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// 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/DeviceD3D12.h"
#include <algorithm>
#include <limits>
#include <sstream>
#include <utility>
#include "dawn/common/GPUInfo.h"
#include "dawn/native/ChainUtils.h"
#include "dawn/native/D3D12Backend.h"
#include "dawn/native/DynamicUploader.h"
#include "dawn/native/Instance.h"
#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d/ExternalImageDXGIImpl.h"
#include "dawn/native/d3d/KeyedMutex.h"
#include "dawn/native/d3d12/BackendD3D12.h"
#include "dawn/native/d3d12/BindGroupD3D12.h"
#include "dawn/native/d3d12/BindGroupLayoutD3D12.h"
#include "dawn/native/d3d12/CommandBufferD3D12.h"
#include "dawn/native/d3d12/ComputePipelineD3D12.h"
#include "dawn/native/d3d12/PhysicalDeviceD3D12.h"
#include "dawn/native/d3d12/PipelineLayoutD3D12.h"
#include "dawn/native/d3d12/PlatformFunctionsD3D12.h"
#include "dawn/native/d3d12/QuerySetD3D12.h"
#include "dawn/native/d3d12/QueueD3D12.h"
#include "dawn/native/d3d12/RenderPipelineD3D12.h"
#include "dawn/native/d3d12/ResidencyManagerD3D12.h"
#include "dawn/native/d3d12/ResourceAllocatorManagerD3D12.h"
#include "dawn/native/d3d12/SamplerD3D12.h"
#include "dawn/native/d3d12/SamplerHeapCacheD3D12.h"
#include "dawn/native/d3d12/ShaderModuleD3D12.h"
#include "dawn/native/d3d12/ShaderVisibleDescriptorAllocatorD3D12.h"
#include "dawn/native/d3d12/SharedBufferMemoryD3D12.h"
#include "dawn/native/d3d12/SharedFenceD3D12.h"
#include "dawn/native/d3d12/SharedTextureMemoryD3D12.h"
#include "dawn/native/d3d12/StagingDescriptorAllocatorD3D12.h"
#include "dawn/native/d3d12/SwapChainD3D12.h"
#include "dawn/native/d3d12/UtilsD3D12.h"
#include "dawn/platform/DawnPlatform.h"
#include "dawn/platform/tracing/TraceEvent.h"
namespace dawn::native::d3d12 {
namespace {
// TODO(dawn:155): Figure out these values.
static constexpr uint16_t kShaderVisibleDescriptorHeapSize = 1024;
static constexpr uint8_t kAttachmentDescriptorHeapSize = 64;
// Value may change in the future to better accomodate large clears.
static constexpr uint64_t kZeroBufferSize = 1024 * 1024 * 4; // 4 Mb
static constexpr uint64_t kMaxDebugMessagesToPrint = 5;
} // namespace
// static
ResultOrError<Ref<Device>> Device::Create(AdapterBase* adapter,
const UnpackedPtr<DeviceDescriptor>& descriptor,
const TogglesState& deviceToggles) {
Ref<Device> device = AcquireRef(new Device(adapter, descriptor, deviceToggles));
DAWN_TRY(device->Initialize(descriptor));
return device;
}
MaybeError Device::Initialize(const UnpackedPtr<DeviceDescriptor>& descriptor) {
mD3d12Device = ToBackend(GetPhysicalDevice())->GetDevice();
DAWN_ASSERT(mD3d12Device != nullptr);
Ref<Queue> queue;
DAWN_TRY_ASSIGN(queue, Queue::Create(this, &descriptor->defaultQueue));
if ((HasFeature(Feature::TimestampQuery) ||
HasFeature(Feature::ChromiumExperimentalTimestampQueryInsidePasses)) &&
!IsToggleEnabled(Toggle::DisableTimestampQueryConversion)) {
// Get GPU timestamp counter frequency (in ticks/second). This fails if the specified
// command queue doesn't support timestamps. D3D12_COMMAND_LIST_TYPE_DIRECT queues
// always support timestamps except where there are bugs in Windows container and vGPU
// implementations.
uint64_t frequency;
DAWN_TRY(CheckHRESULT(queue->GetCommandQueue()->GetTimestampFrequency(&frequency),
"D3D12 get timestamp frequency"));
// Calculate the period in nanoseconds by the frequency.
mTimestampPeriod = static_cast<float>(1e9) / frequency;
}
// Initialize backend services
// Zero sized allocator is never requested and does not need to exist.
for (uint32_t countIndex = 0; countIndex < kNumViewDescriptorAllocators; countIndex++) {
mViewAllocators[countIndex + 1] =
std::make_unique<MutexProtected<StagingDescriptorAllocator>>(
this, 1u << countIndex, kShaderVisibleDescriptorHeapSize,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
}
for (uint32_t countIndex = 0; countIndex < kNumSamplerDescriptorAllocators; countIndex++) {
mSamplerAllocators[countIndex + 1] =
std::make_unique<MutexProtected<StagingDescriptorAllocator>>(
this, 1u << countIndex, kShaderVisibleDescriptorHeapSize,
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
}
mRenderTargetViewAllocator = std::make_unique<MutexProtected<StagingDescriptorAllocator>>(
this, 1, kAttachmentDescriptorHeapSize, D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
mDepthStencilViewAllocator = std::make_unique<MutexProtected<StagingDescriptorAllocator>>(
this, 1, kAttachmentDescriptorHeapSize, D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
mSamplerHeapCache = std::make_unique<SamplerHeapCache>(this);
mResidencyManager = std::make_unique<MutexProtected<ResidencyManager>>(this);
mResourceAllocatorManager = std::make_unique<MutexProtected<ResourceAllocatorManager>>(this);
// ShaderVisibleDescriptorAllocators use the ResidencyManager and must be initialized after.
DAWN_TRY_ASSIGN(
mSamplerShaderVisibleDescriptorAllocator,
ShaderVisibleDescriptorAllocator::Create(this, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER));
DAWN_TRY_ASSIGN(
mViewShaderVisibleDescriptorAllocator,
ShaderVisibleDescriptorAllocator::Create(this, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV));
// Initialize indirect commands
D3D12_INDIRECT_ARGUMENT_DESC argumentDesc = {};
argumentDesc.Type = D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH;
D3D12_COMMAND_SIGNATURE_DESC programDesc = {};
programDesc.ByteStride = 3 * sizeof(uint32_t);
programDesc.NumArgumentDescs = 1;
programDesc.pArgumentDescs = &argumentDesc;
GetD3D12Device()->CreateCommandSignature(&programDesc, nullptr,
IID_PPV_ARGS(&mDispatchIndirectSignature));
argumentDesc.Type = D3D12_INDIRECT_ARGUMENT_TYPE_DRAW;
programDesc.ByteStride = 4 * sizeof(uint32_t);
GetD3D12Device()->CreateCommandSignature(&programDesc, nullptr,
IID_PPV_ARGS(&mDrawIndirectSignature));
argumentDesc.Type = D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED;
programDesc.ByteStride = 5 * sizeof(uint32_t);
GetD3D12Device()->CreateCommandSignature(&programDesc, nullptr,
IID_PPV_ARGS(&mDrawIndexedIndirectSignature));
DAWN_TRY(DeviceBase::Initialize(std::move(queue)));
// Ensure DXC if use_dxc toggle is set.
DAWN_TRY(EnsureDXCIfRequired());
// Set up shader profile for DXC.
if (IsToggleEnabled(Toggle::UseDXC)) {
uint32_t appliedShaderModel =
ToBackend(GetPhysicalDevice())->GetAppliedShaderModelUnderToggles(GetTogglesState());
uint32_t shaderModelMajor = appliedShaderModel / 10;
uint32_t shaderModelMinor = appliedShaderModel % 10;
// Profiles are always <stage>s_<minor>_<major> so we build the s_<minor>_major and add
// it to each of the stage's suffix.
std::wstring profileSuffix = L"s_M_n";
profileSuffix[2] = wchar_t('0' + shaderModelMajor);
profileSuffix[4] = wchar_t('0' + shaderModelMinor);
mDxcShaderProfiles[SingleShaderStage::Vertex] = L"v" + profileSuffix;
mDxcShaderProfiles[SingleShaderStage::Fragment] = L"p" + profileSuffix;
mDxcShaderProfiles[SingleShaderStage::Compute] = L"c" + profileSuffix;
}
DAWN_TRY(CreateZeroBuffer());
SetLabelImpl();
return {};
}
Device::Device(AdapterBase* adapter,
const UnpackedPtr<DeviceDescriptor>& descriptor,
const TogglesState& deviceToggles)
: Base(adapter, descriptor, deviceToggles) {}
Device::~Device() = default;
ID3D12Device* Device::GetD3D12Device() const {
return mD3d12Device.Get();
}
ResultOrError<ComPtr<ID3D11On12Device>> Device::GetOrCreateD3D11on12Device() {
if (mD3d11On12Device == nullptr) {
ComPtr<ID3D11Device> d3d11Device;
D3D_FEATURE_LEVEL d3dFeatureLevel;
IUnknown* const iUnknownQueue = ToBackend(GetQueue())->GetCommandQueue();
DAWN_TRY(CheckHRESULT(
GetFunctions()->d3d11on12CreateDevice(mD3d12Device.Get(), 0, nullptr, 0, &iUnknownQueue,
1, 1, &d3d11Device, nullptr, &d3dFeatureLevel),
"D3D11on12CreateDevice"));
ComPtr<ID3D11On12Device> d3d11on12Device;
d3d11Device.As(&d3d11on12Device);
DAWN_ASSERT(d3d11on12Device);
mD3d11On12Device = std::move(d3d11on12Device);
}
return mD3d11On12Device;
}
void Device::Flush11On12DeviceToAvoidLeaks() {
DAWN_ASSERT(mD3d11On12Device);
ComPtr<ID3D11Device> d3d11Device;
mD3d11On12Device.As(&d3d11Device);
DAWN_ASSERT(d3d11Device);
ComPtr<ID3D11DeviceContext> d3d11DeviceContext;
d3d11Device->GetImmediateContext(&d3d11DeviceContext);
DAWN_ASSERT(d3d11DeviceContext);
// 11on12 has a bug where D3D12 resources used only for keyed shared mutexes are not released
// until work is submitted to the device context and flushed. The most minimal work we can get
// away with is issuing a TiledResourceBarrier.
ComPtr<ID3D11DeviceContext2> d3d11DeviceContext2;
d3d11DeviceContext.As(&d3d11DeviceContext2);
DAWN_ASSERT(d3d11DeviceContext2);
d3d11DeviceContext2->TiledResourceBarrier(nullptr, nullptr);
d3d11DeviceContext2->Flush();
}
ComPtr<ID3D12CommandSignature> Device::GetDispatchIndirectSignature() const {
return mDispatchIndirectSignature;
}
ComPtr<ID3D12CommandSignature> Device::GetDrawIndirectSignature() const {
return mDrawIndirectSignature;
}
ComPtr<ID3D12CommandSignature> Device::GetDrawIndexedIndirectSignature() const {
return mDrawIndexedIndirectSignature;
}
// Ensure DXC if use_dxc toggles are set and validated.
MaybeError Device::EnsureDXCIfRequired() {
if (IsToggleEnabled(Toggle::UseDXC)) {
DAWN_ASSERT(ToBackend(GetPhysicalDevice())->GetBackend()->IsDXCAvailable());
DAWN_TRY(ToBackend(GetPhysicalDevice())->GetBackend()->EnsureDxcCompiler());
DAWN_TRY(ToBackend(GetPhysicalDevice())->GetBackend()->EnsureDxcLibrary());
DAWN_TRY(ToBackend(GetPhysicalDevice())->GetBackend()->EnsureDxcValidator());
}
return {};
}
const PlatformFunctions* Device::GetFunctions() const {
return ToBackend(GetPhysicalDevice())->GetBackend()->GetFunctions();
}
MutexProtected<ResidencyManager>& Device::GetResidencyManager() const {
return *mResidencyManager;
}
MaybeError Device::CreateZeroBuffer() {
BufferDescriptor zeroBufferDescriptor;
zeroBufferDescriptor.usage = wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst;
zeroBufferDescriptor.size = kZeroBufferSize;
zeroBufferDescriptor.label = "ZeroBuffer_Internal";
DAWN_TRY_ASSIGN(mZeroBuffer, Buffer::Create(this, Unpack(&zeroBufferDescriptor)));
return {};
}
MaybeError Device::ClearBufferToZero(CommandRecordingContext* commandContext,
BufferBase* destination,
uint64_t offset,
uint64_t size) {
// TODO(crbug.com/dawn/852): It would be ideal to clear the buffer in CreateZeroBuffer, but
// the allocation of the staging buffer causes various end2end tests that monitor heap usage
// to fail if it's done during device creation. Perhaps ClearUnorderedAccessView*() can be
// used to avoid that.
if (!mZeroBuffer->IsDataInitialized()) {
DynamicUploader* uploader = GetDynamicUploader();
UploadHandle uploadHandle;
DAWN_TRY_ASSIGN(uploadHandle,
uploader->Allocate(kZeroBufferSize, GetQueue()->GetPendingCommandSerial(),
kCopyBufferToBufferOffsetAlignment));
memset(uploadHandle.mappedBuffer, 0u, kZeroBufferSize);
CopyFromStagingToBufferHelper(commandContext, uploadHandle.stagingBuffer,
uploadHandle.startOffset, mZeroBuffer.Get(), 0,
kZeroBufferSize);
mZeroBuffer->SetIsDataInitialized();
}
Buffer* dstBuffer = ToBackend(destination);
// Necessary to ensure residency of the zero buffer.
mZeroBuffer->TrackUsageAndTransitionNow(commandContext, wgpu::BufferUsage::CopySrc);
dstBuffer->TrackUsageAndTransitionNow(commandContext, wgpu::BufferUsage::CopyDst);
while (size > 0) {
uint64_t copySize = std::min(kZeroBufferSize, size);
commandContext->GetCommandList()->CopyBufferRegion(
dstBuffer->GetD3D12Resource(), offset, mZeroBuffer->GetD3D12Resource(), 0, copySize);
offset += copySize;
size -= copySize;
}
return {};
}
MaybeError Device::TickImpl() {
// Perform cleanup operations to free unused objects
ExecutionSerial completedSerial = GetQueue()->GetCompletedCommandSerial();
(*mResourceAllocatorManager)->Tick(completedSerial);
(*mViewShaderVisibleDescriptorAllocator)->Tick(completedSerial);
(*mSamplerShaderVisibleDescriptorAllocator)->Tick(completedSerial);
(*mRenderTargetViewAllocator)->Tick(completedSerial);
(*mDepthStencilViewAllocator)->Tick(completedSerial);
mUsedComObjectRefs->ClearUpTo(completedSerial);
DAWN_TRY(ToBackend(GetQueue())->SubmitPendingCommands());
DAWN_TRY(CheckDebugLayerAndGenerateErrors());
return {};
}
void Device::ReferenceUntilUnused(ComPtr<IUnknown> object) {
mUsedComObjectRefs->Enqueue(std::move(object), GetQueue()->GetPendingCommandSerial());
}
ResultOrError<Ref<BindGroupBase>> Device::CreateBindGroupImpl(
const BindGroupDescriptor* descriptor) {
return BindGroup::Create(this, descriptor);
}
ResultOrError<Ref<BindGroupLayoutInternalBase>> Device::CreateBindGroupLayoutImpl(
const BindGroupLayoutDescriptor* descriptor) {
return BindGroupLayout::Create(this, descriptor);
}
ResultOrError<Ref<BufferBase>> Device::CreateBufferImpl(
const UnpackedPtr<BufferDescriptor>& descriptor) {
return Buffer::Create(this, descriptor);
}
ResultOrError<Ref<CommandBufferBase>> Device::CreateCommandBuffer(
CommandEncoder* encoder,
const CommandBufferDescriptor* descriptor) {
return CommandBuffer::Create(encoder, descriptor);
}
Ref<ComputePipelineBase> Device::CreateUninitializedComputePipelineImpl(
const UnpackedPtr<ComputePipelineDescriptor>& descriptor) {
return ComputePipeline::CreateUninitialized(this, descriptor);
}
ResultOrError<Ref<PipelineLayoutBase>> Device::CreatePipelineLayoutImpl(
const UnpackedPtr<PipelineLayoutDescriptor>& descriptor) {
return PipelineLayout::Create(this, descriptor);
}
ResultOrError<Ref<QuerySetBase>> Device::CreateQuerySetImpl(const QuerySetDescriptor* descriptor) {
return QuerySet::Create(this, descriptor);
}
Ref<RenderPipelineBase> Device::CreateUninitializedRenderPipelineImpl(
const UnpackedPtr<RenderPipelineDescriptor>& descriptor) {
return RenderPipeline::CreateUninitialized(this, descriptor);
}
ResultOrError<Ref<SamplerBase>> Device::CreateSamplerImpl(const SamplerDescriptor* descriptor) {
return Sampler::Create(this, descriptor);
}
ResultOrError<Ref<ShaderModuleBase>> Device::CreateShaderModuleImpl(
const UnpackedPtr<ShaderModuleDescriptor>& descriptor,
ShaderModuleParseResult* parseResult,
OwnedCompilationMessages* compilationMessages) {
return ShaderModule::Create(this, descriptor, parseResult, compilationMessages);
}
ResultOrError<Ref<SwapChainBase>> Device::CreateSwapChainImpl(
Surface* surface,
SwapChainBase* previousSwapChain,
const SwapChainDescriptor* descriptor) {
return SwapChain::Create(this, surface, previousSwapChain, descriptor);
}
ResultOrError<Ref<TextureBase>> Device::CreateTextureImpl(
const UnpackedPtr<TextureDescriptor>& descriptor) {
return Texture::Create(this, descriptor);
}
ResultOrError<Ref<TextureViewBase>> Device::CreateTextureViewImpl(
TextureBase* texture,
const TextureViewDescriptor* descriptor) {
return TextureView::Create(texture, descriptor);
}
void Device::InitializeComputePipelineAsyncImpl(Ref<ComputePipelineBase> computePipeline,
WGPUCreateComputePipelineAsyncCallback callback,
void* userdata) {
ComputePipeline::InitializeAsync(std::move(computePipeline), callback, userdata);
}
void Device::InitializeRenderPipelineAsyncImpl(Ref<RenderPipelineBase> renderPipeline,
WGPUCreateRenderPipelineAsyncCallback callback,
void* userdata) {
RenderPipeline::InitializeAsync(std::move(renderPipeline), callback, userdata);
}
ResultOrError<Ref<SharedBufferMemoryBase>> Device::ImportSharedBufferMemoryImpl(
const SharedBufferMemoryDescriptor* descriptor) {
UnpackedPtr<SharedBufferMemoryDescriptor> unpacked;
DAWN_TRY_ASSIGN(unpacked, ValidateAndUnpack(descriptor));
wgpu::SType type;
DAWN_TRY_ASSIGN(
type, (unpacked.ValidateBranches<Branch<SharedBufferMemoryD3D12ResourceDescriptor>>()));
switch (type) {
case wgpu::SType::SharedBufferMemoryD3D12ResourceDescriptor:
DAWN_INVALID_IF(!HasFeature(Feature::SharedBufferMemoryD3D12Resource),
"%s is not enabled.",
wgpu::FeatureName::SharedBufferMemoryD3D12Resource);
return SharedBufferMemory::Create(
this, descriptor->label, unpacked.Get<SharedBufferMemoryD3D12ResourceDescriptor>());
default:
DAWN_UNREACHABLE();
}
}
ResultOrError<Ref<SharedTextureMemoryBase>> Device::ImportSharedTextureMemoryImpl(
const SharedTextureMemoryDescriptor* descriptor) {
UnpackedPtr<SharedTextureMemoryDescriptor> unpacked;
DAWN_TRY_ASSIGN(unpacked, ValidateAndUnpack(descriptor));
wgpu::SType type;
DAWN_TRY_ASSIGN(
type, (unpacked.ValidateBranches<Branch<SharedTextureMemoryDXGISharedHandleDescriptor>>()));
switch (type) {
case wgpu::SType::SharedTextureMemoryDXGISharedHandleDescriptor:
DAWN_INVALID_IF(!HasFeature(Feature::SharedTextureMemoryDXGISharedHandle),
"%s is not enabled.",
wgpu::FeatureName::SharedTextureMemoryDXGISharedHandle);
return SharedTextureMemory::Create(
this, descriptor->label,
unpacked.Get<SharedTextureMemoryDXGISharedHandleDescriptor>());
default:
DAWN_UNREACHABLE();
}
}
ResultOrError<Ref<SharedFenceBase>> Device::ImportSharedFenceImpl(
const SharedFenceDescriptor* descriptor) {
UnpackedPtr<SharedFenceDescriptor> unpacked;
DAWN_TRY_ASSIGN(unpacked, ValidateAndUnpack(descriptor));
wgpu::SType type;
DAWN_TRY_ASSIGN(type,
(unpacked.ValidateBranches<Branch<SharedFenceDXGISharedHandleDescriptor>>()));
switch (type) {
case wgpu::SType::SharedFenceDXGISharedHandleDescriptor:
DAWN_INVALID_IF(!HasFeature(Feature::SharedFenceDXGISharedHandle), "%s is not enabled.",
wgpu::FeatureName::SharedFenceDXGISharedHandle);
return SharedFence::Create(this, descriptor->label,
unpacked.Get<SharedFenceDXGISharedHandleDescriptor>());
default:
DAWN_UNREACHABLE();
}
}
MaybeError Device::CopyFromStagingToBufferImpl(BufferBase* source,
uint64_t sourceOffset,
BufferBase* destination,
uint64_t destinationOffset,
uint64_t size) {
CommandRecordingContext* commandRecordingContext =
ToBackend(GetQueue())->GetPendingCommandContext(QueueBase::SubmitMode::Passive);
Buffer* dstBuffer = ToBackend(destination);
bool cleared;
DAWN_TRY_ASSIGN(cleared, dstBuffer->EnsureDataInitializedAsDestination(
commandRecordingContext, destinationOffset, size));
DAWN_UNUSED(cleared);
CopyFromStagingToBufferHelper(commandRecordingContext, source, sourceOffset, destination,
destinationOffset, size);
return {};
}
void Device::CopyFromStagingToBufferHelper(CommandRecordingContext* commandContext,
BufferBase* source,
uint64_t sourceOffset,
BufferBase* destination,
uint64_t destinationOffset,
uint64_t size) {
DAWN_ASSERT(commandContext != nullptr);
Buffer* dstBuffer = ToBackend(destination);
Buffer* srcBuffer = ToBackend(source);
dstBuffer->TrackUsageAndTransitionNow(commandContext, wgpu::BufferUsage::CopyDst);
commandContext->GetCommandList()->CopyBufferRegion(
dstBuffer->GetD3D12Resource(), destinationOffset, srcBuffer->GetD3D12Resource(),
sourceOffset, size);
}
MaybeError Device::CopyFromStagingToTextureImpl(const BufferBase* source,
const TextureDataLayout& src,
const TextureCopy& dst,
const Extent3D& copySizePixels) {
CommandRecordingContext* commandContext =
ToBackend(GetQueue())->GetPendingCommandContext(QueueBase::SubmitMode::Passive);
Texture* texture = ToBackend(dst.texture.Get());
DAWN_TRY(texture->SynchronizeTextureBeforeUse(commandContext));
SubresourceRange range = GetSubresourcesAffectedByCopy(dst, copySizePixels);
if (IsCompleteSubresourceCopiedTo(texture, copySizePixels, dst.mipLevel, dst.aspect)) {
texture->SetIsSubresourceContentInitialized(true, range);
} else {
DAWN_TRY(texture->EnsureSubresourceContentInitialized(commandContext, range));
}
texture->TrackUsageAndTransitionNow(commandContext, wgpu::TextureUsage::CopyDst, range);
RecordBufferTextureCopyWithBufferHandle(BufferTextureCopyDirection::B2T,
commandContext->GetCommandList(),
ToBackend(source)->GetD3D12Resource(), src.offset,
src.bytesPerRow, src.rowsPerImage, dst, copySizePixels);
return {};
}
void Device::DeallocateMemory(ResourceHeapAllocation& allocation) {
(*mResourceAllocatorManager)->DeallocateMemory(allocation);
}
ResultOrError<ResourceHeapAllocation> Device::AllocateMemory(
D3D12_HEAP_TYPE heapType,
const D3D12_RESOURCE_DESC& resourceDescriptor,
D3D12_RESOURCE_STATES initialUsage,
uint32_t formatBytesPerBlock,
bool forceAllocateAsCommittedResource) {
// formatBytesPerBlock is needed only for color non-compressed formats for a workaround.
return (*mResourceAllocatorManager)
->AllocateMemory(heapType, resourceDescriptor, initialUsage, formatBytesPerBlock,
forceAllocateAsCommittedResource);
}
ResultOrError<FenceAndSignalValue> Device::CreateFence(
const d3d::ExternalImageDXGIFenceDescriptor* externalImageFenceDesc) {
SharedFenceDXGISharedHandleDescriptor sharedFenceDesc;
sharedFenceDesc.handle = externalImageFenceDesc->fenceHandle;
Ref<SharedFence> fence;
DAWN_TRY_ASSIGN(fence, SharedFence::Create(this, "Imported DXGI fence", &sharedFenceDesc));
return FenceAndSignalValue{std::move(fence), externalImageFenceDesc->fenceValue};
}
ResultOrError<std::unique_ptr<d3d::ExternalImageDXGIImpl>> Device::CreateExternalImageDXGIImplImpl(
const ExternalImageDescriptor* descriptor) {
// ExternalImageDXGIImpl holds a weak reference to the device. If the device is destroyed before
// the image is created, the image will have a dangling reference to the device which can cause
// a use-after-free.
DAWN_TRY(ValidateIsAlive());
DAWN_INVALID_IF(descriptor->GetType() != ExternalImageType::DXGISharedHandle,
"descriptor is not an ExternalImageDescriptorDXGISharedHandle");
const d3d::ExternalImageDescriptorDXGISharedHandle* sharedHandleDescriptor =
static_cast<const d3d::ExternalImageDescriptorDXGISharedHandle*>(descriptor);
Microsoft::WRL::ComPtr<ID3D12Resource> d3d12Resource;
Ref<d3d::KeyedMutex> keyedMutex;
DAWN_TRY(ImportSharedHandleResource(sharedHandleDescriptor->sharedHandle,
sharedHandleDescriptor->useKeyedMutex, d3d12Resource,
keyedMutex));
UnpackedPtr<TextureDescriptor> textureDescriptor;
DAWN_TRY_ASSIGN(textureDescriptor,
ValidateAndUnpack(FromAPI(sharedHandleDescriptor->cTextureDescriptor)));
DAWN_TRY(
ValidateTextureDescriptor(this, textureDescriptor, AllowMultiPlanarTextureFormat::Yes));
DAWN_TRY_CONTEXT(d3d::ValidateTextureDescriptorCanBeWrapped(textureDescriptor),
"validating that a D3D12 external image can be wrapped with %s",
textureDescriptor);
DAWN_TRY(ValidateTextureCanBeWrapped(d3d12Resource.Get(), textureDescriptor));
// Shared handle is assumed to support resource sharing capability. The resource
// shared capability tier must agree to share resources between D3D devices.
const Format* format = GetInternalFormat(textureDescriptor->format).AcquireSuccess();
if (format->IsMultiPlanar()) {
DAWN_TRY(ValidateVideoTextureCanBeShared(
this, d3d::DXGITextureFormat(textureDescriptor->format)));
}
return std::make_unique<d3d::ExternalImageDXGIImpl>(this, std::move(d3d12Resource),
std::move(keyedMutex), textureDescriptor);
}
Ref<TextureBase> Device::CreateD3DExternalTexture(const UnpackedPtr<TextureDescriptor>& descriptor,
ComPtr<IUnknown> d3dTexture,
Ref<d3d::KeyedMutex> keyedMutex,
std::vector<FenceAndSignalValue> waitFences,
bool isSwapChainTexture,
bool isInitialized) {
Ref<Texture> dawnTexture;
if (ConsumedError(Texture::CreateExternalImage(this, descriptor, std::move(d3dTexture),
std::move(keyedMutex), std::move(waitFences),
isSwapChainTexture, isInitialized),
&dawnTexture)) {
return nullptr;
}
return {dawnTexture};
}
MaybeError Device::ImportSharedHandleResource(HANDLE handle,
bool useKeyedMutex,
ComPtr<ID3D12Resource>& d3d12Resource,
Ref<d3d::KeyedMutex>& keyedMutex) {
DAWN_TRY(CheckHRESULT(GetD3D12Device()->OpenSharedHandle(handle, IID_PPV_ARGS(&d3d12Resource)),
"D3D12 opening shared handle"));
if (useKeyedMutex) {
ComPtr<ID3D11On12Device> d3d11on12Device;
DAWN_TRY_ASSIGN(d3d11on12Device, GetOrCreateD3D11on12Device());
// Since D3D12 does not directly support keyed mutexes, we need to wrap the D3D12 resource
// using 11on12 and QueryInterface the D3D11 representation for the keyed mutex.
ComPtr<ID3D11Texture2D> d3d11Texture;
D3D11_RESOURCE_FLAGS resourceFlags;
resourceFlags.BindFlags = 0;
resourceFlags.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;
resourceFlags.CPUAccessFlags = 0;
resourceFlags.StructureByteStride = 0;
DAWN_TRY(CheckHRESULT(d3d11on12Device->CreateWrappedResource(
d3d12Resource.Get(), &resourceFlags, D3D12_RESOURCE_STATE_COMMON,
D3D12_RESOURCE_STATE_COMMON, IID_PPV_ARGS(&d3d11Texture)),
"Failed to create wrapped D3D11on12 resource"));
ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex;
d3d11Texture.As(&dxgiKeyedMutex);
DAWN_INVALID_IF(!dxgiKeyedMutex, "Failed to retrieve DXGI keyed mutex when expected");
keyedMutex = AcquireRef(new d3d::KeyedMutex(this, std::move(dxgiKeyedMutex)));
}
return {};
}
void Device::DisposeKeyedMutex(ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex) {
ComPtr<ID3D11Resource> d3d11Resource;
dxgiKeyedMutex.As(&d3d11Resource);
DAWN_ASSERT(d3d11Resource);
ID3D11Resource* d3d11ResourcePtr = d3d11Resource.Get();
mD3d11On12Device->ReleaseWrappedResources(&d3d11ResourcePtr, 1);
// Release the resource and keyed mutex before calling Flush11on12DeviceToAvoidLeaks below.
dxgiKeyedMutex.Reset();
d3d11Resource.Reset();
Flush11On12DeviceToAvoidLeaks();
}
const D3D12DeviceInfo& Device::GetDeviceInfo() const {
return ToBackend(GetPhysicalDevice())->GetDeviceInfo();
}
void AppendDebugLayerMessagesToError(ID3D12InfoQueue* infoQueue,
uint64_t totalErrors,
ErrorData* error) {
DAWN_ASSERT(totalErrors > 0);
DAWN_ASSERT(error != nullptr);
uint64_t errorsToPrint = std::min(kMaxDebugMessagesToPrint, totalErrors);
for (uint64_t i = 0; i < errorsToPrint; ++i) {
std::ostringstream messageStream;
SIZE_T messageLength = 0;
HRESULT hr = infoQueue->GetMessage(i, nullptr, &messageLength);
if (FAILED(hr)) {
messageStream << " ID3D12InfoQueue::GetMessage failed with " << hr;
error->AppendBackendMessage(messageStream.str());
continue;
}
std::unique_ptr<uint8_t[]> messageData(new uint8_t[messageLength]);
D3D12_MESSAGE* message = reinterpret_cast<D3D12_MESSAGE*>(messageData.get());
hr = infoQueue->GetMessage(i, message, &messageLength);
if (FAILED(hr)) {
messageStream << " ID3D12InfoQueue::GetMessage failed with " << hr;
error->AppendBackendMessage(messageStream.str());
continue;
}
messageStream << message->pDescription << " (" << message->ID << ")";
error->AppendBackendMessage(messageStream.str());
}
if (errorsToPrint < totalErrors) {
std::ostringstream messages;
messages << (totalErrors - errorsToPrint) << " messages silenced";
error->AppendBackendMessage(messages.str());
}
// We only print up to the first kMaxDebugMessagesToPrint errors
infoQueue->ClearStoredMessages();
}
MaybeError Device::CheckDebugLayerAndGenerateErrors() {
if (!GetPhysicalDevice()->GetInstance()->IsBackendValidationEnabled()) {
return {};
}
ComPtr<ID3D12InfoQueue> infoQueue;
DAWN_TRY(CheckHRESULT(mD3d12Device.As(&infoQueue),
"D3D12 QueryInterface ID3D12Device to ID3D12InfoQueue"));
uint64_t totalErrors = infoQueue->GetNumStoredMessagesAllowedByRetrievalFilter();
// Check if any errors have occurred otherwise we would be creating an empty error. Note
// that we use GetNumStoredMessagesAllowedByRetrievalFilter instead of GetNumStoredMessages
// because we only convert WARNINGS or higher messages to dawn errors.
if (totalErrors == 0) {
return {};
}
auto error = DAWN_INTERNAL_ERROR("The D3D12 debug layer reported uncaught errors.");
AppendDebugLayerMessagesToError(infoQueue.Get(), totalErrors, error.get());
return error;
}
void Device::AppendDebugLayerMessages(ErrorData* error) {
if (!GetPhysicalDevice()->GetInstance()->IsBackendValidationEnabled()) {
return;
}
ComPtr<ID3D12InfoQueue> infoQueue;
if (FAILED(mD3d12Device.As(&infoQueue))) {
return;
}
uint64_t totalErrors = infoQueue->GetNumStoredMessagesAllowedByRetrievalFilter();
if (totalErrors == 0) {
return;
}
AppendDebugLayerMessagesToError(infoQueue.Get(), totalErrors, error);
}
void Device::AppendDeviceLostMessage(ErrorData* error) {
if (mD3d12Device) {
HRESULT result = mD3d12Device->GetDeviceRemovedReason();
error->AppendBackendMessage("Device removed reason: %s (0x%08X)",
d3d::HRESULTAsString(result), result);
}
}
void Device::DestroyImpl() {
DAWN_ASSERT(GetState() == State::Disconnected);
// TODO(crbug.com/dawn/831): DestroyImpl is called from two places.
// - It may be called if the device is explicitly destroyed with APIDestroy.
// This case is NOT thread-safe and needs proper synchronization with other
// simultaneous uses of the device.
// - It may be called when the last ref to the device is dropped and the device
// is implicitly destroyed. This case is thread-safe because there are no
// other threads using the device since there are no other live refs.
Base::DestroyImpl();
mZeroBuffer = nullptr;
// Release recycled resource heaps and all other objects waiting for deletion in the resource
// allocation manager.
mResourceAllocatorManager.reset();
// We need to handle clearing up com object refs that were enqeued after TickImpl
mUsedComObjectRefs->ClearUpTo(std::numeric_limits<ExecutionSerial>::max());
DAWN_ASSERT(mUsedComObjectRefs->Empty());
}
MutexProtected<ShaderVisibleDescriptorAllocator>& Device::GetViewShaderVisibleDescriptorAllocator()
const {
return *mViewShaderVisibleDescriptorAllocator.get();
}
MutexProtected<ShaderVisibleDescriptorAllocator>&
Device::GetSamplerShaderVisibleDescriptorAllocator() const {
return *mSamplerShaderVisibleDescriptorAllocator.get();
}
MutexProtected<StagingDescriptorAllocator>* Device::GetViewStagingDescriptorAllocator(
uint32_t descriptorCount) const {
DAWN_ASSERT(descriptorCount <= kMaxViewDescriptorsPerBindGroup);
// This is Log2 of the next power of two, plus 1.
uint32_t allocatorIndex = descriptorCount == 0 ? 0 : Log2Ceil(descriptorCount) + 1;
return mViewAllocators[allocatorIndex].get();
}
MutexProtected<StagingDescriptorAllocator>* Device::GetSamplerStagingDescriptorAllocator(
uint32_t descriptorCount) const {
DAWN_ASSERT(descriptorCount <= kMaxSamplerDescriptorsPerBindGroup);
// This is Log2 of the next power of two, plus 1.
uint32_t allocatorIndex = descriptorCount == 0 ? 0 : Log2Ceil(descriptorCount) + 1;
return mSamplerAllocators[allocatorIndex].get();
}
MutexProtected<StagingDescriptorAllocator>& Device::GetRenderTargetViewAllocator() const {
return *mRenderTargetViewAllocator.get();
}
MutexProtected<StagingDescriptorAllocator>& Device::GetDepthStencilViewAllocator() const {
return *mDepthStencilViewAllocator.get();
}
SamplerHeapCache* Device::GetSamplerHeapCache() {
return mSamplerHeapCache.get();
}
uint32_t Device::GetOptimalBytesPerRowAlignment() const {
return D3D12_TEXTURE_DATA_PITCH_ALIGNMENT;
}
// TODO(dawn:512): Once we optimize DynamicUploader allocation with offsets we
// should make this return D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT = 512.
// Current implementations would try to allocate additional 511 bytes,
// so we return 1 and let ComputeTextureCopySplits take care of the alignment.
uint64_t Device::GetOptimalBufferToTextureCopyOffsetAlignment() const {
return 1;
}
float Device::GetTimestampPeriodInNS() const {
return mTimestampPeriod;
}
bool Device::ShouldDuplicateNumWorkgroupsForDispatchIndirect(
ComputePipelineBase* computePipeline) const {
return ToBackend(computePipeline)->UsesNumWorkgroups();
}
void Device::SetLabelImpl() {
SetDebugName(this, mD3d12Device.Get(), "Dawn_Device", GetLabel());
}
bool Device::MayRequireDuplicationOfIndirectParameters() const {
return true;
}
bool Device::ShouldDuplicateParametersForDrawIndirect(
const RenderPipelineBase* renderPipelineBase) const {
return ToBackend(renderPipelineBase)->UsesVertexOrInstanceIndex();
}
uint64_t Device::GetBufferCopyOffsetAlignmentForDepthStencil() const {
// On the D3D12 platforms where programmable MSAA is not supported, the source box specifying a
// portion of the depth texture must all be 0, or an error and a device lost will occur, so on
// these platforms the buffer copy offset must be a multiple of 512 when the texture is created
// with D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL. See https://crbug.com/dawn/727 for more
// details.
if (IsToggleEnabled(
Toggle::D3D12UseTempBufferInDepthStencilTextureAndBufferCopyWithNonZeroBufferOffset)) {
return D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT;
}
return DeviceBase::GetBufferCopyOffsetAlignmentForDepthStencil();
}
ComPtr<IDxcLibrary> Device::GetDxcLibrary() const {
return ToBackend(GetPhysicalDevice())->GetBackend()->GetDxcLibrary();
}
ComPtr<IDxcCompiler3> Device::GetDxcCompiler() const {
return ToBackend(GetPhysicalDevice())->GetBackend()->GetDxcCompiler();
}
const PerStage<std::wstring>& Device::GetDxcShaderProfiles() const {
return mDxcShaderProfiles;
}
} // namespace dawn::native::d3d12