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// 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 <deque>
#include <limits>
#include <utility>
#include <vector>
#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/SharedFenceD3D11.h"
#include "dawn/native/d3d11/TextureD3D11.h"
#include "dawn/platform/DawnPlatform.h"
#include "dawn/platform/tracing/TraceEvent.h"
namespace dawn::native::d3d11 {
class MonitoredQueue final : public Queue {
public:
using Queue::Queue;
MaybeError Initialize();
MaybeError NextSerial() override;
ResultOrError<ExecutionSerial> CheckAndUpdateCompletedSerials() override;
void SetEventOnCompletion(ExecutionSerial serial, HANDLE event) override;
private:
~MonitoredQueue() override = default;
};
class UnmonitoredQueue final : public Queue {
public:
using Queue::Queue;
MaybeError Initialize();
MaybeError NextSerial() override;
ResultOrError<ExecutionSerial> CheckAndUpdateCompletedSerials() override;
ResultOrError<bool> WaitForQueueSerial(ExecutionSerial serial, Nanoseconds timeout) override;
void SetEventOnCompletion(ExecutionSerial serial, HANDLE event) override;
private:
~UnmonitoredQueue() 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;
};
ResultOrError<Ref<Queue>> Queue::Create(Device* device, const QueueDescriptor* descriptor) {
// TODO(crbug.com/335553337): Choose monitored or unmonitored queue by device capabilities
if (device->IsToggleEnabled(Toggle::D3D11UseUnmonitoredFence)) {
Ref<UnmonitoredQueue> unmonitoredQueue =
AcquireRef(new UnmonitoredQueue(device, descriptor));
DAWN_TRY(unmonitoredQueue->Initialize());
return unmonitoredQueue;
} else {
Ref<MonitoredQueue> monitoredQueue = AcquireRef(new MonitoredQueue(device, descriptor));
DAWN_TRY(monitoredQueue->Initialize());
return monitoredQueue;
}
}
MaybeError Queue::Initialize(bool isMonitored) {
// Create the fence.
D3D11_FENCE_FLAG flags = D3D11_FENCE_FLAG_SHARED;
if (!isMonitored) {
flags |= D3D11_FENCE_FLAG_NON_MONITORED;
}
DAWN_TRY(CheckHRESULT(
ToBackend(GetDevice())->GetD3D11Device5()->CreateFence(0, flags, IID_PPV_ARGS(&mFence)),
isMonitored ? "D3D11: creating monitored fence" : "D3D11: creating non-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()));
mPendingCommands->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) {
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::SubmitPendingCommands() {
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(SubmitPendingCommands());
TRACE_EVENT_END0(GetDevice()->GetPlatform(), Recording, "CommandBufferD3D11::Execute");
return {};
}
MaybeError Queue::CheckAndMapReadyBuffers(ExecutionSerial completedSerial) {
auto commandContext = GetScopedPendingCommandContext(QueueBase::SubmitMode::Passive);
for (auto buffer : mPendingMapBuffers.IterateUpTo(completedSerial)) {
DAWN_TRY(buffer->FinalizeMap(&commandContext, completedSerial));
}
mPendingMapBuffers.ClearUpTo(completedSerial);
return {};
}
void Queue::TrackPendingMapBuffer(Ref<Buffer>&& buffer, ExecutionSerial readySerial) {
mPendingMapBuffers.Enqueue(buffer, 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 ImageCopyTexture& destination,
const void* data,
size_t dataSize,
const TextureDataLayout& 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::WaitForIdleForDestruction() {
DAWN_TRY(NextSerial());
// Wait for all in-flight commands to finish executing
DAWN_TRY_ASSIGN(std::ignore, WaitForQueueSerial(GetLastSubmittedCommandSerial(),
std::numeric_limits<Nanoseconds>::max()));
return CheckPassedSerials();
}
// MonitoredQueuer:
MaybeError MonitoredQueue::Initialize() {
return Queue::Initialize(/*isMonitored=*/true);
}
MaybeError MonitoredQueue::NextSerial() {
auto commandContext = GetScopedPendingCommandContext(SubmitMode::Passive);
IncrementLastSubmittedCommandSerial();
TRACE_EVENT1(GetDevice()->GetPlatform(), General, "D3D11Device::SignalFence", "serial",
uint64_t(GetLastSubmittedCommandSerial()));
DAWN_TRY(
CheckHRESULT(commandContext.Signal(mFence.Get(), uint64_t(GetLastSubmittedCommandSerial())),
"D3D11 command queue signal fence"));
return {};
}
ResultOrError<ExecutionSerial> MonitoredQueue::CheckAndUpdateCompletedSerials() {
ExecutionSerial completedSerial = ExecutionSerial(mFence->GetCompletedValue());
if (DAWN_UNLIKELY(completedSerial == ExecutionSerial(UINT64_MAX))) {
// GetCompletedValue returns UINT64_MAX if the device was removed.
// Try to query the failure reason.
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");
}
if (completedSerial <= GetCompletedCommandSerial()) {
return ExecutionSerial(0);
}
DAWN_TRY(CheckAndMapReadyBuffers(completedSerial));
DAWN_TRY(RecycleSystemEventReceivers(completedSerial));
return completedSerial;
}
void MonitoredQueue::SetEventOnCompletion(ExecutionSerial serial, HANDLE event) {
mFence->SetEventOnCompletion(static_cast<uint64_t>(serial), event);
}
// UnmonitoredQueuer:
MaybeError UnmonitoredQueue::Initialize() {
// TODO(crbug.com/335553337): Choose monitored or unmonitored queue by device capabilities
return Queue::Initialize(/*isMonitored=*/true);
}
MaybeError UnmonitoredQueue::NextSerial() {
auto commandContext = GetScopedPendingCommandContext(SubmitMode::Passive);
IncrementLastSubmittedCommandSerial();
ExecutionSerial lastSubmittedSerial = GetLastSubmittedCommandSerial();
// TODO(crbug.com/335553337): only signal fence when it is needed.
TRACE_EVENT1(GetDevice()->GetPlatform(), General, "D3D11Device::SignalFence", "serial",
uint64_t(lastSubmittedSerial));
DAWN_TRY(CheckHRESULT(commandContext.Signal(mFence.Get(), uint64_t(lastSubmittedSerial)),
"D3D11 command queue signal fence"));
SystemEventReceiver receiver;
DAWN_TRY_ASSIGN(receiver, GetSystemEventReceiver());
commandContext.Flush1(D3D11_CONTEXT_TYPE_ALL, receiver.GetPrimitive().Get());
mPendingEvents->push_back({lastSubmittedSerial, std::move(receiver)});
return {};
}
ResultOrError<ExecutionSerial> UnmonitoredQueue::CheckAndUpdateCompletedSerials() {
ExecutionSerial completedSerial;
std::vector<SystemEventReceiver> returnedReceivers;
DAWN_TRY_ASSIGN(
completedSerial,
mPendingEvents.Use([&](auto pendingEvents) -> ResultOrError<ExecutionSerial> {
if (pendingEvents->empty()) {
return GetLastSubmittedCommandSerial();
}
StackVector<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;
}));
DAWN_TRY(CheckAndMapReadyBuffers(completedSerial));
if (!returnedReceivers.empty()) {
DAWN_TRY(ReturnSystemEventReceivers(std::move(returnedReceivers)));
}
return completedSerial;
}
ResultOrError<bool> UnmonitoredQueue::WaitForQueueSerial(ExecutionSerial serial,
Nanoseconds timeout) {
ExecutionSerial completedSerial = GetCompletedCommandSerial();
if (serial <= completedSerial) {
return true;
}
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()));
}
bool didComplete = false;
std::vector<SystemEventReceiver> returnedReceivers;
DAWN_TRY_ASSIGN(didComplete, mPendingEvents.Use([&](auto pendingEvents) -> ResultOrError<bool> {
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 false;
}
// Events before |it| should be signalled as well.
const size_t completedEvents = std::distance(pendingEvents->begin(), it) + 1;
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 true;
}));
if (!returnedReceivers.empty()) {
DAWN_TRY(ReturnSystemEventReceivers(std::move(returnedReceivers)));
}
return didComplete;
}
void UnmonitoredQueue::SetEventOnCompletion(ExecutionSerial serial, HANDLE event) {
DAWN_UNREACHABLE();
}
} // namespace dawn::native::d3d11