| // Copyright 2023 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/d3d11/QueueD3D11.h" |
| |
| #include <algorithm> |
| #include <chrono> |
| #include <deque> |
| #include <iterator> |
| #include <limits> |
| #include <thread> |
| #include <utility> |
| #include <vector> |
| |
| #include "absl/container/inlined_vector.h" |
| #include "dawn/common/Log.h" |
| #include "dawn/native/WaitAnySystemEvent.h" |
| #include "dawn/native/d3d/D3DError.h" |
| #include "dawn/native/d3d11/BufferD3D11.h" |
| #include "dawn/native/d3d11/CommandBufferD3D11.h" |
| #include "dawn/native/d3d11/DeviceD3D11.h" |
| #include "dawn/native/d3d11/DeviceInfoD3D11.h" |
| #include "dawn/native/d3d11/PhysicalDeviceD3D11.h" |
| #include "dawn/native/d3d11/SharedFenceD3D11.h" |
| #include "dawn/native/d3d11/TextureD3D11.h" |
| #include "dawn/platform/DawnPlatform.h" |
| #include "dawn/platform/tracing/TraceEvent.h" |
| |
| namespace dawn::native::d3d11 { |
| namespace { |
| |
| // Queue's subclass that uses monitored fences exclusively to signal/track work done. |
| class MonitoredFenceQueue final : public Queue { |
| public: |
| using Queue::Queue; |
| MaybeError Initialize(); |
| MaybeError NextSerial() override; |
| ResultOrError<ExecutionSerial> CheckCompletedSerialsImpl() override; |
| void SetEventOnCompletion(ExecutionSerial serial, HANDLE event) override; |
| |
| private: |
| ~MonitoredFenceQueue() override = default; |
| }; |
| |
| // Queue's subclass that uses SystemEvent + Flush1 to track work done. |
| class SystemEventQueue final : public Queue { |
| public: |
| using Queue::Queue; |
| MaybeError Initialize(); |
| MaybeError NextSerial() override; |
| ResultOrError<ExecutionSerial> CheckCompletedSerialsImpl() override; |
| ResultOrError<ExecutionSerial> WaitForQueueSerialImpl(ExecutionSerial serial, |
| Nanoseconds timeout) override; |
| void SetEventOnCompletion(ExecutionSerial serial, HANDLE event) override; |
| |
| private: |
| ~SystemEventQueue() override = default; |
| |
| struct SerialEventReceiverPair { |
| ExecutionSerial serial; |
| SystemEventReceiver receiver; |
| }; |
| // Events associated with submitted commands. They are in old to recent order. |
| MutexProtected<std::deque<SerialEventReceiverPair>> mPendingEvents; |
| |
| // List of completed events to be recycled in CheckCompletedSerialsImpl(). |
| MutexProtected<std::vector<SerialEventReceiverPair>> mCompletedEvents; |
| }; |
| |
| // Queue's subclass that doesn't flush the commands to GPU immediately in Submit(). |
| // This class uses ID3D11Query to track a serial's work completion. ID3D11Query::GetData() can be |
| // used to check whether the serial has passed or not. |
| // Note that if the commands were never sent to the GPU, ID3D11Query::GetData() might never return |
| // true and the application might wait indefinitely for a serial to complete. Thus, a flush must be |
| // triggered implicitly at some points. For the current implementation, a flush will be triggered |
| // when one of the following conditions is met: |
| // - Application calls IDXGISwapChain::Present() either via SwapChain class or externally. |
| // - Application calls WaitAny() to wait for a GPU operation/buffer mapping to finish. |
| // - ID3D11Query::GetData() has been called N times. This can be triggered indirectly via: |
| // - Calling Device::Tick() or Queue::Submit() N times. |
| // - Both the above methods indirectly trigger CheckAndUpdateCompletedSerials() which in turn |
| // calls ID3D11Query::GetData() N times. |
| class DelayFlushQueue final : public Queue { |
| public: |
| using Queue::Queue; |
| MaybeError Initialize(); |
| MaybeError NextSerial() override; |
| ResultOrError<ExecutionSerial> CheckCompletedSerialsImpl() override; |
| ResultOrError<ExecutionSerial> WaitForQueueSerialImpl(ExecutionSerial serial, |
| Nanoseconds timeout) override; |
| void SetEventOnCompletion(ExecutionSerial serial, HANDLE event) override; |
| |
| private: |
| ~DelayFlushQueue() override = default; |
| |
| // Check for completed serials in the pending list. |
| MaybeError CheckPendingQueries(const ScopedCommandRecordingContext* commandContext); |
| |
| void MarkPendingQueriesAsComplete(size_t numCompletedQueries); |
| |
| MaybeError BlockWaitForLastSubmittedSerial(const ScopedCommandRecordingContext* commandContext); |
| |
| struct EventQuery { |
| public: |
| EventQuery(ExecutionSerial serial, ComPtr<ID3D11Query> query) |
| : mSerial(serial), mQuery(std::move(query)) {} |
| |
| ExecutionSerial Serial() const { return mSerial; } |
| ComPtr<ID3D11Query> AcquireQuery() { return std::move(mQuery); } |
| ID3D11Query* GetQuery() { return mQuery.Get(); } |
| |
| // Number of GetData() calls on this query. |
| size_t checkCount = 0; |
| |
| private: |
| ExecutionSerial mSerial; |
| ComPtr<ID3D11Query> mQuery; |
| }; |
| |
| ResultOrError<bool> IsQueryCompleted(const ScopedCommandRecordingContext* commandContext, |
| bool requireFlush, |
| EventQuery* eventQuery); |
| |
| // Events associated with submitted commands. They are in old to recent order. |
| std::deque<EventQuery> mPendingQueries; |
| // List of completed queries to be recycled in CheckCompletedSerialsImpl(). |
| std::vector<EventQuery> mCompletedQueries; |
| // List of recycled queries. |
| std::vector<ComPtr<ID3D11Query>> mFreeQueries; |
| }; |
| |
| } // namespace |
| |
| ResultOrError<Ref<Queue>> Queue::Create(Device* device, const QueueDescriptor* descriptor) { |
| const auto& deviceInfo = ToBackend(device->GetPhysicalDevice())->GetDeviceInfo(); |
| if (device->IsToggleEnabled(Toggle::D3D11DelayFlushToGPU)) { |
| auto queue = AcquireRef(new DelayFlushQueue(device, descriptor)); |
| DAWN_TRY(queue->Initialize()); |
| return queue; |
| } |
| |
| if (device->IsToggleEnabled(Toggle::D3D11UseUnmonitoredFence) || |
| device->IsToggleEnabled(Toggle::D3D11DisableFence)) { |
| auto queue = AcquireRef(new SystemEventQueue(device, descriptor)); |
| DAWN_TRY(queue->Initialize()); |
| return queue; |
| } |
| |
| DAWN_ASSERT(deviceInfo.supportsMonitoredFence); |
| auto queue = AcquireRef(new MonitoredFenceQueue(device, descriptor)); |
| DAWN_TRY(queue->Initialize()); |
| return queue; |
| } |
| |
| MaybeError Queue::Initialize(bool useNonMonitoredFence) { |
| if (!GetDevice()->IsToggleEnabled(Toggle::D3D11DisableFence)) { |
| DAWN_TRY(InitializeD3DFence(useNonMonitoredFence)); |
| } |
| |
| return {}; |
| } |
| |
| MaybeError Queue::InitializeD3DFence(bool useNonMonitoredFence) { |
| const auto& deviceInfo = ToBackend(GetDevice()->GetPhysicalDevice())->GetDeviceInfo(); |
| |
| // Create the fence. |
| D3D11_FENCE_FLAG flags = D3D11_FENCE_FLAG_SHARED; |
| if (useNonMonitoredFence) { |
| if (deviceInfo.supportsNonMonitoredFence) { |
| flags |= D3D11_FENCE_FLAG_NON_MONITORED; |
| // For adapters that support both monitored and non-monitored fences, non-monitored |
| // fences are only supported when created with the D3D12_FENCE_FLAG_SHARED and |
| // D3D12_FENCE_FLAG_SHARED_CROSS_ADAPTER flags |
| // https://learn.microsoft.com/en-us/windows/win32/api/dxgi1_6/ne-dxgi1_6-dxgi_adapter_flag3 |
| if (deviceInfo.supportsMonitoredFence) { |
| flags |= D3D11_FENCE_FLAG_SHARED_CROSS_ADAPTER; |
| } |
| } else { |
| WarningLog() |
| << "D3D11: non-monitored fence is not supported, fallback to monitored fence"; |
| } |
| } else { |
| DAWN_ASSERT(deviceInfo.supportsMonitoredFence); |
| } |
| DAWN_TRY(CheckHRESULT( |
| ToBackend(GetDevice())->GetD3D11Device5()->CreateFence(0, flags, IID_PPV_ARGS(&mFence)), |
| useNonMonitoredFence ? "D3D11: creating non-monitored fence" |
| : "D3D11: creating monitored fence")); |
| |
| DAWN_TRY_ASSIGN(mSharedFence, SharedFence::Create(ToBackend(GetDevice()), |
| "Internal shared DXGI fence", mFence)); |
| |
| return {}; |
| } |
| |
| MaybeError Queue::InitializePendingContext() { |
| // Initialize mPendingCommands. After this, calls to the use the command context |
| // are thread safe. |
| CommandRecordingContext commandContext; |
| DAWN_TRY(commandContext.Initialize(ToBackend(GetDevice()))); |
| |
| mPendingCommands.Use( |
| [&](auto pendingCommandContext) { *pendingCommandContext = std::move(commandContext); }); |
| |
| // Configure the command context's uniform buffer. This is used to emulate builtins. |
| // Creating the buffer is done outside of Initialize because it requires mPendingCommands |
| // to already be initialized. |
| Ref<BufferBase> uniformBuffer; |
| DAWN_TRY_ASSIGN(uniformBuffer, |
| CommandRecordingContext::CreateInternalUniformBuffer(GetDevice())); |
| |
| { |
| auto persistentCommandContext = |
| GetScopedSwapStatePendingCommandContext(SubmitMode::Passive); |
| DAWN_TRY(persistentCommandContext.SetInternalUniformBuffer(std::move(uniformBuffer))); |
| } |
| |
| return {}; |
| } |
| |
| void Queue::DestroyImpl() { |
| // 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; |
| |
| mPendingCommands.Use([&](auto pendingCommands) { |
| pendingCommands->Destroy(); |
| mPendingCommandsNeedSubmit.store(false, std::memory_order_release); |
| }); |
| } |
| |
| ResultOrError<Ref<d3d::SharedFence>> Queue::GetOrCreateSharedFence() { |
| if (mSharedFence == nullptr) { |
| if (!mFence) { |
| DAWN_ASSERT(GetDevice()->IsToggleEnabled(Toggle::D3D11DisableFence)); |
| return Ref<d3d::SharedFence>{}; |
| } |
| DAWN_ASSERT(!IsAlive()); |
| return SharedFence::Create(ToBackend(GetDevice()), "Internal shared DXGI fence", mFence); |
| } |
| return mSharedFence; |
| } |
| |
| ScopedCommandRecordingContext Queue::GetScopedPendingCommandContext(SubmitMode submitMode) { |
| return mPendingCommands.Use([&](auto commands) { |
| if (submitMode == SubmitMode::Normal) { |
| mPendingCommandsNeedSubmit.store(true, std::memory_order_release); |
| } |
| return ScopedCommandRecordingContext(std::move(commands)); |
| }); |
| } |
| |
| ScopedSwapStateCommandRecordingContext Queue::GetScopedSwapStatePendingCommandContext( |
| SubmitMode submitMode) { |
| return mPendingCommands.Use([&](auto commands) { |
| if (submitMode == SubmitMode::Normal) { |
| mPendingCommandsNeedSubmit.store(true, std::memory_order_release); |
| } |
| return ScopedSwapStateCommandRecordingContext(std::move(commands)); |
| }); |
| } |
| |
| MaybeError Queue::SubmitPendingCommandsImpl() { |
| bool needsSubmit = mPendingCommands.Use([&](auto pendingCommands) { |
| pendingCommands->ReleaseKeyedMutexes(); |
| return mPendingCommandsNeedSubmit.exchange(false, std::memory_order_acq_rel); |
| }); |
| if (needsSubmit) { |
| return NextSerial(); |
| } |
| return {}; |
| } |
| |
| MaybeError Queue::SubmitImpl(uint32_t commandCount, CommandBufferBase* const* commands) { |
| // CommandBuffer::Execute() will modify the state of the global immediate device context, it may |
| // affect following usage of it. |
| // TODO(dawn:1770): figure how if we need to track and restore the state of the immediate device |
| // context. |
| TRACE_EVENT_BEGIN0(GetDevice()->GetPlatform(), Recording, "CommandBufferD3D11::Execute"); |
| { |
| auto commandContext = |
| GetScopedSwapStatePendingCommandContext(QueueBase::SubmitMode::Normal); |
| for (uint32_t i = 0; i < commandCount; ++i) { |
| DAWN_TRY(ToBackend(commands[i])->Execute(&commandContext)); |
| } |
| } |
| DAWN_TRY(SubmitPendingCommandsImpl()); |
| TRACE_EVENT_END0(GetDevice()->GetPlatform(), Recording, "CommandBufferD3D11::Execute"); |
| |
| return {}; |
| } |
| |
| ResultOrError<ExecutionSerial> Queue::CheckAndUpdateCompletedSerials() { |
| // TODO(crbug.com/40643114): Revisit whether this lock is needed for this backend. |
| auto deviceGuard = GetDevice()->GetGuard(); |
| |
| if (!mPendingCommands->IsValid()) { |
| // Device might already be destroyed. Skip checking further. |
| return GetCompletedCommandSerial(); |
| } |
| |
| ExecutionSerial completedSerial; |
| |
| DAWN_TRY_ASSIGN(completedSerial, CheckCompletedSerialsImpl()); |
| |
| // Finalize Mapping on ready buffers. |
| DAWN_TRY(CheckAndMapReadyBuffers(completedSerial)); |
| |
| return completedSerial; |
| } |
| |
| MaybeError Queue::CheckAndMapReadyBuffers(ExecutionSerial completedSerial) { |
| auto commandContext = GetScopedPendingCommandContext(QueueBase::SubmitMode::Passive); |
| for (const auto& bufferEntry : mPendingMapBuffers.IterateUpTo(completedSerial)) { |
| DAWN_TRY( |
| bufferEntry.buffer->FinalizeMap(&commandContext, completedSerial, bufferEntry.mode)); |
| } |
| mPendingMapBuffers.ClearUpTo(completedSerial); |
| return {}; |
| } |
| |
| void Queue::TrackPendingMapBuffer(Ref<Buffer>&& buffer, |
| wgpu::MapMode mode, |
| ExecutionSerial readySerial) { |
| mPendingMapBuffers.Enqueue({buffer, mode}, readySerial); |
| } |
| |
| MaybeError Queue::WriteBufferImpl(BufferBase* buffer, |
| uint64_t bufferOffset, |
| const void* data, |
| size_t size) { |
| if (size == 0) { |
| // skip the empty write |
| return {}; |
| } |
| |
| auto commandContext = GetScopedPendingCommandContext(QueueBase::SubmitMode::Normal); |
| return ToBackend(buffer)->Write(&commandContext, bufferOffset, data, size); |
| } |
| |
| MaybeError Queue::WriteTextureImpl(const TexelCopyTextureInfo& destination, |
| const void* data, |
| size_t dataSize, |
| const TexelCopyBufferLayout& dataLayout, |
| const Extent3D& writeSizePixel) { |
| if (writeSizePixel.width == 0 || writeSizePixel.height == 0 || |
| writeSizePixel.depthOrArrayLayers == 0) { |
| return {}; |
| } |
| |
| auto commandContext = GetScopedPendingCommandContext(QueueBase::SubmitMode::Normal); |
| TextureCopy textureCopy; |
| textureCopy.texture = destination.texture; |
| textureCopy.mipLevel = destination.mipLevel; |
| textureCopy.origin = destination.origin; |
| textureCopy.aspect = SelectFormatAspects(destination.texture->GetFormat(), destination.aspect); |
| |
| SubresourceRange subresources = GetSubresourcesAffectedByCopy(textureCopy, writeSizePixel); |
| |
| Texture* texture = ToBackend(destination.texture); |
| DAWN_TRY(texture->SynchronizeTextureBeforeUse(&commandContext)); |
| return texture->Write(&commandContext, subresources, destination.origin, writeSizePixel, |
| static_cast<const uint8_t*>(data) + dataLayout.offset, |
| dataLayout.bytesPerRow, dataLayout.rowsPerImage); |
| } |
| |
| bool Queue::HasPendingCommands() const { |
| return mPendingCommandsNeedSubmit.load(std::memory_order_acquire); |
| } |
| |
| void Queue::ForceEventualFlushOfCommands() {} |
| |
| MaybeError Queue::WaitForIdleForDestructionImpl() { |
| if (!mPendingCommands->IsValid()) { |
| return {}; |
| } |
| |
| DAWN_TRY(NextSerial()); |
| // Wait for all in-flight commands to finish executing |
| DAWN_TRY_ASSIGN(std::ignore, WaitForQueueSerialImpl(GetLastSubmittedCommandSerial(), |
| std::numeric_limits<Nanoseconds>::max())); |
| return CheckPassedSerials(); |
| } |
| |
| // MonitoredFenceQueue: |
| MaybeError MonitoredFenceQueue::Initialize() { |
| return Queue::Initialize(/*useNonMonitoredFence=*/false); |
| } |
| |
| MaybeError MonitoredFenceQueue::NextSerial() { |
| auto commandContext = GetScopedPendingCommandContext(SubmitMode::Passive); |
| |
| DAWN_TRY(commandContext.FlushBuffersForSyncingWithCPU()); |
| |
| const uint64_t submitSerial = uint64_t(GetPendingCommandSerial()); |
| |
| { |
| TRACE_EVENT1(GetDevice()->GetPlatform(), General, "D3D11Device::SignalFence", "serial", |
| submitSerial); |
| DAWN_TRY(CheckHRESULT(commandContext.Signal(mFence.Get(), submitSerial), |
| "D3D11 command queue signal fence")); |
| } |
| |
| IncrementLastSubmittedCommandSerial(); |
| |
| return {}; |
| } |
| |
| ResultOrError<ExecutionSerial> MonitoredFenceQueue::CheckCompletedSerialsImpl() { |
| ExecutionSerial completedSerial = ExecutionSerial(mFence->GetCompletedValue()); |
| if (completedSerial == ExecutionSerial(UINT64_MAX)) [[unlikely]] { |
| // GetCompletedValue returns UINT64_MAX if the device was removed. |
| // Try to query the failure reason. |
| ID3D11Device* d3d11Device = ToBackend(GetDevice())->GetD3D11Device(); |
| DAWN_TRY(CheckHRESULT(d3d11Device->GetDeviceRemovedReason(), |
| "ID3D11Device::GetDeviceRemovedReason")); |
| // Otherwise, return a generic device lost error. |
| return DAWN_DEVICE_LOST_ERROR("Device lost"); |
| } |
| |
| DAWN_TRY(RecycleSystemEventReceivers(completedSerial)); |
| |
| return completedSerial; |
| } |
| |
| void MonitoredFenceQueue::SetEventOnCompletion(ExecutionSerial serial, HANDLE event) { |
| mFence->SetEventOnCompletion(static_cast<uint64_t>(serial), event); |
| } |
| |
| // SystemEventQueue: |
| MaybeError SystemEventQueue::Initialize() { |
| return Queue::Initialize( |
| /*useNonMonitoredFence=*/GetDevice()->IsToggleEnabled(Toggle::D3D11UseUnmonitoredFence)); |
| } |
| |
| MaybeError SystemEventQueue::NextSerial() { |
| auto commandContext = GetScopedPendingCommandContext(SubmitMode::Passive); |
| |
| DAWN_TRY(commandContext.FlushBuffersForSyncingWithCPU()); |
| |
| const ExecutionSerial submitSerial = GetPendingCommandSerial(); |
| if (commandContext->AcquireNeedsFence()) { |
| DAWN_ASSERT(mFence); |
| |
| TRACE_EVENT1(GetDevice()->GetPlatform(), General, "D3D11Device::SignalFence", "serial", |
| uint64_t(submitSerial)); |
| DAWN_TRY(CheckHRESULT(commandContext.Signal(mFence.Get(), uint64_t(submitSerial)), |
| "D3D11 command queue signal fence")); |
| } |
| |
| SystemEventReceiver receiver; |
| DAWN_TRY_ASSIGN(receiver, GetSystemEventReceiver()); |
| commandContext.Flush1(D3D11_CONTEXT_TYPE_ALL, receiver.GetPrimitive().Get()); |
| mPendingEvents->push_back({submitSerial, std::move(receiver)}); |
| |
| IncrementLastSubmittedCommandSerial(); |
| |
| return {}; |
| } |
| |
| ResultOrError<ExecutionSerial> SystemEventQueue::CheckCompletedSerialsImpl() { |
| ExecutionSerial completedSerial; |
| std::vector<SystemEventReceiver> returnedReceivers; |
| // Check for completed events in the pending list. |
| DAWN_TRY_ASSIGN( |
| completedSerial, |
| mPendingEvents.Use([&](auto pendingEvents) -> ResultOrError<ExecutionSerial> { |
| if (pendingEvents->empty()) { |
| return GetLastSubmittedCommandSerial(); |
| } |
| |
| absl::InlinedVector<HANDLE, 8> handles; |
| const size_t numberOfHandles = |
| std::min(pendingEvents->size(), static_cast<size_t>(MAXIMUM_WAIT_OBJECTS)); |
| handles.reserve(numberOfHandles); |
| // Gather events in reversed order (from the most recent to the oldest events). |
| std::for_each_n(pendingEvents->rbegin(), numberOfHandles, [&handles](const auto& e) { |
| handles.push_back(e.receiver.GetPrimitive().Get()); |
| }); |
| DWORD result = |
| WaitForMultipleObjects(handles.size(), handles.data(), /*bWaitAll=*/false, |
| /*dwMilliseconds=*/0); |
| DAWN_INTERNAL_ERROR_IF(result == WAIT_FAILED, "WaitForMultipleObjects() failed"); |
| |
| DAWN_INTERNAL_ERROR_IF( |
| result >= WAIT_ABANDONED_0 && result < WAIT_ABANDONED_0 + handles.size(), |
| "WaitForMultipleObjects() get abandoned event"); |
| |
| if (result == WAIT_TIMEOUT) { |
| return GetCompletedCommandSerial(); |
| } |
| |
| DAWN_CHECK(result >= WAIT_OBJECT_0 && result < WAIT_OBJECT_0 + pendingEvents->size()); |
| const size_t completedEventIndex = result - WAIT_OBJECT_0; |
| // |WaitForMultipleObjects()| returns the smallest index, if more than one |
| // events are signalled. So the number of completed events are |
| // |mPendingEvents.size() - index|. |
| const size_t completedEvents = pendingEvents->size() - completedEventIndex; |
| auto completedSerial = pendingEvents->at(completedEvents - 1).serial; |
| returnedReceivers.reserve(completedEvents); |
| std::for_each_n(pendingEvents->begin(), completedEvents, [&returnedReceivers](auto& e) { |
| returnedReceivers.emplace_back(std::move(e.receiver)); |
| }); |
| pendingEvents->erase(pendingEvents->begin(), pendingEvents->begin() + completedEvents); |
| |
| return completedSerial; |
| })); |
| |
| // Also check for completed events processed by WaitForQueueSerialImpl() |
| mCompletedEvents.Use([&](auto completedEvents) { |
| returnedReceivers.reserve(returnedReceivers.size() + completedEvents->size()); |
| for (auto& event : *completedEvents) { |
| completedSerial = std::max(completedSerial, event.serial); |
| returnedReceivers.emplace_back(std::move(event.receiver)); |
| } |
| completedEvents->clear(); |
| }); |
| |
| if (!returnedReceivers.empty()) { |
| DAWN_TRY(ReturnSystemEventReceivers( |
| std::span(returnedReceivers.data(), returnedReceivers.size()))); |
| } |
| |
| return completedSerial; |
| } |
| |
| ResultOrError<ExecutionSerial> SystemEventQueue::WaitForQueueSerialImpl(ExecutionSerial serial, |
| Nanoseconds timeout) { |
| ExecutionSerial completedSerial = GetCompletedCommandSerial(); |
| if (serial <= completedSerial) { |
| return serial; |
| } |
| |
| if (serial > GetLastSubmittedCommandSerial()) { |
| return DAWN_FORMAT_INTERNAL_ERROR( |
| "Wait a serial (%llu) which is greater than last submitted command serial (%llu).", |
| uint64_t(serial), uint64_t(GetLastSubmittedCommandSerial())); |
| } |
| |
| return mPendingEvents.Use([=, &completedEventsList = mCompletedEvents]( |
| auto pendingEvents) -> ResultOrError<ExecutionSerial> { |
| DAWN_ASSERT(!pendingEvents->empty()); |
| DAWN_ASSERT(serial >= pendingEvents->front().serial); |
| DAWN_ASSERT(serial <= pendingEvents->back().serial); |
| auto it = std::lower_bound( |
| pendingEvents->begin(), pendingEvents->end(), serial, |
| [](const SerialEventReceiverPair& a, ExecutionSerial b) { return a.serial < b; }); |
| DAWN_ASSERT(it != pendingEvents->end()); |
| DAWN_ASSERT(it->serial == serial); |
| |
| // TODO(crbug.com/335553337): call WaitForSingleObject() without holding the mutex. |
| DWORD result = |
| WaitForSingleObject(it->receiver.GetPrimitive().Get(), ToMilliseconds(timeout)); |
| DAWN_INTERNAL_ERROR_IF(result == WAIT_FAILED, "WaitForSingleObject() failed"); |
| |
| if (result != WAIT_OBJECT_0) { |
| return kWaitSerialTimeout; |
| } |
| |
| // Events before |it| should be signalled as well. |
| completedEventsList.Use([&](auto completedEvList) { |
| completedEvList->insert(completedEvList->end(), |
| std::make_move_iterator(pendingEvents->begin()), |
| std::make_move_iterator(it + 1)); |
| }); |
| pendingEvents->erase(pendingEvents->begin(), it + 1); |
| |
| return serial; |
| }); |
| } |
| |
| void SystemEventQueue::SetEventOnCompletion(ExecutionSerial serial, HANDLE event) { |
| DAWN_UNREACHABLE(); |
| } |
| |
| // DelayFlushQueue: |
| MaybeError DelayFlushQueue::Initialize() { |
| return Queue::Initialize( |
| /*useNonMonitoredFence=*/GetDevice()->IsToggleEnabled(Toggle::D3D11UseUnmonitoredFence)); |
| } |
| |
| MaybeError DelayFlushQueue::NextSerial() { |
| auto commandContext = GetScopedPendingCommandContext(SubmitMode::Passive); |
| |
| DAWN_TRY(commandContext.FlushBuffersForSyncingWithCPU()); |
| |
| ExecutionSerial submitSerial = GetPendingCommandSerial(); |
| |
| ComPtr<ID3D11Query> query; |
| |
| if (!mFreeQueries.empty()) { |
| query = std::move(mFreeQueries.back()); |
| mFreeQueries.pop_back(); |
| } else { |
| D3D11_QUERY_DESC queryDesc = {}; |
| queryDesc.Query = D3D11_QUERY_EVENT; |
| DAWN_TRY( |
| CheckHRESULT(ToBackend(GetDevice())->GetD3D11Device3()->CreateQuery(&queryDesc, &query), |
| "CreateQuery")); |
| } |
| |
| commandContext.End(query.Get()); |
| |
| if (commandContext->AcquireNeedsFence()) { |
| DAWN_ASSERT(mFence); |
| |
| TRACE_EVENT1(GetDevice()->GetPlatform(), General, "D3D11Device::SignalFence", "serial", |
| uint64_t(submitSerial)); |
| DAWN_TRY(CheckHRESULT(commandContext.Signal(mFence.Get(), uint64_t(submitSerial)), |
| "D3D11 command queue signal fence")); |
| } |
| |
| mPendingQueries.emplace_back(submitSerial, std::move(query)); |
| |
| IncrementLastSubmittedCommandSerial(); |
| |
| return {}; |
| } |
| |
| MaybeError DelayFlushQueue::CheckPendingQueries( |
| const ScopedCommandRecordingContext* commandContext) { |
| if (mPendingQueries.empty()) { |
| return {}; |
| } |
| |
| // Check queries' status starting from oldest to most recent. |
| // TODO(416736350): Consider using a binary search. |
| size_t completedQueriesCount = 0; |
| for (size_t i = 0; i < mPendingQueries.size(); ++i) { |
| bool done; |
| DAWN_TRY_ASSIGN( |
| done, IsQueryCompleted(commandContext, /*requireFlush=*/false, &mPendingQueries[i])); |
| if (!done) { |
| // We stop at 1st incompleted query. |
| break; |
| } |
| completedQueriesCount++; |
| } |
| |
| if (completedQueriesCount == 0) { |
| return {}; |
| } |
| |
| MarkPendingQueriesAsComplete(completedQueriesCount); |
| |
| return {}; |
| } |
| |
| ResultOrError<ExecutionSerial> DelayFlushQueue::CheckCompletedSerialsImpl() { |
| ExecutionSerial completedSerial; |
| { |
| auto commandContext = GetScopedPendingCommandContext(SubmitMode::Passive); |
| |
| completedSerial = GetCompletedCommandSerial(); |
| |
| DAWN_TRY(CheckPendingQueries(&commandContext)); |
| |
| for (auto& e : mCompletedQueries) { |
| completedSerial = std::max(completedSerial, e.Serial()); |
| mFreeQueries.emplace_back(e.AcquireQuery()); |
| } |
| mCompletedQueries.clear(); |
| } |
| |
| return completedSerial; |
| } |
| |
| ResultOrError<ExecutionSerial> DelayFlushQueue::WaitForQueueSerialImpl(ExecutionSerial waitSerial, |
| Nanoseconds timeout) { |
| ExecutionSerial completedSerial = GetCompletedCommandSerial(); |
| if (waitSerial <= completedSerial) { |
| return waitSerial; |
| } |
| |
| if (waitSerial > GetLastSubmittedCommandSerial()) { |
| return DAWN_FORMAT_INTERNAL_ERROR( |
| "Wait a serial (%llu) which is greater than last submitted command serial (%llu).", |
| uint64_t(waitSerial), uint64_t(GetLastSubmittedCommandSerial())); |
| } |
| |
| auto commandContext = GetScopedPendingCommandContext(SubmitMode::Passive); |
| |
| if (mPendingQueries.empty() || waitSerial < mPendingQueries.front().Serial()) { |
| // Empty list must mean the serial have already completed. |
| return waitSerial; |
| } |
| |
| if (uint64_t(timeout) == std::numeric_limits<uint64_t>::max() && |
| waitSerial == GetLastSubmittedCommandSerial()) { |
| // If user submits then waits immediately, we can do a small optimization here, |
| // Flush + enqueue SetEvent then wait on the event. This can avoid spinning wait below, |
| // wasting less CPU cycles. |
| DAWN_TRY(BlockWaitForLastSubmittedSerial(&commandContext)); |
| } |
| |
| DAWN_ASSERT(waitSerial >= mPendingQueries.front().Serial()); |
| DAWN_ASSERT(waitSerial <= mPendingQueries.back().Serial()); |
| auto it = |
| std::lower_bound(mPendingQueries.begin(), mPendingQueries.end(), waitSerial, |
| [](const EventQuery& a, ExecutionSerial b) { return a.Serial() < b; }); |
| DAWN_ASSERT(it != mPendingQueries.end()); |
| DAWN_ASSERT(it->Serial() == waitSerial); |
| |
| bool done; |
| DAWN_TRY_ASSIGN(done, IsQueryCompleted(&commandContext, /*requireFlush=*/false, &(*it))); |
| if (timeout == Nanoseconds(0)) { |
| if (!done) { |
| // Return timed-out immediately without using a timer. |
| return kWaitSerialTimeout; |
| } |
| } else { |
| auto startTime = std::chrono::steady_clock::now(); |
| |
| while (!done) { |
| DAWN_TRY_ASSIGN(done, IsQueryCompleted(&commandContext, /*requireFlush=*/true, &(*it))); |
| |
| if (!done) { |
| auto curTime = std::chrono::steady_clock::now(); |
| auto elapsedNs = |
| std::chrono::duration_cast<std::chrono::nanoseconds>(curTime - startTime); |
| if (static_cast<uint64_t>(elapsedNs.count()) >= uint64_t(timeout)) { |
| return kWaitSerialTimeout; |
| } |
| std::this_thread::yield(); |
| } |
| } |
| } |
| |
| // Completed queries will be recycled in CheckCompletedSerialsImpl(); |
| auto numCompletedQueries = std::distance(mPendingQueries.begin(), it) + 1; |
| MarkPendingQueriesAsComplete(numCompletedQueries); |
| return done ? waitSerial : kWaitSerialTimeout; |
| } |
| |
| MaybeError DelayFlushQueue::BlockWaitForLastSubmittedSerial( |
| const ScopedCommandRecordingContext* commandContext) { |
| TRACE_EVENT0(GetDevice()->GetPlatform(), General, |
| "DelayFlushQueue::BlockWaitForLastSubmittedSerial"); |
| |
| SystemEventReceiver receiver; |
| DAWN_TRY_ASSIGN(receiver, GetSystemEventReceiver()); |
| commandContext->Flush1(D3D11_CONTEXT_TYPE_ALL, receiver.GetPrimitive().Get()); |
| |
| DWORD result = WaitForSingleObject(receiver.GetPrimitive().Get(), INFINITE); |
| DAWN_INTERNAL_ERROR_IF(result != WAIT_OBJECT_0, "WaitForSingleObject() failed"); |
| |
| SystemEventReceiver returnedReceivers[] = {std::move(receiver)}; |
| return ReturnSystemEventReceivers(returnedReceivers); |
| } |
| |
| void DelayFlushQueue::SetEventOnCompletion(ExecutionSerial serial, HANDLE event) { |
| DAWN_UNREACHABLE(); |
| } |
| |
| void DelayFlushQueue::MarkPendingQueriesAsComplete(size_t numCompletedQueries) { |
| mCompletedQueries.insert( |
| mCompletedQueries.end(), std::make_move_iterator(mPendingQueries.begin()), |
| std::make_move_iterator(mPendingQueries.begin() + numCompletedQueries)); |
| |
| mPendingQueries.erase(mPendingQueries.begin(), mPendingQueries.begin() + numCompletedQueries); |
| } |
| |
| ResultOrError<bool> DelayFlushQueue::IsQueryCompleted( |
| const ScopedCommandRecordingContext* commandContext, |
| bool requireFlush, |
| EventQuery* eventQuery) { |
| BOOL done; |
| |
| // If the GetData() calls count is 100 we will flush the commands. This is to avoid infinity |
| // loop when the application uses device.Tick() in a busy wait. The number 100 is arbitrarily |
| // chosen. It could be changed in future. Notes: |
| // - We shouldn't trigger flush eagerly when calls count < 100 because the the flush might be |
| // triggered externally via SwapChain's Present(). |
| // - We don't need to trigger flush when calls count > 100 because any commands preceding this |
| // query should already be flushed when calls count is 100. |
| // - If the caller requires a flush, we only trigger flush if the calls count < 100. |
| // - TODO(416736350): Consider tracking last flush's serial so that we can skip the flush here |
| // if necessary. |
| constexpr size_t kFlushCheckpoint = 100; |
| if (requireFlush && eventQuery->checkCount < kFlushCheckpoint) { |
| eventQuery->checkCount = kFlushCheckpoint; |
| } |
| |
| // Pass flag=0 if we want GetData() to flush the commands. |
| const UINT dontFlushFlag = |
| (eventQuery->checkCount == kFlushCheckpoint) ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH; |
| HRESULT hr = |
| commandContext->GetData(eventQuery->GetQuery(), &done, sizeof(done), dontFlushFlag); |
| DAWN_TRY(CheckHRESULT(hr, "GetQueryData()")); |
| |
| eventQuery->checkCount++; |
| |
| // A return value of S_FALSE means the query is not completed. |
| DAWN_ASSERT(hr == S_FALSE || done == TRUE); |
| return hr == S_OK; |
| } |
| |
| } // namespace dawn::native::d3d11 |