D_FEATURE_LEVEL_11_0) {
75       batch->queries = _mesa_set_create(NULL, _mesa_hash_pointer,
76                                         _mesa_key_pointer_equal);
77 
78       batch->view_heap =
79          d3d12_descriptor_heap_new(screen->dev,
80                                     D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
81                                     D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
82                                     8096);
83 
84       batch->sampler_tables = _mesa_hash_table_create(NULL, d3d12_sampler_desc_table_key_hash,
85                                                       d3d12_sampler_desc_table_key_equals);
86       batch->sampler_views = _mesa_set_create(NULL, _mesa_hash_pointer,
87                                              _mesa_key_pointer_equal);
88 
89       if (!batch->sampler_tables || !batch->sampler_views || !batch->view_heap || !batch->queries)
90          return false;
91 
92       util_dynarray_init(&batch->zombie_samplers, NULL);
93 
94       batch->sampler_heap =
95          d3d12_descriptor_heap_new(screen->dev,
96                                  D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
97                                  D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
98                                  1024);
99 
100       if (!batch->sampler_heap)
101          return false;
102    }
103 #endif // HAVE_GALLIUM_D3D12_GRAPHICS
104 
105    if (FAILED(screen->dev->CreateCommandAllocator(screen->queue_type,
106                                                   IID_PPV_ARGS(&batch->cmdalloc))))
107       return false;
108 
109    return true;
110 }
111 
112 static inline void
delete_bo(d3d12_bo * bo)113 delete_bo(d3d12_bo *bo)
114 {
115    d3d12_bo_unreference(bo);
116 }
117 static void
delete_bo_entry(hash_entry * entry)118 delete_bo_entry(hash_entry *entry)
119 {
120    struct d3d12_bo *bo = (struct d3d12_bo *)entry->key;
121    d3d12_bo_unreference(bo);
122 }
123 
124 static void
delete_sampler_view_table(hash_entry * entry)125 delete_sampler_view_table(hash_entry *entry)
126 {
127    FREE((void*)entry->key);
128    FREE(entry->data);
129 }
130 
131 static void
delete_sampler_view(set_entry * entry)132 delete_sampler_view(set_entry *entry)
133 {
134    struct pipe_sampler_view *pres = (struct pipe_sampler_view *)entry->key;
135    pipe_sampler_view_reference(&pres, NULL);
136 }
137 
138 static void
delete_surface(set_entry * entry)139 delete_surface(set_entry *entry)
140 {
141    struct pipe_surface *surf = (struct pipe_surface *)entry->key;
142    pipe_surface_reference(&surf, NULL);
143 }
144 
145 static void
delete_object(set_entry * entry)146 delete_object(set_entry *entry)
147 {
148    ID3D12Object *object = (ID3D12Object *)entry->key;
149    object->Release();
150 }
151 
152 #ifdef HAVE_GALLIUM_D3D12_GRAPHICS
153 static void
delete_query(set_entry * entry)154 delete_query(set_entry *entry)
155 {
156    struct d3d12_query *query = (struct d3d12_query *)entry->key;
157    if (pipe_reference(&query->reference, nullptr))
158       d3d12_destroy_query(query);
159 }
160 #endif // HAVE_GALLIUM_D3D12_GRAPHICS
161 
162 bool
d3d12_reset_batch(struct d3d12_context * ctx,struct d3d12_batch * batch,uint64_t timeout_ns)163 d3d12_reset_batch(struct d3d12_context *ctx, struct d3d12_batch *batch, uint64_t timeout_ns)
164 {
165    // batch hasn't been submitted before
166    if (!batch->fence && !batch->has_errors)
167       return true;
168 
169    if (batch->fence) {
170       if (!d3d12_fence_finish(batch->fence, timeout_ns))
171          return false;
172       d3d12_fence_reference(&batch->fence, NULL);
173    }
174 
175    _mesa_hash_table_clear(batch->bos, delete_bo_entry);
176    _mesa_set_clear(batch->surfaces, delete_surface);
177    _mesa_set_clear(batch->objects, delete_object);
178 
179    util_dynarray_foreach(&batch->local_bos, d3d12_bo*, bo) {
180       (*bo)->local_reference_mask[batch->ctx_id] &= ~(1 << batch->ctx_index);
181       delete_bo(*bo);
182    }
183    util_dynarray_clear(&batch->local_bos);
184 
185 #ifdef HAVE_GALLIUM_D3D12_GRAPHICS
186    if (d3d12_screen(ctx->base.screen)->max_feature_level >= D3D_FEATURE_LEVEL_11_0) {
187       _mesa_hash_table_clear(batch->sampler_tables, delete_sampler_view_table);
188       _mesa_set_clear(batch->sampler_views, delete_sampler_view);
189 
190       _mesa_set_clear(batch->queries, delete_query);
191       util_dynarray_foreach(&batch->zombie_samplers, d3d12_descriptor_handle, handle)
192          d3d12_descriptor_handle_free(handle);
193       util_dynarray_clear(&batch->zombie_samplers);
194       d3d12_descriptor_heap_clear(batch->view_heap);
195       d3d12_descriptor_heap_clear(batch->sampler_heap);
196    }
197 #endif // HAVE_GALLIUM_D3D12_GRAPHICS
198 
199    if (FAILED(batch->cmdalloc->Reset())) {
200       debug_printf("D3D12: resetting ID3D12CommandAllocator failed\n");
201       return false;
202    }
203    batch->has_errors = false;
204    batch->pending_memory_barrier = false;
205    return true;
206 }
207 
208 void
d3d12_destroy_batch(struct d3d12_context * ctx,struct d3d12_batch * batch)209 d3d12_destroy_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
210 {
211    d3d12_reset_batch(ctx, batch, OS_TIMEOUT_INFINITE);
212    batch->cmdalloc->Release();
213    _mesa_hash_table_destroy(batch->bos, NULL);
214 
215 #ifdef HAVE_GALLIUM_D3D12_GRAPHICS
216    if (d3d12_screen(ctx->base.screen)->max_feature_level >= D3D_FEATURE_LEVEL_11_0) {
217       d3d12_descriptor_heap_free(batch->sampler_heap);
218       d3d12_descriptor_heap_free(batch->view_heap);
219       _mesa_hash_table_destroy(batch->sampler_tables, NULL);
220       _mesa_set_destroy(batch->sampler_views, NULL);
221       _mesa_set_destroy(batch->queries, NULL);
222       util_dynarray_fini(&batch->zombie_samplers);
223    }
224 #endif // HAVE_GALLIUM_D3D12_GRAPHICS
225 
226    _mesa_set_destroy(batch->surfaces, NULL);
227    _mesa_set_destroy(batch->objects, NULL);
228    util_dynarray_fini(&batch->local_bos);
229 }
230 
231 void
d3d12_start_batch(struct d3d12_context * ctx,struct d3d12_batch * batch)232 d3d12_start_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
233 {
234    struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
235    d3d12_reset_batch(ctx, batch, OS_TIMEOUT_INFINITE);
236 
237    /* Create or reset global command list */
238    if (ctx->cmdlist) {
239       if (FAILED(ctx->cmdlist->Reset(batch->cmdalloc, NULL))) {
240          debug_printf("D3D12: resetting ID3D12GraphicsCommandList failed\n");
241          batch->has_errors = true;
242          return;
243       }
244    } else {
245       if (FAILED(screen->dev->CreateCommandList(0, screen->queue_type,
246                                                 batch->cmdalloc, NULL,
247                                                 IID_PPV_ARGS(&ctx->cmdlist)))) {
248          debug_printf("D3D12: creating ID3D12GraphicsCommandList failed\n");
249          batch->has_errors = true;
250          return;
251       }
252       if (FAILED(ctx->cmdlist->QueryInterface(IID_PPV_ARGS(&ctx->cmdlist2)))) {
253          ctx->cmdlist2 = nullptr;
254       }
255       if (FAILED(ctx->cmdlist->QueryInterface(IID_PPV_ARGS(&ctx->cmdlist8)))) {
256          ctx->cmdlist8 = nullptr;
257       }
258    }
259 
260 #ifdef HAVE_GALLIUM_D3D12_GRAPHICS
261    if (screen->max_feature_level >= D3D_FEATURE_LEVEL_11_0) {
262       ID3D12DescriptorHeap* heaps[2] = { d3d12_descriptor_heap_get(batch->view_heap),
263                                        d3d12_descriptor_heap_get(batch->sampler_heap) };
264       ctx->cmdlist->SetDescriptorHeaps(2, heaps);
265 
266       ctx->cmdlist_dirty = ~0;
267       for (int i = 0; i < PIPE_SHADER_TYPES; ++i)
268          ctx->shader_dirty[i] = ~0;
269 
270       if (!ctx->queries_disabled)
271          d3d12_resume_queries(ctx);
272       if (ctx->current_predication)
273          d3d12_enable_predication(ctx);
274    }
275 #endif // HAVE_GALLIUM_D3D12_GRAPHICS
276 
277    batch->submit_id = ++ctx->submit_id;
278 }
279 
280 void
d3d12_end_batch(struct d3d12_context * ctx,struct d3d12_batch * batch)281 d3d12_end_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
282 {
283    struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
284 
285 #ifdef HAVE_GALLIUM_D3D12_GRAPHICS
286    if (!ctx->queries_disabled)
287       d3d12_suspend_queries(ctx);
288 #endif // HAVE_GALLIUM_D3D12_GRAPHICS
289 
290    if (FAILED(ctx->cmdlist->Close())) {
291       debug_printf("D3D12: closing ID3D12GraphicsCommandList failed\n");
292       batch->has_errors = true;
293       return;
294    }
295 
296    mtx_lock(&screen->submit_mutex);
297 
298 #ifndef _GAMING_XBOX
299    d3d12_process_batch_residency(screen, batch);
300 #endif
301 
302    bool has_state_fixup = d3d12_context_state_resolve_submission(ctx, batch);
303 
304    ID3D12CommandList *cmdlists[] = { ctx->state_fixup_cmdlist, ctx->cmdlist };
305    ID3D12CommandList **to_execute = cmdlists;
306    UINT count_to_execute = ARRAY_SIZE(cmdlists);
307    if (!has_state_fixup) {
308       to_execute++;
309       count_to_execute--;
310    }
311    screen->cmdqueue->ExecuteCommandLists(count_to_execute, to_execute);
312 
313    batch->fence = d3d12_create_fence(screen);
314 
315 #ifdef HAVE_GALLIUM_D3D12_GRAPHICS
316    /* batch->queries is NULL when no grfx supported */
317    if (screen->max_feature_level >= D3D_FEATURE_LEVEL_11_0) {
318       set_foreach_remove(batch->queries, entry) {
319          d3d12_query *query = (struct d3d12_query *)entry->key;
320          if (pipe_reference(&query->reference, nullptr))
321             d3d12_destroy_query(query);
322          else
323             query->fence_value = screen->fence_value;
324       }
325    }
326 #endif // HAVE_GALLIUM_D3D12_GRAPHICS
327 
328    mtx_unlock(&screen->submit_mutex);
329 }
330 
331 
332 inline uint8_t*
d3d12_batch_get_reference(struct d3d12_batch * batch,struct d3d12_bo * bo)333 d3d12_batch_get_reference(struct d3d12_batch *batch,
334                           struct d3d12_bo *bo)
335 {
336    if (batch->ctx_id != D3D12_CONTEXT_NO_ID) {
337       if ((bo->local_reference_mask[batch->ctx_id] & (1 << batch->ctx_index)) != 0) {
338          return &bo->local_reference_state[batch->ctx_id][batch->ctx_index];
339       }
340       else
341          return NULL;
342    }
343    else {
344       hash_entry* entry = _mesa_hash_table_search(batch->bos, bo);
345       if (entry == NULL)
346          return NULL;
347       else
348          return (uint8_t*)&entry->data;
349    }
350 }
351 
352 inline uint8_t*
d3d12_batch_acquire_reference(struct d3d12_batch * batch,struct d3d12_bo * bo)353 d3d12_batch_acquire_reference(struct d3d12_batch *batch,
354                           struct d3d12_bo *bo)
355 {
356    if (batch->ctx_id != D3D12_CONTEXT_NO_ID) {
357       if ((bo->local_reference_mask[batch->ctx_id] & (1 << batch->ctx_index)) == 0) {
358          d3d12_bo_reference(bo);
359          util_dynarray_append(&batch->local_bos, d3d12_bo*, bo);
360          bo->local_reference_mask[batch->ctx_id] |= (1 << batch->ctx_index);
361          bo->local_reference_state[batch->ctx_id][batch->ctx_index] = batch_bo_reference_none;
362       }
363       return &bo->local_reference_state[batch->ctx_id][batch->ctx_index];
364    }
365    else {
366       hash_entry* entry = _mesa_hash_table_search(batch->bos, bo);
367       if (entry == NULL) {
368          d3d12_bo_reference(bo);
369          entry = _mesa_hash_table_insert(batch->bos, bo, NULL);
370       }
371 
372       return (uint8_t*)&entry->data;
373    }
374 }
375 
376 bool
d3d12_batch_has_references(struct d3d12_batch * batch,struct d3d12_bo * bo,bool want_to_write)377 d3d12_batch_has_references(struct d3d12_batch *batch,
378                            struct d3d12_bo *bo,
379                            bool want_to_write)
380 {
381    uint8_t*state = d3d12_batch_get_reference(batch, bo);
382    if (state == NULL)
383       return false;
384    bool resource_was_written = ((batch_bo_reference_state)(size_t)*state & batch_bo_reference_written) != 0;
385    return want_to_write || resource_was_written;
386 }
387 
388 void
d3d12_batch_reference_resource(struct d3d12_batch * batch,struct d3d12_resource * res,bool write)389 d3d12_batch_reference_resource(struct d3d12_batch *batch,
390                                struct d3d12_resource *res,
391                                bool write)
392 {
393    uint8_t*state = d3d12_batch_acquire_reference(batch, res->bo);
394 
395    uint8_t new_data = write ? batch_bo_reference_written : batch_bo_reference_read;
396    uint8_t old_data = (uint8_t)*state;
397    *state = (old_data | new_data);
398 }
399 
400 void
d3d12_batch_reference_sampler_view(struct d3d12_batch * batch,struct d3d12_sampler_view * sv)401 d3d12_batch_reference_sampler_view(struct d3d12_batch *batch,
402                                    struct d3d12_sampler_view *sv)
403 {
404    struct set_entry *entry = _mesa_set_search(batch->sampler_views, sv);
405    if (!entry) {
406       entry = _mesa_set_add(batch->sampler_views, sv);
407       pipe_reference(NULL, &sv->base.reference);
408 
409       d3d12_batch_reference_resource(batch, d3d12_resource(sv->base.texture), false);
410    }
411 }
412 
413 void
d3d12_batch_reference_surface_texture(struct d3d12_batch * batch,struct d3d12_surface * surf)414 d3d12_batch_reference_surface_texture(struct d3d12_batch *batch,
415                                       struct d3d12_surface *surf)
416 {
417    d3d12_batch_reference_resource(batch, d3d12_resource(surf->base.texture), true);
418 }
419 
420 void
d3d12_batch_reference_object(struct d3d12_batch * batch,ID3D12Object * object)421 d3d12_batch_reference_object(struct d3d12_batch *batch,
422                              ID3D12Object *object)
423 {
424    struct set_entry *entry = _mesa_set_search(batch->objects, object);
425    if (!entry) {
426       entry = _mesa_set_add(batch->objects, object);
427       object->AddRef();
428    }
429 }
430 
431 void
d3d12_batch_reference_query(struct d3d12_batch * batch,struct d3d12_query * query)432 d3d12_batch_reference_query(struct d3d12_batch *batch,
433                             struct d3d12_query *query)
434 {
435    struct set_entry *entry = _mesa_set_search(batch->queries, query);
436    if (!entry) {
437       entry = _mesa_set_add(batch->queries, query);
438       pipe_reference(NULL, &query->reference);
439    }
440 }
441