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// Copyright 2017 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "dawn_native/d3d12/BufferD3D12.h"
#include "common/Assert.h"
#include "common/Constants.h"
#include "common/Math.h"
#include "dawn_native/d3d12/CommandRecordingContext.h"
#include "dawn_native/d3d12/D3D12Error.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
#include "dawn_native/d3d12/HeapD3D12.h"
#include "dawn_native/d3d12/ResidencyManagerD3D12.h"
namespace dawn_native { namespace d3d12 {
namespace {
D3D12_RESOURCE_FLAGS D3D12ResourceFlags(wgpu::BufferUsage usage) {
D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE;
if (usage & wgpu::BufferUsage::Storage) {
flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
}
return flags;
}
D3D12_RESOURCE_STATES D3D12BufferUsage(wgpu::BufferUsage usage) {
D3D12_RESOURCE_STATES resourceState = D3D12_RESOURCE_STATE_COMMON;
if (usage & wgpu::BufferUsage::CopySrc) {
resourceState |= D3D12_RESOURCE_STATE_COPY_SOURCE;
}
if (usage & wgpu::BufferUsage::CopyDst) {
resourceState |= D3D12_RESOURCE_STATE_COPY_DEST;
}
if (usage & (wgpu::BufferUsage::Vertex | wgpu::BufferUsage::Uniform)) {
resourceState |= D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
}
if (usage & wgpu::BufferUsage::Index) {
resourceState |= D3D12_RESOURCE_STATE_INDEX_BUFFER;
}
if (usage & wgpu::BufferUsage::Storage) {
resourceState |= D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
}
if (usage & kReadOnlyStorageBuffer) {
resourceState |= (D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE |
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
}
if (usage & wgpu::BufferUsage::Indirect) {
resourceState |= D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT;
}
return resourceState;
}
D3D12_HEAP_TYPE D3D12HeapType(wgpu::BufferUsage allowedUsage) {
if (allowedUsage & wgpu::BufferUsage::MapRead) {
return D3D12_HEAP_TYPE_READBACK;
} else if (allowedUsage & wgpu::BufferUsage::MapWrite) {
return D3D12_HEAP_TYPE_UPLOAD;
} else {
return D3D12_HEAP_TYPE_DEFAULT;
}
}
} // namespace
Buffer::Buffer(Device* device, const BufferDescriptor* descriptor)
: BufferBase(device, descriptor) {
}
MaybeError Buffer::Initialize() {
D3D12_RESOURCE_DESC resourceDescriptor;
resourceDescriptor.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resourceDescriptor.Alignment = 0;
// TODO(cwallez@chromium.org): Have a global "zero" buffer that can do everything instead
// of creating a new 4-byte buffer?
resourceDescriptor.Width = std::max(GetSize(), uint64_t(4u));
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;
// Add CopyDst for non-mappable buffer initialization in CreateBufferMapped
// and robust resource initialization.
resourceDescriptor.Flags = D3D12ResourceFlags(GetUsage() | wgpu::BufferUsage::CopyDst);
auto heapType = D3D12HeapType(GetUsage());
auto bufferUsage = D3D12_RESOURCE_STATE_COMMON;
// D3D12 requires buffers on the READBACK heap to have the D3D12_RESOURCE_STATE_COPY_DEST
// state
if (heapType == D3D12_HEAP_TYPE_READBACK) {
bufferUsage |= D3D12_RESOURCE_STATE_COPY_DEST;
mFixedResourceState = true;
mLastUsage = wgpu::BufferUsage::CopyDst;
}
// D3D12 requires buffers on the UPLOAD heap to have the D3D12_RESOURCE_STATE_GENERIC_READ
// state
if (heapType == D3D12_HEAP_TYPE_UPLOAD) {
bufferUsage |= D3D12_RESOURCE_STATE_GENERIC_READ;
mFixedResourceState = true;
mLastUsage = wgpu::BufferUsage::CopySrc;
}
DAWN_TRY_ASSIGN(
mResourceAllocation,
ToBackend(GetDevice())->AllocateMemory(heapType, resourceDescriptor, bufferUsage));
return {};
}
Buffer::~Buffer() {
DestroyInternal();
}
ComPtr<ID3D12Resource> Buffer::GetD3D12Resource() const {
return mResourceAllocation.GetD3D12Resource();
}
// When true is returned, a D3D12_RESOURCE_BARRIER has been created and must be used in a
// ResourceBarrier call. Failing to do so will cause the tracked state to become invalid and can
// cause subsequent errors.
bool Buffer::TrackUsageAndGetResourceBarrier(CommandRecordingContext* commandContext,
D3D12_RESOURCE_BARRIER* barrier,
wgpu::BufferUsage newUsage) {
// Track the underlying heap to ensure residency.
Heap* heap = ToBackend(mResourceAllocation.GetResourceHeap());
commandContext->TrackHeapUsage(heap, GetDevice()->GetPendingCommandSerial());
// Return the resource barrier.
return TransitionUsageAndGetResourceBarrier(commandContext, barrier, newUsage);
}
void Buffer::TrackUsageAndTransitionNow(CommandRecordingContext* commandContext,
wgpu::BufferUsage newUsage) {
D3D12_RESOURCE_BARRIER barrier;
if (TrackUsageAndGetResourceBarrier(commandContext, &barrier, newUsage)) {
commandContext->GetCommandList()->ResourceBarrier(1, &barrier);
}
}
// When true is returned, a D3D12_RESOURCE_BARRIER has been created and must be used in a
// ResourceBarrier call. Failing to do so will cause the tracked state to become invalid and can
// cause subsequent errors.
bool Buffer::TransitionUsageAndGetResourceBarrier(CommandRecordingContext* commandContext,
D3D12_RESOURCE_BARRIER* barrier,
wgpu::BufferUsage newUsage) {
// Resources in upload and readback heaps must be kept in the COPY_SOURCE/DEST state
if (mFixedResourceState) {
ASSERT(mLastUsage == newUsage);
return false;
}
D3D12_RESOURCE_STATES lastState = D3D12BufferUsage(mLastUsage);
D3D12_RESOURCE_STATES newState = D3D12BufferUsage(newUsage);
// If the transition is from-UAV-to-UAV, then a UAV barrier is needed.
// If one of the usages isn't UAV, then other barriers are used.
bool needsUAVBarrier = lastState == D3D12_RESOURCE_STATE_UNORDERED_ACCESS &&
newState == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
if (needsUAVBarrier) {
barrier->Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
barrier->Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier->UAV.pResource = GetD3D12Resource().Get();
mLastUsage = newUsage;
return true;
}
// We can skip transitions to already current usages.
if ((mLastUsage & newUsage) == newUsage) {
return false;
}
mLastUsage = newUsage;
// The COMMON state represents a state where no write operations can be pending, which makes
// it possible to transition to and from some states without synchronizaton (i.e. without an
// explicit ResourceBarrier call). A buffer can be implicitly promoted to 1) a single write
// state, or 2) multiple read states. A buffer that is accessed within a command list will
// always implicitly decay to the COMMON state after the call to ExecuteCommandLists
// completes - this is because all buffer writes are guaranteed to be completed before the
// next ExecuteCommandLists call executes.
// https://docs.microsoft.com/en-us/windows/desktop/direct3d12/using-resource-barriers-to-synchronize-resource-states-in-direct3d-12#implicit-state-transitions
// To track implicit decays, we must record the pending serial on which a transition will
// occur. When that buffer is used again, the previously recorded serial must be compared to
// the last completed serial to determine if the buffer has implicity decayed to the common
// state.
const Serial pendingCommandSerial = ToBackend(GetDevice())->GetPendingCommandSerial();
if (pendingCommandSerial > mLastUsedSerial) {
lastState = D3D12_RESOURCE_STATE_COMMON;
mLastUsedSerial = pendingCommandSerial;
}
// All possible buffer states used by Dawn are eligible for implicit promotion from COMMON.
// These are: COPY_SOURCE, VERTEX_AND_COPY_BUFFER, INDEX_BUFFER, COPY_DEST,
// UNORDERED_ACCESS, and INDIRECT_ARGUMENT. Note that for implicit promotion, the
// destination state cannot be 1) more than one write state, or 2) both a read and write
// state. This goes unchecked here because it should not be allowed through render/compute
// pass validation.
if (lastState == D3D12_RESOURCE_STATE_COMMON) {
return false;
}
barrier->Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier->Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier->Transition.pResource = GetD3D12Resource().Get();
barrier->Transition.StateBefore = lastState;
barrier->Transition.StateAfter = newState;
barrier->Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
return true;
}
D3D12_GPU_VIRTUAL_ADDRESS Buffer::GetVA() const {
return mResourceAllocation.GetGPUPointer();
}
bool Buffer::IsMapWritable() const {
// TODO(enga): Handle CPU-visible memory on UMA
return (GetUsage() & (wgpu::BufferUsage::MapRead | wgpu::BufferUsage::MapWrite)) != 0;
}
MaybeError Buffer::MapAtCreationImpl(uint8_t** mappedPointer) {
// The mapped buffer can be accessed at any time, so it must be locked to ensure it is never
// evicted. This buffer should already have been made resident when it was created.
Heap* heap = ToBackend(mResourceAllocation.GetResourceHeap());
DAWN_TRY(ToBackend(GetDevice())->GetResidencyManager()->LockAllocation(heap));
mWrittenMappedRange = {0, static_cast<size_t>(GetSize())};
DAWN_TRY(CheckHRESULT(GetD3D12Resource()->Map(0, &mWrittenMappedRange,
reinterpret_cast<void**>(mappedPointer)),
"D3D12 map at creation"));
mMappedData = reinterpret_cast<char*>(mappedPointer);
return {};
}
MaybeError Buffer::MapReadAsyncImpl(uint32_t serial) {
// The mapped buffer can be accessed at any time, so we must make the buffer resident and
// lock it to ensure it is never evicted.
Heap* heap = ToBackend(mResourceAllocation.GetResourceHeap());
DAWN_TRY(ToBackend(GetDevice())->GetResidencyManager()->LockAllocation(heap));
mWrittenMappedRange = {};
D3D12_RANGE readRange = {0, static_cast<size_t>(GetSize())};
DAWN_TRY(CheckHRESULT(
GetD3D12Resource()->Map(0, &readRange, reinterpret_cast<void**>(&mMappedData)),
"D3D12 map read async"));
// There is no need to transition the resource to a new state: D3D12 seems to make the GPU
// writes available when the fence is passed.
return {};
}
MaybeError Buffer::MapWriteAsyncImpl(uint32_t serial) {
// The mapped buffer can be accessed at any time, so we must make the buffer resident and
// lock it to ensure it is never evicted.
Heap* heap = ToBackend(mResourceAllocation.GetResourceHeap());
DAWN_TRY(ToBackend(GetDevice())->GetResidencyManager()->LockAllocation(heap));
mWrittenMappedRange = {0, static_cast<size_t>(GetSize())};
DAWN_TRY(CheckHRESULT(GetD3D12Resource()->Map(0, &mWrittenMappedRange,
reinterpret_cast<void**>(&mMappedData)),
"D3D12 map write async"));
// There is no need to transition the resource to a new state: D3D12 seems to make the CPU
// writes available on queue submission.
return {};
}
void Buffer::UnmapImpl() {
GetD3D12Resource()->Unmap(0, &mWrittenMappedRange);
// When buffers are mapped, they are locked to keep them in resident memory. We must unlock
// them when they are unmapped.
Heap* heap = ToBackend(mResourceAllocation.GetResourceHeap());
ToBackend(GetDevice())->GetResidencyManager()->UnlockAllocation(heap);
mWrittenMappedRange = {};
mMappedData = nullptr;
}
void* Buffer::GetMappedPointerImpl() {
return mMappedData;
}
void Buffer::DestroyImpl() {
// We must ensure that if a mapped buffer is destroyed, it does not leave a dangling lock
// reference on its heap.
if (IsMapped()) {
Heap* heap = ToBackend(mResourceAllocation.GetResourceHeap());
ToBackend(GetDevice())->GetResidencyManager()->UnlockAllocation(heap);
}
ToBackend(GetDevice())->DeallocateMemory(mResourceAllocation);
}
bool Buffer::CheckIsResidentForTesting() const {
Heap* heap = ToBackend(mResourceAllocation.GetResourceHeap());
return heap->IsInList() || heap->IsResidencyLocked();
}
bool Buffer::CheckAllocationMethodForTesting(AllocationMethod allocationMethod) const {
return mResourceAllocation.GetInfo().mMethod == allocationMethod;
}
}} // namespace dawn_native::d3d12