| // Copyright 2024 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 "src/dawn/native/d3d12/SharedBufferMemoryD3D12.h" | |
| #include <memory> | |
| #include <utility> | |
| #include "src/dawn/native/Buffer.h" | |
| #include "src/dawn/native/ChainUtils.h" | |
| #include "src/dawn/native/d3d/D3DError.h" | |
| #include "src/dawn/native/d3d/SharedFenceD3D.h" | |
| #include "src/dawn/native/d3d/UtilsD3D.h" | |
| #include "src/dawn/native/d3d12/BufferD3D12.h" | |
| #include "src/dawn/native/d3d12/DeviceD3D12.h" | |
| #include "src/dawn/native/d3d12/HeapD3D12.h" | |
| #include "src/dawn/native/d3d12/QueueD3D12.h" | |
| #include "src/dawn/native/d3d12/ResidencyManagerD3D12.h" | |
| #include "src/utils/compiler.h" | |
| namespace dawn::native::d3d12 { | |
| namespace { | |
| enum class HeapAccessType { | |
| Upload, | |
| Readback, | |
| GPUQueueAccessible, | |
| }; | |
| ResultOrError<HeapAccessType> MapToHeapAccessType(const D3D12_HEAP_PROPERTIES& heapProperties, | |
| const D3D12_HEAP_FLAGS& heapFlags, | |
| const Device* device) { | |
| switch (heapProperties.Type) { | |
| case D3D12_HEAP_TYPE_UPLOAD: | |
| return HeapAccessType::Upload; | |
| case D3D12_HEAP_TYPE_READBACK: | |
| return HeapAccessType::Readback; | |
| case D3D12_HEAP_TYPE_DEFAULT: | |
| return HeapAccessType::GPUQueueAccessible; | |
| case D3D12_HEAP_TYPE_CUSTOM: | |
| if (heapFlags & D3D12_HEAP_FLAG_SHARED_CROSS_ADAPTER) { | |
| // A CUSTOM shared cross-adapter heap is equivalent to a DEFAULT heap. | |
| // https://learn.microsoft.com/en-us/windows/win32/direct3d12/shared-heaps | |
| return HeapAccessType::GPUQueueAccessible; | |
| } | |
| if (device->GetDeviceInfo().isUMA) { | |
| // On UMA systems, all heaps are always GPU accessible. | |
| return HeapAccessType::GPUQueueAccessible; | |
| } | |
| // Map D3D12_HEAP_TYPE_CUSTOM heap to one of the standard heap types if possible. | |
| // See: | |
| // https://learn.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12device-getcustomheapproperties(uint_d3d12_heap_type) | |
| if (heapProperties.CPUPageProperty == D3D12_CPU_PAGE_PROPERTY_NOT_AVAILABLE && | |
| heapProperties.MemoryPoolPreference == D3D12_MEMORY_POOL_L1) { | |
| // A CUSTOM heap with no CPU access and in L1 is equivalent to a DEFAULT heap. | |
| return HeapAccessType::GPUQueueAccessible; | |
| } else if (heapProperties.CPUPageProperty == D3D12_CPU_PAGE_PROPERTY_WRITE_BACK && | |
| heapProperties.MemoryPoolPreference == D3D12_MEMORY_POOL_L0) { | |
| // A CUSTOM heap with WRITE_BACK + L0 is equivalent to a READBACK heap. | |
| return HeapAccessType::Readback; | |
| } else if (heapProperties.CPUPageProperty == D3D12_CPU_PAGE_PROPERTY_WRITE_COMBINE && | |
| heapProperties.MemoryPoolPreference == D3D12_MEMORY_POOL_L0) { | |
| // A CUSTOM heap with WRITE_COMBINE + L0 is equivalent to a UPLOAD heap. | |
| return HeapAccessType::Upload; | |
| } else { | |
| return DAWN_VALIDATION_ERROR("ID3D12Resources allocated on unsupported heap."); | |
| } | |
| default: | |
| return DAWN_VALIDATION_ERROR("ID3D12Resources allocated on unsupported heap."); | |
| } | |
| } | |
| ResultOrError<SharedBufferMemoryProperties> GetSharedBufferMemoryProperties( | |
| Device* device, | |
| D3D12_HEAP_PROPERTIES heapProperties, | |
| D3D12_HEAP_FLAGS heapFlags, | |
| uint64_t size, | |
| wgpu::BufferUsage blockedUsages = wgpu::BufferUsage::None) { | |
| HeapAccessType heapType; | |
| DAWN_TRY_ASSIGN(heapType, MapToHeapAccessType(heapProperties, heapFlags, device)); | |
| wgpu::BufferUsage usages = wgpu::BufferUsage::None; | |
| switch (heapType) { | |
| case HeapAccessType::Upload: | |
| usages |= wgpu::BufferUsage::MapWrite | wgpu::BufferUsage::CopySrc; | |
| break; | |
| case HeapAccessType::Readback: | |
| usages |= wgpu::BufferUsage::MapRead | wgpu::BufferUsage::CopyDst; | |
| break; | |
| case HeapAccessType::GPUQueueAccessible: | |
| // wgpu::BufferUsage::Uniform is not allowed in SharedBufferMemoryBase::CreateBuffer(). | |
| usages |= wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst | | |
| wgpu::BufferUsage::Vertex | wgpu::BufferUsage::Index | | |
| wgpu::BufferUsage::Indirect | wgpu::BufferUsage::QueryResolve | | |
| wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage; | |
| if (device->GetDeviceInfo().isUMA) { | |
| // On UMA systems, buffers with WRITE_COMBINE or WRITE_BACK heaps can also be | |
| // mapped. | |
| if (heapProperties.CPUPageProperty == D3D12_CPU_PAGE_PROPERTY_WRITE_COMBINE) { | |
| usages |= wgpu::BufferUsage::MapWrite; | |
| } else if (heapProperties.CPUPageProperty == D3D12_CPU_PAGE_PROPERTY_WRITE_BACK) { | |
| // On cache-coherent UMA systems, writes are immediately visible to the GPU. On | |
| // non-cache-coherent UMA systems, writes are flushed to the GPU when unmapping | |
| // or submitting work to the queue (driver dependent). Since Dawn doesn't | |
| // support submitting work to the queue while the buffer is mapped, it should be | |
| // safe to allow MapWrite on WRITE_BACK heaps. For reads, the data is guaranteed | |
| // to be available to the CPU after Map(). | |
| usages |= wgpu::BufferUsage::MapRead | wgpu::BufferUsage::MapWrite; | |
| } | |
| } | |
| break; | |
| } | |
| SharedBufferMemoryProperties properties; | |
| properties.size = size; | |
| properties.usage = usages & (~blockedUsages); | |
| return properties; | |
| } | |
| } // namespace | |
| SharedBufferMemory::SharedBufferMemory(Device* device, | |
| StringView label, | |
| SharedBufferMemoryProperties properties, | |
| ComPtr<ID3D12Resource> resource) | |
| : SharedBufferMemoryBase(device, label, properties), mResource(std::move(resource)) {} | |
| SharedBufferMemory::SharedBufferMemory(Device* device, | |
| StringView label, | |
| SharedBufferMemoryProperties properties, | |
| std::unique_ptr<Heap> heap, | |
| ComPtr<ID3D12Resource> resource) | |
| : SharedBufferMemoryBase(device, label, properties), | |
| mHeap(std::move(heap)), | |
| mResource(std::move(resource)) {} | |
| void SharedBufferMemory::DestroyImpl(DestroyReason reason) { | |
| ToBackend(GetDevice())->ReferenceUntilUnused(std::move(mResource)); | |
| } | |
| // static | |
| ResultOrError<Ref<SharedBufferMemory>> SharedBufferMemory::Create( | |
| Device* device, | |
| StringView label, | |
| const SharedBufferMemoryD3D12ResourceDescriptor* descriptor) { | |
| DAWN_INVALID_IF(!descriptor->resource, "D3D12 resource is missing."); | |
| ComPtr<ID3D12Resource> d3d12Resource = descriptor->resource; | |
| ComPtr<ID3D12Device> resourceDevice; | |
| d3d12Resource->GetDevice(__uuidof(resourceDevice), &resourceDevice); | |
| DAWN_INVALID_IF(resourceDevice.Get() != device->GetD3D12Device(), | |
| "The D3D12 device of the resource and the D3D12 device of %s must be same.", | |
| device); | |
| D3D12_RESOURCE_DESC desc = d3d12Resource->GetDesc(); | |
| DAWN_INVALID_IF(desc.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER, | |
| "Resource dimension (%d) was not Buffer", desc.Dimension); | |
| D3D12_HEAP_PROPERTIES heapProperties; | |
| D3D12_HEAP_FLAGS heapFlags; | |
| d3d12Resource->GetHeapProperties(&heapProperties, &heapFlags); | |
| // wgpu::BufferUsage::Uniform is disabled because the external D3D12 resource may not meet the | |
| // requirement of D3D12 constant buffer alignment(256). | |
| wgpu::BufferUsage blockedUsages = wgpu::BufferUsage::Uniform; | |
| if (!(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) { | |
| blockedUsages |= wgpu::BufferUsage::Storage; | |
| } | |
| SharedBufferMemoryProperties properties; | |
| DAWN_TRY_ASSIGN(properties, GetSharedBufferMemoryProperties(device, heapProperties, heapFlags, | |
| desc.Width, blockedUsages)); | |
| auto result = | |
| AcquireRef(new SharedBufferMemory(device, label, properties, std::move(d3d12Resource))); | |
| result->Initialize(); | |
| return result; | |
| } | |
| // static | |
| ResultOrError<Ref<SharedBufferMemory>> SharedBufferMemory::Create( | |
| Device* device, | |
| StringView label, | |
| const SharedBufferMemoryD3D12SharedMemoryFileMappingHandleDescriptor* descriptor) { | |
| HANDLE sharedMemoryFileHandle = descriptor->handle; | |
| DAWN_INVALID_IF(sharedMemoryFileHandle == nullptr, "shared HANDLE is missing."); | |
| constexpr uint32_t kAlignment = kD3D12SharedBufferMemoryFileMappingHandleSizeAlignment; | |
| DAWN_INVALID_IF(descriptor->size % kAlignment != 0, | |
| "shared buffer memory size is not a multiple of (%d).", kAlignment); | |
| ComPtr<ID3D12Device3> d3d12Device3; | |
| DAWN_TRY(CheckHRESULT(device->GetD3D12Device()->QueryInterface(IID_PPV_ARGS(&d3d12Device3)), | |
| "QueryInterface ID3D12Device3")); | |
| ComPtr<ID3D12Heap> d3d12Heap; | |
| DAWN_TRY(CheckOutOfMemoryHRESULT(d3d12Device3->OpenExistingHeapFromFileMapping( | |
| sharedMemoryFileHandle, IID_PPV_ARGS(&d3d12Heap)), | |
| "ID3D12Device3::OpenExistingHeapFromFileMapping")); | |
| D3D12_HEAP_DESC heapDesc = d3d12Heap->GetDesc(); | |
| D3D12_HEAP_PROPERTIES heapProperties = heapDesc.Properties; | |
| D3D12_HEAP_FLAGS heapFlags = heapDesc.Flags; | |
| SharedBufferMemoryProperties properties; | |
| DAWN_TRY_ASSIGN(properties, GetSharedBufferMemoryProperties(device, heapProperties, heapFlags, | |
| descriptor->size)); | |
| D3D12_RESOURCE_DESC resourceDescriptor; | |
| resourceDescriptor.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; | |
| resourceDescriptor.Alignment = 0; | |
| resourceDescriptor.Width = descriptor->size; | |
| resourceDescriptor.Height = 1; | |
| resourceDescriptor.DepthOrArraySize = 1; | |
| resourceDescriptor.MipLevels = 1; | |
| resourceDescriptor.Format = DXGI_FORMAT_UNKNOWN; | |
| resourceDescriptor.SampleDesc.Count = 1; | |
| resourceDescriptor.SampleDesc.Quality = 0; | |
| resourceDescriptor.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; | |
| resourceDescriptor.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; | |
| // D3D12_RESOURCE_FLAG_ALLOW_CROSS_ADAPTER must be specified if and only if | |
| // D3D12_HEAP_FLAG_SHARED_CROSS_ADAPTER is set. | |
| if (heapDesc.Flags & D3D12_HEAP_FLAG_SHARED_CROSS_ADAPTER) { | |
| resourceDescriptor.Flags |= D3D12_RESOURCE_FLAG_ALLOW_CROSS_ADAPTER; | |
| } | |
| D3D12_RESOURCE_ALLOCATION_INFO resourceInfo = | |
| device->GetD3D12Device()->GetResourceAllocationInfo(0, 1, &resourceDescriptor); | |
| DAWN_INVALID_IF(resourceInfo.SizeInBytes > descriptor->size, | |
| "Resource required %u bytes, but heap is %u bytes.", resourceInfo.SizeInBytes, | |
| descriptor->size); | |
| auto heap = std::make_unique<Heap>( | |
| std::move(d3d12Heap), | |
| device->GetDeviceInfo().isUMA ? MemorySegment::Local : MemorySegment::NonLocal, | |
| descriptor->size); | |
| // Consider the imported heap as already resident. Lock it because it is externally | |
| // allocated. | |
| device->GetResidencyManager()->TrackResidentAllocation(heap.get()); | |
| DAWN_TRY(device->GetResidencyManager()->LockAllocation(heap.get())); | |
| ComPtr<ID3D12Resource> placedResource; | |
| DAWN_TRY(CheckOutOfMemoryHRESULT( | |
| device->GetD3D12Device()->CreatePlacedResource(heap->GetD3D12Heap(), 0, &resourceDescriptor, | |
| D3D12_RESOURCE_STATE_COMMON, nullptr, | |
| IID_PPV_ARGS(&placedResource)), | |
| "ID3D12Device::CreatePlacedResource")); | |
| auto result = AcquireRef(new SharedBufferMemory(device, label, properties, std::move(heap), | |
| std::move(placedResource))); | |
| result->Initialize(); | |
| return result; | |
| } | |
| ResultOrError<Ref<BufferBase>> SharedBufferMemory::CreateBufferImpl( | |
| const UnpackedPtr<BufferDescriptor>& descriptor) { | |
| return Buffer::CreateFromSharedBufferMemory(this, descriptor); | |
| } | |
| ID3D12Resource* SharedBufferMemory::GetD3DResource() const { | |
| return mResource.Get(); | |
| } | |
| MaybeError SharedBufferMemory::BeginAccessImpl( | |
| BufferBase* buffer, | |
| const UnpackedPtr<BeginAccessDescriptor>& descriptor) { | |
| DAWN_TRY(descriptor.ValidateSubset<>()); | |
| for (SharedFenceBase* fence : descriptor->fences) { | |
| SharedFenceExportInfo exportInfo; | |
| DAWN_TRY(fence->ExportInfo(&exportInfo)); | |
| switch (exportInfo.type) { | |
| case wgpu::SharedFenceType::DXGISharedHandle: | |
| DAWN_INVALID_IF(!GetDevice()->HasFeature(Feature::SharedFenceDXGISharedHandle), | |
| "Required feature (%s) is missing.", | |
| wgpu::FeatureName::SharedFenceDXGISharedHandle); | |
| break; | |
| default: | |
| return DAWN_VALIDATION_ERROR("Unsupported fence type %s.", exportInfo.type); | |
| } | |
| } | |
| return {}; | |
| } | |
| ResultOrError<FenceAndSignalValue> SharedBufferMemory::EndAccessImpl( | |
| BufferBase* buffer, | |
| ExecutionSerial lastUsageSerial, | |
| UnpackedPtr<EndAccessState>& state) { | |
| DAWN_TRY(state.ValidateSubset<>()); | |
| DAWN_INVALID_IF(!GetDevice()->HasFeature(Feature::SharedFenceDXGISharedHandle), | |
| "Required feature (%s) is missing.", | |
| wgpu::FeatureName::SharedFenceDXGISharedHandle); | |
| Ref<d3d::SharedFence> sharedFence; | |
| DAWN_TRY_ASSIGN(sharedFence, ToBackend(GetDevice()->GetQueue())->GetOrCreateSharedFence()); | |
| return FenceAndSignalValue{std::move(sharedFence), static_cast<uint64_t>(lastUsageSerial)}; | |
| } | |
| } // namespace dawn::native::d3d12 |