| // Copyright 2017 The Dawn & Tint Authors |
| // |
| // Redistribution and use in source and binary forms, with or without |
| // modification, are permitted provided that the following conditions are met: |
| // |
| // 1. Redistributions of source code must retain the above copyright notice, this |
| // list of conditions and the following disclaimer. |
| // |
| // 2. Redistributions in binary form must reproduce the above copyright notice, |
| // this list of conditions and the following disclaimer in the documentation |
| // and/or other materials provided with the distribution. |
| // |
| // 3. Neither the name of the copyright holder nor the names of its |
| // contributors may be used to endorse or promote products derived from |
| // this software without specific prior written permission. |
| // |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
| // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE |
| // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL |
| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR |
| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| |
| #include "dawn/native/d3d12/QueueD3D12.h" |
| |
| #include <limits> |
| #include <utility> |
| |
| #include "dawn/common/Math.h" |
| #include "dawn/native/CommandValidation.h" |
| #include "dawn/native/Commands.h" |
| #include "dawn/native/DynamicUploader.h" |
| #include "dawn/native/d3d/D3DError.h" |
| #include "dawn/native/d3d12/CommandBufferD3D12.h" |
| #include "dawn/native/d3d12/DeviceD3D12.h" |
| #include "dawn/native/d3d12/SharedFenceD3D12.h" |
| #include "dawn/native/d3d12/UtilsD3D12.h" |
| #include "dawn/platform/DawnPlatform.h" |
| #include "dawn/platform/tracing/TraceEvent.h" |
| |
| namespace dawn::native::d3d12 { |
| |
| // static |
| ResultOrError<Ref<Queue>> Queue::Create(Device* device, const QueueDescriptor* descriptor) { |
| Ref<Queue> queue = AcquireRef(new Queue(device, descriptor)); |
| DAWN_TRY(queue->Initialize()); |
| return queue; |
| } |
| |
| Queue::~Queue() {} |
| |
| MaybeError Queue::Initialize() { |
| mFreeAllocators.set(); |
| |
| SetLabelImpl(); |
| |
| ID3D12Device* d3d12Device = ToBackend(GetDevice())->GetD3D12Device(); |
| |
| D3D12_COMMAND_QUEUE_DESC queueDesc = {}; |
| queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; |
| queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; |
| DAWN_TRY(CheckHRESULT(d3d12Device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&mCommandQueue)), |
| "D3D12 create command queue")); |
| |
| // If PIX is not attached, the QueryInterface fails. Hence, no need to check the return |
| // value. |
| mCommandQueue.As(&mD3d12SharingContract); |
| |
| DAWN_TRY(CheckHRESULT(d3d12Device->CreateFence(uint64_t(kBeginningOfGPUTime), |
| D3D12_FENCE_FLAG_SHARED, IID_PPV_ARGS(&mFence)), |
| "D3D12 create fence")); |
| |
| DAWN_TRY_ASSIGN(mSharedFence, SharedFence::Create(ToBackend(GetDevice()), |
| "Internal shared DXGI fence", mFence)); |
| |
| return OpenPendingCommands(); |
| } |
| |
| void Queue::DestroyImpl() { |
| // Immediately forget about all pending commands for the case where device is lost on its |
| // own and WaitForIdleForDestruction isn't called. |
| mPendingCommands.Release(); |
| mCommandQueue.Reset(); |
| |
| // Release the shared fence here to prevent a ref-cycle with the device, but do not destroy the |
| // underlying native fence so that we can return a SharedFence on EndAccess after destruction. |
| mSharedFence = nullptr; |
| } |
| |
| ResultOrError<Ref<d3d::SharedFence>> Queue::GetOrCreateSharedFence() { |
| if (mSharedFence == nullptr) { |
| DAWN_ASSERT(!IsAlive()); |
| return SharedFence::Create(ToBackend(GetDevice()), "Internal shared DXGI fence", mFence); |
| } |
| return mSharedFence; |
| } |
| |
| ID3D12CommandQueue* Queue::GetCommandQueue() const { |
| return mCommandQueue.Get(); |
| } |
| |
| ID3D12SharingContract* Queue::GetSharingContract() const { |
| return mD3d12SharingContract.Get(); |
| } |
| |
| MaybeError Queue::SubmitImpl(uint32_t commandCount, CommandBufferBase* const* commands) { |
| CommandRecordingContext* commandContext = GetPendingCommandContext(); |
| ExecutionSerial pendingSerial = GetPendingCommandSerial(); |
| |
| TRACE_EVENT_BEGIN1(GetDevice()->GetPlatform(), Recording, "CommandBufferD3D12::RecordCommands", |
| "serial", uint64_t(pendingSerial)); |
| for (uint32_t i = 0; i < commandCount; ++i) { |
| DAWN_TRY(ToBackend(commands[i])->RecordCommands(commandContext)); |
| } |
| TRACE_EVENT_END1(GetDevice()->GetPlatform(), Recording, "CommandBufferD3D12::RecordCommands", |
| "serial", uint64_t(pendingSerial)); |
| |
| return SubmitPendingCommands(); |
| } |
| |
| MaybeError Queue::SubmitPendingCommands() { |
| Device* device = ToBackend(GetDevice()); |
| DAWN_ASSERT(device->IsLockedByCurrentThreadIfNeeded()); |
| |
| if (!mPendingCommands.NeedsSubmit()) { |
| return {}; |
| } |
| |
| DAWN_TRY(mPendingCommands.ExecuteCommandList(device, mCommandQueue.Get())); |
| RecycleLastCommandListAfter(GetPendingCommandSerial()); |
| |
| // Immediately reopen the command recording context so it is always available. |
| DAWN_TRY(NextSerial()); |
| DAWN_TRY(RecycleUnusedCommandLists()); |
| return OpenPendingCommands(); |
| } |
| |
| MaybeError Queue::NextSerial() { |
| Device* device = ToBackend(GetDevice()); |
| DAWN_ASSERT(device->IsLockedByCurrentThreadIfNeeded()); |
| // NextSerial should not ever be called with a command list that needs submission since the |
| // underlying command allocator could be recycled after the serial completes on the GPU. |
| DAWN_ASSERT(!mPendingCommands.NeedsSubmit()); |
| |
| IncrementLastSubmittedCommandSerial(); |
| |
| TRACE_EVENT1(device->GetPlatform(), General, "D3D12Device::SignalFence", "serial", |
| uint64_t(GetLastSubmittedCommandSerial())); |
| |
| return CheckHRESULT( |
| mCommandQueue->Signal(mFence.Get(), uint64_t(GetLastSubmittedCommandSerial())), |
| "D3D12 command queue signal fence"); |
| } |
| |
| MaybeError Queue::WaitForSerial(ExecutionSerial serial) { |
| if (GetCompletedCommandSerial() >= serial) { |
| return {}; |
| } |
| DAWN_TRY_ASSIGN(std::ignore, |
| WaitForQueueSerial(serial, std::numeric_limits<Nanoseconds>::max())); |
| return CheckPassedSerials(); |
| } |
| |
| bool Queue::HasPendingCommands() const { |
| return mPendingCommands.NeedsSubmit(); |
| } |
| |
| ResultOrError<ExecutionSerial> Queue::CheckAndUpdateCompletedSerials() { |
| ExecutionSerial completedSerial = ExecutionSerial(mFence->GetCompletedValue()); |
| if (DAWN_UNLIKELY(completedSerial == ExecutionSerial(UINT64_MAX))) { |
| // GetCompletedValue returns UINT64_MAX if the device was removed. |
| // Try to query the failure reason. |
| ID3D12Device* d3d12Device = ToBackend(GetDevice())->GetD3D12Device(); |
| DAWN_TRY(CheckHRESULT(d3d12Device->GetDeviceRemovedReason(), |
| "ID3D12Device::GetDeviceRemovedReason")); |
| // Otherwise, return a generic device lost error. |
| return DAWN_DEVICE_LOST_ERROR("Device lost"); |
| } |
| |
| if (completedSerial <= GetCompletedCommandSerial()) { |
| return ExecutionSerial(0); |
| } |
| |
| DAWN_TRY(RecycleSystemEventReceivers(completedSerial)); |
| |
| return completedSerial; |
| } |
| |
| void Queue::ForceEventualFlushOfCommands() { |
| mPendingCommands.SetNeedsSubmit(); |
| } |
| |
| MaybeError Queue::WaitForIdleForDestruction() { |
| // Immediately forget about all pending commands |
| mPendingCommands.Release(); |
| |
| // Wait for all in-flight commands to finish executing and clean |
| DAWN_TRY(NextSerial()); |
| DAWN_TRY(WaitForSerial(GetLastSubmittedCommandSerial())); |
| |
| // Clean up after waiting for the commands. |
| return RecycleUnusedCommandLists(); |
| } |
| |
| CommandRecordingContext* Queue::GetPendingCommandContext(SubmitMode submitMode) { |
| if (submitMode == SubmitMode::Normal) { |
| mPendingCommands.SetNeedsSubmit(); |
| } |
| return &mPendingCommands; |
| } |
| |
| void Queue::SetLabelImpl() { |
| Device* device = ToBackend(GetDevice()); |
| // TODO(crbug.com/dawn/1344): When we start using multiple queues this needs to be adjusted |
| // so it doesn't always change the default queue's label. |
| SetDebugName(device, mCommandQueue.Get(), "Dawn_Queue", GetLabel()); |
| } |
| |
| void Queue::SetEventOnCompletion(ExecutionSerial serial, HANDLE event) { |
| mFence->SetEventOnCompletion(static_cast<uint64_t>(serial), event); |
| } |
| |
| MaybeError Queue::OpenPendingCommands() { |
| DAWN_ASSERT(mLastAllocatorUsed == kNoCommandAllocator); |
| |
| // If there are no free allocators, get the oldest serial in flight and wait on it |
| if (mFreeAllocators.none()) { |
| const ExecutionSerial firstSerial = mInFlightCommandAllocators.FirstSerial(); |
| DAWN_TRY(WaitForSerial(firstSerial)); |
| DAWN_TRY(RecycleUnusedCommandLists()); |
| } |
| |
| DAWN_ASSERT(mFreeAllocators.any()); |
| ID3D12Device* d3d12Device = ToBackend(GetDevice())->GetD3D12Device(); |
| |
| // Get the index of the first free allocator from the bitset |
| uint32_t freeIndex = *(IterateBitSet(mFreeAllocators).begin()); |
| mFreeAllocators.reset(freeIndex); |
| auto& allocator = mCommandAllocators[freeIndex]; |
| |
| // Lazily create an allocator or reset an existing one to start a new command list on it. |
| if (freeIndex >= mAllocatorCount) { |
| DAWN_ASSERT(freeIndex == mAllocatorCount); |
| mAllocatorCount++; |
| |
| DAWN_TRY( |
| CheckHRESULT(d3d12Device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, |
| IID_PPV_ARGS(&allocator.allocator)), |
| "D3D12 create command allocator")); |
| DAWN_TRY(CheckHRESULT(d3d12Device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, |
| allocator.allocator.Get(), nullptr, |
| IID_PPV_ARGS(&allocator.list)), |
| "D3D12 creating direct command list")); |
| } else { |
| DAWN_TRY(CheckHRESULT(allocator.list->Reset(allocator.allocator.Get(), nullptr), |
| "D3D12 resetting command list")); |
| } |
| |
| mLastAllocatorUsed = freeIndex; |
| mPendingCommands.Open(mCommandAllocators[mLastAllocatorUsed].list); |
| return {}; |
| } |
| |
| void Queue::RecycleLastCommandListAfter(ExecutionSerial serial) { |
| mInFlightCommandAllocators.Enqueue(mLastAllocatorUsed, serial); |
| mLastAllocatorUsed = kNoCommandAllocator; |
| } |
| |
| MaybeError Queue::RecycleUnusedCommandLists() { |
| ExecutionSerial completedSerial = GetCompletedCommandSerial(); |
| for (auto index : mInFlightCommandAllocators.IterateUpTo(completedSerial)) { |
| DAWN_TRY(CheckHRESULT(mCommandAllocators[index].allocator->Reset(), |
| "D3D12 reset command allocator")); |
| mFreeAllocators.set(index); |
| } |
| mInFlightCommandAllocators.ClearUpTo(completedSerial); |
| |
| return {}; |
| } |
| |
| } // namespace dawn::native::d3d12 |