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third_party_mesa3d/src/gallium/drivers/d3d12/d3d12_context_common.cpp

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/*
* Copyright © Microsoft Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "d3d12_blit.h"
#include "d3d12_cmd_signature.h"
#include "d3d12_context.h"
#include "d3d12_compiler.h"
#include "d3d12_compute_transforms.h"
#include "d3d12_debug.h"
#include "d3d12_fence.h"
#include "d3d12_format.h"
#include "d3d12_query.h"
#include "d3d12_resource.h"
#include "d3d12_root_signature.h"
#include "d3d12_screen.h"
#include "d3d12_surface.h"
#ifdef HAVE_GALLIUM_D3D12_VIDEO
#include "d3d12_video_dec.h"
#include "d3d12_video_enc.h"
#include "d3d12_video_proc.h"
#include "d3d12_video_buffer.h"
#endif
#include "indices/u_primconvert.h"
#include "util/u_atomic.h"
#include "util/u_blitter.h"
#include "util/u_dual_blend.h"
#include "util/u_framebuffer.h"
#include "util/u_helpers.h"
#include "util/u_inlines.h"
#include "util/u_memory.h"
#include "util/u_upload_mgr.h"
#include "util/u_pstipple.h"
#include "util/u_sample_positions.h"
#include "util/u_dl.h"
#include "nir_to_dxil.h"
#include <dxguids/dxguids.h>
#include <string.h>
#ifdef _WIN32
#include "dxil_validator.h"
#endif
static void
d3d12_context_destroy(struct pipe_context *pctx)
{
struct d3d12_context *ctx = d3d12_context(pctx);
struct d3d12_screen *screen = d3d12_screen(pctx->screen);
mtx_lock(&screen->submit_mutex);
list_del(&ctx->context_list_entry);
if (ctx->id != D3D12_CONTEXT_NO_ID)
screen->context_id_list[screen->context_id_count++] = ctx->id;
mtx_unlock(&screen->submit_mutex);
d3d12_end_batch(ctx, d3d12_current_batch(ctx));
for (unsigned i = 0; i < ARRAY_SIZE(ctx->batches); ++i)
d3d12_destroy_batch(ctx, &ctx->batches[i]);
ctx->cmdlist->Release();
if (ctx->cmdlist2)
ctx->cmdlist2->Release();
if (ctx->cmdlist8)
ctx->cmdlist8->Release();
#ifdef HAVE_GALLIUM_D3D12_GRAPHICS
if ((screen->max_feature_level >= D3D_FEATURE_LEVEL_11_0) && !(ctx->flags & PIPE_CONTEXT_MEDIA_ONLY)) {
#ifdef _WIN32
dxil_destroy_validator(ctx->dxil_validator);
#endif // _WIN32
#ifndef _GAMING_XBOX
if (ctx->dev_config)
ctx->dev_config->Release();
#endif // _GAMING_XBOX
if (ctx->timestamp_query)
pctx->destroy_query(pctx, ctx->timestamp_query);
util_unreference_framebuffer_state(&ctx->fb);
util_blitter_destroy(ctx->blitter);
d3d12_compute_pipeline_state_cache_destroy(ctx);
d3d12_root_signature_cache_destroy(ctx);
d3d12_cmd_signature_cache_destroy(ctx);
d3d12_compute_transform_cache_destroy(ctx);
d3d12_descriptor_pool_free(ctx->sampler_pool);
d3d12_gs_variant_cache_destroy(ctx);
d3d12_tcs_variant_cache_destroy(ctx);
d3d12_gfx_pipeline_state_cache_destroy(ctx);
util_primconvert_destroy(ctx->primconvert);
pipe_resource_reference(&ctx->pstipple.texture, nullptr);
pipe_sampler_view_reference(&ctx->pstipple.sampler_view, nullptr);
util_dynarray_fini(&ctx->recently_destroyed_bos);
FREE(ctx->pstipple.sampler_cso);
if (pctx->stream_uploader)
u_upload_destroy(pctx->stream_uploader);
if (pctx->const_uploader)
u_upload_destroy(pctx->const_uploader);
if (!ctx->queries_disabled) {
u_suballocator_destroy(&ctx->query_allocator);
}
}
#endif // HAVE_GALLIUM_D3D12_GRAPHICS
slab_destroy_child(&ctx->transfer_pool);
slab_destroy_child(&ctx->transfer_pool_unsync);
d3d12_context_state_table_destroy(ctx);
FREE(ctx);
}
void
d3d12_flush_cmdlist(struct d3d12_context *ctx)
{
d3d12_end_batch(ctx, d3d12_current_batch(ctx));
ctx->current_batch_idx++;
if (ctx->current_batch_idx == ARRAY_SIZE(ctx->batches))
ctx->current_batch_idx = 0;
d3d12_start_batch(ctx, d3d12_current_batch(ctx));
}
void
d3d12_flush_cmdlist_and_wait(struct d3d12_context *ctx)
{
struct d3d12_batch *batch = d3d12_current_batch(ctx);
d3d12_foreach_submitted_batch(ctx, old_batch)
d3d12_reset_batch(ctx, old_batch, OS_TIMEOUT_INFINITE);
d3d12_flush_cmdlist(ctx);
d3d12_reset_batch(ctx, batch, OS_TIMEOUT_INFINITE);
}
static void
d3d12_flush(struct pipe_context *pipe,
struct pipe_fence_handle **fence,
unsigned flags)
{
struct d3d12_context *ctx = d3d12_context(pipe);
struct d3d12_batch *batch = d3d12_current_batch(ctx);
d3d12_flush_cmdlist(ctx);
if (fence)
d3d12_fence_reference((struct d3d12_fence **)fence, batch->fence);
}
static void
d3d12_flush_resource(struct pipe_context *pctx,
struct pipe_resource *pres)
{
struct d3d12_context *ctx = d3d12_context(pctx);
struct d3d12_resource *res = d3d12_resource(pres);
d3d12_transition_resource_state(ctx, res,
D3D12_RESOURCE_STATE_COMMON,
D3D12_TRANSITION_FLAG_INVALIDATE_BINDINGS);
d3d12_apply_resource_states(ctx, false);
}
static void
d3d12_signal(struct pipe_context *pipe,
struct pipe_fence_handle *pfence)
{
struct d3d12_screen *screen = d3d12_screen(pipe->screen);
struct d3d12_fence *fence = d3d12_fence(pfence);
d3d12_flush_cmdlist(d3d12_context(pipe));
screen->cmdqueue->Signal(fence->cmdqueue_fence, fence->value);
}
static void
d3d12_wait(struct pipe_context *pipe, struct pipe_fence_handle *pfence)
{
struct d3d12_screen *screen = d3d12_screen(pipe->screen);
struct d3d12_fence *fence = d3d12_fence(pfence);
d3d12_flush_cmdlist(d3d12_context(pipe));
screen->cmdqueue->Wait(fence->cmdqueue_fence, fence->value);
}
static void
d3d12_replace_buffer_storage(struct pipe_context *pctx,
struct pipe_resource *pdst,
struct pipe_resource *psrc,
unsigned minimum_num_rebinds,
uint32_t rebind_mask,
uint32_t delete_buffer_id)
{
struct d3d12_resource *dst = d3d12_resource(pdst);
struct d3d12_resource *src = d3d12_resource(psrc);
struct d3d12_bo *old_bo = dst->bo;
d3d12_bo_reference(src->bo);
dst->bo = src->bo;
p_atomic_inc(&dst->generation_id);
#ifdef HAVE_GALLIUM_D3D12_GRAPHICS
struct d3d12_context *ctx = d3d12_context(pctx);
if ((d3d12_screen(pctx->screen)->max_feature_level >= D3D_FEATURE_LEVEL_11_0)
&& !(ctx->flags & PIPE_CONTEXT_MEDIA_ONLY))
d3d12_rebind_buffer(ctx, dst);
#endif // HAVE_GALLIUM_D3D12_GRAPHICS
d3d12_bo_unreference(old_bo);
}
static void
d3d12_memory_barrier(struct pipe_context *pctx, unsigned flags)
{
#ifdef HAVE_GALLIUM_D3D12_GRAPHICS
struct d3d12_context *ctx = d3d12_context(pctx);
if (flags & PIPE_BARRIER_VERTEX_BUFFER)
ctx->state_dirty |= D3D12_DIRTY_VERTEX_BUFFERS;
if (flags & PIPE_BARRIER_INDEX_BUFFER)
ctx->state_dirty |= D3D12_DIRTY_INDEX_BUFFER;
if (flags & PIPE_BARRIER_FRAMEBUFFER)
ctx->state_dirty |= D3D12_DIRTY_FRAMEBUFFER;
if (flags & PIPE_BARRIER_STREAMOUT_BUFFER)
ctx->state_dirty |= D3D12_DIRTY_STREAM_OUTPUT;
/* TODO:
* PIPE_BARRIER_INDIRECT_BUFFER
*/
for (unsigned i = 0; i < D3D12_GFX_SHADER_STAGES; ++i) {
if (flags & PIPE_BARRIER_CONSTANT_BUFFER)
ctx->shader_dirty[i] |= D3D12_SHADER_DIRTY_CONSTBUF;
if (flags & PIPE_BARRIER_TEXTURE)
ctx->shader_dirty[i] |= D3D12_SHADER_DIRTY_SAMPLER_VIEWS;
if (flags & PIPE_BARRIER_SHADER_BUFFER)
ctx->shader_dirty[i] |= D3D12_SHADER_DIRTY_SSBO;
if (flags & PIPE_BARRIER_IMAGE)
ctx->shader_dirty[i] |= D3D12_SHADER_DIRTY_IMAGE;
}
/* Indicate that UAVs shouldn't override transitions. Ignore barriers that are only
* for UAVs or other fixed-function state that doesn't need a draw to resolve.
*/
const unsigned ignored_barrier_flags =
PIPE_BARRIER_IMAGE |
PIPE_BARRIER_SHADER_BUFFER |
PIPE_BARRIER_UPDATE |
PIPE_BARRIER_MAPPED_BUFFER |
PIPE_BARRIER_QUERY_BUFFER;
d3d12_current_batch(ctx)->pending_memory_barrier = (flags & ~ignored_barrier_flags) != 0;
if (flags & (PIPE_BARRIER_IMAGE | PIPE_BARRIER_SHADER_BUFFER)) {
D3D12_RESOURCE_BARRIER uavBarrier;
uavBarrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
uavBarrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
uavBarrier.UAV.pResource = nullptr;
ctx->cmdlist->ResourceBarrier(1, &uavBarrier);
}
#endif // HAVE_GALLIUM_D3D12_GRAPHICS
}
static void
d3d12_texture_barrier(struct pipe_context *pctx, unsigned flags)
{
struct d3d12_context *ctx = d3d12_context(pctx);
/* D3D doesn't really have an equivalent in the legacy barrier model. When using enhanced barriers,
* this could be a more specific global barrier. But for now, just flush the world with an aliasing barrier. */
D3D12_RESOURCE_BARRIER aliasingBarrier;
aliasingBarrier.Type = D3D12_RESOURCE_BARRIER_TYPE_ALIASING;
aliasingBarrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
aliasingBarrier.Aliasing.pResourceBefore = nullptr;
aliasingBarrier.Aliasing.pResourceAfter = nullptr;
ctx->cmdlist->ResourceBarrier(1, &aliasingBarrier);
}
static enum pipe_reset_status
d3d12_get_reset_status(struct pipe_context *pctx)
{
struct d3d12_screen *screen = d3d12_screen(pctx->screen);
HRESULT hr = screen->dev->GetDeviceRemovedReason();
switch (hr) {
case DXGI_ERROR_DEVICE_HUNG:
case DXGI_ERROR_INVALID_CALL:
return PIPE_GUILTY_CONTEXT_RESET;
case DXGI_ERROR_DEVICE_RESET:
return PIPE_INNOCENT_CONTEXT_RESET;
default:
return SUCCEEDED(hr) ? PIPE_NO_RESET : PIPE_UNKNOWN_CONTEXT_RESET;
}
}
#ifdef HAVE_GALLIUM_D3D12_VIDEO
struct pipe_video_codec*
d3d12_video_create_codec(struct pipe_context *context,
const struct pipe_video_codec *templat)
{
if (templat->entrypoint == PIPE_VIDEO_ENTRYPOINT_ENCODE) {
return d3d12_video_encoder_create_encoder(context, templat);
} else if (templat->entrypoint == PIPE_VIDEO_ENTRYPOINT_BITSTREAM) {
return d3d12_video_create_decoder(context, templat);
} else if (templat->entrypoint == PIPE_VIDEO_ENTRYPOINT_PROCESSING) {
return d3d12_video_processor_create(context, templat);
} else {
debug_printf("D3D12: Unsupported video codec entrypoint %d\n", templat->entrypoint);
return nullptr;
}
}
#endif
struct pipe_context *
d3d12_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
{
struct d3d12_screen *screen = d3d12_screen(pscreen);
if (FAILED(screen->dev->GetDeviceRemovedReason())) {
/* Attempt recovery, but this may fail */
screen->deinit(screen);
if (!screen->init(screen)) {
debug_printf("D3D12: failed to reset screen\n");
return nullptr;
}
}
if ((screen->max_feature_level < D3D_FEATURE_LEVEL_11_0) &&
!(flags & PIPE_CONTEXT_MEDIA_ONLY))
{
debug_printf("D3D12: Underlying screen maximum supported feature level is lower than D3D_FEATURE_LEVEL_11_0. The caller to context_create must pass PIPE_CONTEXT_MEDIA_ONLY in flags.\n");
return NULL;
}
#ifndef HAVE_GALLIUM_D3D12_VIDEO
if (flags & PIPE_CONTEXT_MEDIA_ONLY)
{
debug_printf("D3D12: context_create passed PIPE_CONTEXT_MEDIA_ONLY in flags but no media support found.\n");
return NULL;
}
#endif // ifndef HAVE_GALLIUM_D3D12_VIDEO
struct d3d12_context *ctx = CALLOC_STRUCT(d3d12_context);
if (!ctx)
return NULL;
ctx->base.screen = pscreen;
ctx->base.priv = priv;
ctx->base.destroy = d3d12_context_destroy;
ctx->base.flush = d3d12_flush;
ctx->base.flush_resource = d3d12_flush_resource;
ctx->base.fence_server_signal = d3d12_signal;
ctx->base.fence_server_sync = d3d12_wait;
ctx->base.memory_barrier = d3d12_memory_barrier;
ctx->base.texture_barrier = d3d12_texture_barrier;
ctx->base.get_device_reset_status = d3d12_get_reset_status;
ctx->flags = flags;
d3d12_context_resource_init(&ctx->base);
d3d12_context_copy_init(&ctx->base);
#ifdef HAVE_GALLIUM_D3D12_VIDEO
ctx->base.create_video_codec = d3d12_video_create_codec;
ctx->base.create_video_buffer = d3d12_video_buffer_create;
ctx->base.video_buffer_from_handle = d3d12_video_buffer_from_handle;
#endif
slab_create_child(&ctx->transfer_pool, &d3d12_screen(pscreen)->transfer_pool);
slab_create_child(&ctx->transfer_pool_unsync, &d3d12_screen(pscreen)->transfer_pool);
d3d12_context_state_table_init(ctx);
ctx->queries_disabled = true; // Disabled by default, re-enable if supported FL below
#ifdef HAVE_GALLIUM_D3D12_GRAPHICS
if ((screen->max_feature_level >= D3D_FEATURE_LEVEL_11_0) && !(flags & PIPE_CONTEXT_MEDIA_ONLY)) {
#ifndef _GAMING_XBOX
(void)screen->dev->QueryInterface(&ctx->dev_config);
#endif
d3d12_context_blit_init(&ctx->base);
u_suballocator_init(&ctx->so_allocator, &ctx->base, 4096, 0,
PIPE_USAGE_DEFAULT,
0, false);
ctx->has_flat_varyings = false;
ctx->missing_dual_src_outputs = false;
ctx->manual_depth_range = false;
d3d12_compute_pipeline_state_cache_init(ctx);
d3d12_root_signature_cache_init(ctx);
d3d12_cmd_signature_cache_init(ctx);
d3d12_compute_transform_cache_init(ctx);
ctx->D3D12SerializeVersionedRootSignature =
(PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE)util_dl_get_proc_address(screen->d3d12_mod, "D3D12SerializeVersionedRootSignature");
ctx->base.stream_uploader = u_upload_create_default(&ctx->base);
ctx->base.const_uploader = u_upload_create_default(&ctx->base);
ctx->base.get_sample_position = u_default_get_sample_position;
ctx->base.get_sample_position = u_default_get_sample_position;
d3d12_init_graphics_context_functions(ctx);
ctx->gfx_pipeline_state.sample_mask = ~0;
d3d12_context_surface_init(&ctx->base);
d3d12_context_query_init(&ctx->base);
ctx->queries_disabled = false;
struct primconvert_config cfg = {};
cfg.primtypes_mask = 1 << MESA_PRIM_POINTS |
1 << MESA_PRIM_LINES |
1 << MESA_PRIM_LINE_STRIP |
1 << MESA_PRIM_TRIANGLES |
1 << MESA_PRIM_TRIANGLE_STRIP;
cfg.restart_primtypes_mask = cfg.primtypes_mask;
cfg.fixed_prim_restart = true;
ctx->primconvert = util_primconvert_create_config(&ctx->base, &cfg);
if (!ctx->primconvert) {
debug_printf("D3D12: failed to create primconvert\n");
return NULL;
}
d3d12_gfx_pipeline_state_cache_init(ctx);
d3d12_gs_variant_cache_init(ctx);
d3d12_tcs_variant_cache_init(ctx);
ctx->sampler_pool = d3d12_descriptor_pool_new(screen,
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
64);
if (!ctx->sampler_pool) {
FREE(ctx);
return NULL;
}
d3d12_init_null_sampler(ctx);
ctx->blitter = util_blitter_create(&ctx->base);
if (!ctx->blitter)
return NULL;
if (!d3d12_init_polygon_stipple(&ctx->base)) {
debug_printf("D3D12: failed to initialize polygon stipple resources\n");
FREE(ctx);
return NULL;
}
#ifdef _WIN32
if (!(d3d12_debug & D3D12_DEBUG_EXPERIMENTAL) ||
(d3d12_debug & D3D12_DEBUG_DISASS))
ctx->dxil_validator = dxil_create_validator(NULL);
#endif
}
#endif // HAVE_GALLIUM_D3D12_GRAPHICS
ctx->submit_id = (uint64_t)p_atomic_add_return(&screen->ctx_count, 1) << 32ull;
for (unsigned i = 0; i < ARRAY_SIZE(ctx->batches); ++i) {
if (!d3d12_init_batch(ctx, &ctx->batches[i])) {
FREE(ctx);
return NULL;
}
}
d3d12_start_batch(ctx, &ctx->batches[0]);
mtx_lock(&screen->submit_mutex);
list_addtail(&ctx->context_list_entry, &screen->context_list);
if (screen->context_id_count > 0)
ctx->id = screen->context_id_list[--screen->context_id_count];
else
ctx->id = D3D12_CONTEXT_NO_ID;
mtx_unlock(&screen->submit_mutex);
for (unsigned i = 0; i < ARRAY_SIZE(ctx->batches); ++i) {
ctx->batches[i].ctx_id = ctx->id;
ctx->batches[i].ctx_index = i;
}
if (flags & PIPE_CONTEXT_PREFER_THREADED)
return threaded_context_create(&ctx->base,
&screen->transfer_pool,
d3d12_replace_buffer_storage,
NULL,
&ctx->threaded_context);
return &ctx->base;
}