d3d12: Use buffer pipe usage to inform allocation
For non-CPU-accessible pipe resource types (DEFAULT/IMMUTABLE), allocate non-CPU-accessible buffers directly from the cache_bufmgr. Update the d3d12_bo creation to handle nonmappable buffers. For CPU-write-only (DYNAMIC/STREAM), use the upload slab_bufmgr. Update this slab manager to use CPU_WRITE | GPU_READ PB usage. For CPU-read-write (STAGING), use the readback_slab_bufmgr. Reviewed-by: Louis-Francis Ratté-Boulianne <lfrb@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8095>
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@@ -88,14 +88,14 @@ d3d12_bo_wrap_res(ID3D12Resource *res, enum pipe_format format)
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}
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struct d3d12_bo *
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d3d12_bo_new(ID3D12Device *dev, uint64_t size, uint64_t alignment)
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d3d12_bo_new(ID3D12Device *dev, uint64_t size, const pb_desc *pb_desc)
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{
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ID3D12Resource *res;
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D3D12_RESOURCE_DESC res_desc;
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res_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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res_desc.Format = DXGI_FORMAT_UNKNOWN;
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res_desc.Alignment = alignment;
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res_desc.Alignment = pb_desc->alignment;
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res_desc.Width = size;
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res_desc.Height = 1;
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res_desc.DepthOrArraySize = 1;
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@@ -105,7 +105,13 @@ d3d12_bo_new(ID3D12Device *dev, uint64_t size, uint64_t alignment)
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res_desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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res_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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D3D12_HEAP_PROPERTIES heap_pris = dev->GetCustomHeapProperties(0, D3D12_HEAP_TYPE_UPLOAD);
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D3D12_HEAP_TYPE heap_type = D3D12_HEAP_TYPE_DEFAULT;
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if (pb_desc->usage & PB_USAGE_CPU_READ)
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heap_type = D3D12_HEAP_TYPE_READBACK;
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else if (pb_desc->usage & PB_USAGE_CPU_WRITE)
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heap_type = D3D12_HEAP_TYPE_UPLOAD;
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D3D12_HEAP_PROPERTIES heap_pris = dev->GetCustomHeapProperties(0, heap_type);
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HRESULT hres = dev->CreateCommittedResource(&heap_pris,
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D3D12_HEAP_FLAG_NONE,
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&res_desc,
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@@ -287,18 +293,20 @@ d3d12_bufmgr_create_buffer(struct pb_manager *pmgr,
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buf->range.Begin = 0;
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buf->range.End = size;
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buf->bo = d3d12_bo_new(mgr->dev, size, pb_desc->alignment);
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buf->bo = d3d12_bo_new(mgr->dev, size, pb_desc);
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if (!buf->bo) {
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FREE(buf);
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return NULL;
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}
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if (pb_desc->usage & PB_USAGE_CPU_READ_WRITE) {
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buf->map = d3d12_bo_map(buf->bo, &buf->range);
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if (!buf->map) {
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d3d12_bo_unreference(buf->bo);
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FREE(buf);
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return NULL;
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}
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}
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return &buf->base;
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}
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@@ -1313,6 +1313,7 @@ d3d12_create_stream_output_target(struct pipe_context *pctx,
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cso->base.buffer_size = buffer_size;
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cso->base.context = pctx;
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if (res->bo && res->bo->buffer && d3d12_buffer(res->bo->buffer)->map)
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util_range_add(pres, &res->valid_buffer_range, buffer_offset,
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buffer_offset + buffer_size);
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@@ -46,7 +46,9 @@ static bool
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can_map_directly(struct pipe_resource *pres)
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{
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return pres->bind & (PIPE_BIND_SCANOUT | PIPE_BIND_SHARED | PIPE_BIND_LINEAR) ||
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pres->target == PIPE_BUFFER;
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(pres->target == PIPE_BUFFER &&
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pres->usage != PIPE_USAGE_DEFAULT &&
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pres->usage != PIPE_USAGE_IMMUTABLE);
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}
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static void
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@@ -118,11 +120,25 @@ init_buffer(struct d3d12_screen *screen,
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* element state */
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assert(templ->format == d3d12_emulated_vtx_format(templ->format));
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/* Don't use slab buffer manager for GPU writable buffers */
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bufmgr = templ->bind & PIPE_BIND_STREAM_OUTPUT ? screen->cache_bufmgr
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: screen->slab_bufmgr;
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switch (templ->usage) {
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case PIPE_USAGE_DEFAULT:
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case PIPE_USAGE_IMMUTABLE:
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bufmgr = screen->cache_bufmgr;
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buf_desc.usage = (pb_usage_flags)PB_USAGE_GPU_READ_WRITE;
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break;
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case PIPE_USAGE_DYNAMIC:
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case PIPE_USAGE_STREAM:
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bufmgr = screen->slab_bufmgr;
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buf_desc.usage = (pb_usage_flags)(PB_USAGE_CPU_WRITE | PB_USAGE_GPU_READ);
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break;
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case PIPE_USAGE_STAGING:
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bufmgr = screen->readback_slab_bufmgr;
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buf_desc.usage = (pb_usage_flags)(PB_USAGE_GPU_WRITE | PB_USAGE_CPU_READ_WRITE);
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break;
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default:
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unreachable("Invalid pipe usage");
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}
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buf_desc.alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
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buf_desc.usage = (pb_usage_flags)PB_USAGE_ALL;
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res->dxgi_format = DXGI_FORMAT_UNKNOWN;
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buf = bufmgr->create_buffer(bufmgr, templ->width0, &buf_desc);
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if (!buf)
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@@ -863,7 +863,7 @@ d3d12_init_screen(struct d3d12_screen *screen, struct sw_winsys *winsys, IUnknow
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struct pb_desc desc;
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desc.alignment = D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT;
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desc.usage = (pb_usage_flags)PB_USAGE_ALL;
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desc.usage = (pb_usage_flags)(PB_USAGE_CPU_WRITE | PB_USAGE_GPU_READ);
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screen->bufmgr = d3d12_bufmgr_create(screen);
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screen->cache_bufmgr = pb_cache_manager_create(screen->bufmgr, 0xfffff, 2, 0, 64 * 1024 * 1024);
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