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// Copyright 2023 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/d3d11/DeviceD3D11.h"
#include <algorithm>
#include <limits>
#include <sstream>
#include <utility>
#include "dawn/common/GPUInfo.h"
#include "dawn/native/ChainUtils.h"
#include "dawn/native/D3D11Backend.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/UtilsD3D.h"
#include "dawn/native/d3d11/BackendD3D11.h"
#include "dawn/native/d3d11/BindGroupD3D11.h"
#include "dawn/native/d3d11/BindGroupLayoutD3D11.h"
#include "dawn/native/d3d11/BufferD3D11.h"
#include "dawn/native/d3d11/CommandBufferD3D11.h"
#include "dawn/native/d3d11/ComputePipelineD3D11.h"
#include "dawn/native/d3d11/FenceD3D11.h"
#include "dawn/native/d3d11/PhysicalDeviceD3D11.h"
#include "dawn/native/d3d11/PipelineLayoutD3D11.h"
#include "dawn/native/d3d11/PlatformFunctionsD3D11.h"
#include "dawn/native/d3d11/QuerySetD3D11.h"
#include "dawn/native/d3d11/QueueD3D11.h"
#include "dawn/native/d3d11/RenderPipelineD3D11.h"
#include "dawn/native/d3d11/SamplerD3D11.h"
#include "dawn/native/d3d11/ShaderModuleD3D11.h"
#include "dawn/native/d3d11/SharedFenceD3D11.h"
#include "dawn/native/d3d11/SharedTextureMemoryD3D11.h"
#include "dawn/native/d3d11/SwapChainD3D11.h"
#include "dawn/native/d3d11/TextureD3D11.h"
#include "dawn/platform/DawnPlatform.h"
#include "dawn/platform/tracing/TraceEvent.h"
namespace dawn::native::d3d11 {
namespace {
static constexpr uint64_t kMaxDebugMessagesToPrint = 5;
void AppendDebugLayerMessagesToError(ID3D11InfoQueue* 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 << " ID3D11InfoQueue::GetMessage failed with " << hr;
error->AppendBackendMessage(messageStream.str());
continue;
}
std::unique_ptr<uint8_t[]> messageData(new uint8_t[messageLength]);
D3D11_MESSAGE* message = reinterpret_cast<D3D11_MESSAGE*>(messageData.get());
hr = infoQueue->GetMessage(i, message, &messageLength);
if (FAILED(hr)) {
messageStream << " ID3D11InfoQueue::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();
}
} // namespace
// static
ResultOrError<Ref<Device>> Device::Create(AdapterBase* adapter,
const 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 DeviceDescriptor* descriptor) {
DAWN_TRY_ASSIGN(mD3d11Device, ToBackend(GetPhysicalDevice())->CreateD3D11Device());
DAWN_ASSERT(mD3d11Device != nullptr);
DAWN_TRY(DeviceBase::Initialize(Queue::Create(this, &descriptor->defaultQueue)));
// Get the ID3D11Device5 interface which is need for creating fences.
// TODO(dawn:1741): Handle the case where ID3D11Device5 is not available.
DAWN_TRY(CheckHRESULT(mD3d11Device.As(&mD3d11Device5), "D3D11: getting ID3D11Device5"));
// Create the fence.
DAWN_TRY(
CheckHRESULT(mD3d11Device5->CreateFence(0, D3D11_FENCE_FLAG_SHARED, IID_PPV_ARGS(&mFence)),
"D3D11: creating fence"));
DAWN_TRY(CheckHRESULT(mFence->CreateSharedHandle(nullptr, GENERIC_ALL, nullptr, &mFenceHandle),
"D3D11: creating fence shared handle"));
// Create the fence event.
mFenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
DAWN_TRY(mPendingCommands.Intialize(this));
SetLabelImpl();
return {};
}
Device::~Device() = default;
ID3D11Device* Device::GetD3D11Device() const {
return mD3d11Device.Get();
}
ID3D11Device5* Device::GetD3D11Device5() const {
return mD3d11Device5.Get();
}
CommandRecordingContext* Device::GetPendingCommandContext(Device::SubmitMode submitMode) {
// Callers of GetPendingCommandList do so to record commands. Only reserve a command
// allocator when it is needed so we don't submit empty command lists
DAWN_ASSERT(mPendingCommands.IsOpen());
if (submitMode == SubmitMode::Normal) {
mPendingCommands.SetNeedsSubmit();
}
return &mPendingCommands;
}
MaybeError Device::TickImpl() {
// Perform cleanup operations to free unused objects
[[maybe_unused]] ExecutionSerial completedSerial = GetQueue()->GetCompletedCommandSerial();
// Check for debug layer messages before executing the command context in case we encounter an
// error during execution and early out as a result.
DAWN_TRY(CheckDebugLayerAndGenerateErrors());
if (mPendingCommands.IsOpen() && mPendingCommands.NeedsSubmit()) {
DAWN_TRY(ExecutePendingCommandContext());
DAWN_TRY(NextSerial());
}
DAWN_TRY(CheckDebugLayerAndGenerateErrors());
return {};
}
MaybeError Device::NextSerial() {
GetQueue()->IncrementLastSubmittedCommandSerial();
TRACE_EVENT1(GetPlatform(), General, "D3D11Device::SignalFence", "serial",
uint64_t(GetLastSubmittedCommandSerial()));
CommandRecordingContext* commandContext =
GetPendingCommandContext(DeviceBase::SubmitMode::Passive);
DAWN_TRY(CheckHRESULT(commandContext->GetD3D11DeviceContext4()->Signal(
mFence.Get(), uint64_t(GetLastSubmittedCommandSerial())),
"D3D11 command queue signal fence"));
return {};
}
MaybeError Device::WaitForSerial(ExecutionSerial serial) {
DAWN_TRY(GetQueue()->CheckPassedSerials());
if (GetQueue()->GetCompletedCommandSerial() < serial) {
DAWN_TRY(CheckHRESULT(mFence->SetEventOnCompletion(uint64_t(serial), mFenceEvent),
"D3D11 set event on completion"));
WaitForSingleObject(mFenceEvent, INFINITE);
DAWN_TRY(GetQueue()->CheckPassedSerials());
}
return {};
}
ResultOrError<ExecutionSerial> Device::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.
DAWN_TRY(CheckHRESULT(mD3d11Device->GetDeviceRemovedReason(),
"ID3D11Device::GetDeviceRemovedReason"));
// Otherwise, return a generic device lost error.
return DAWN_DEVICE_LOST_ERROR("Device lost");
}
if (completedSerial <= GetQueue()->GetCompletedCommandSerial()) {
return ExecutionSerial(0);
}
return completedSerial;
}
void Device::ReferenceUntilUnused(ComPtr<IUnknown> object) {
mUsedComObjectRefs.Enqueue(object, GetPendingCommandSerial());
}
bool Device::HasPendingCommands() const {
return mPendingCommands.NeedsSubmit();
}
void Device::ForceEventualFlushOfCommands() {}
MaybeError Device::ExecutePendingCommandContext() {
return mPendingCommands.ExecuteCommandList(this);
}
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 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 ComputePipelineDescriptor* descriptor) {
return ComputePipeline::CreateUninitialized(this, descriptor);
}
ResultOrError<Ref<PipelineLayoutBase>> Device::CreatePipelineLayoutImpl(
const 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 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 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 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<SharedTextureMemoryBase>> Device::ImportSharedTextureMemoryImpl(
const SharedTextureMemoryDescriptor* descriptor) {
UnpackedSharedTextureMemoryDescriptorChain unpacked;
DAWN_TRY_ASSIGN(unpacked, ValidateAndUnpackChain(descriptor));
wgpu::SType type;
DAWN_TRY_ASSIGN(
type, (ValidateBranches<BranchList<Branch<SharedTextureMemoryDXGISharedHandleDescriptor>,
Branch<SharedTextureMemoryD3D11Texture2DDescriptor>>>(
unpacked)));
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,
std::get<const SharedTextureMemoryDXGISharedHandleDescriptor*>(unpacked));
case wgpu::SType::SharedTextureMemoryD3D11Texture2DDescriptor:
DAWN_INVALID_IF(!HasFeature(Feature::SharedTextureMemoryD3D11Texture2D),
"%s is not enabled.",
wgpu::FeatureName::SharedTextureMemoryD3D11Texture2D);
return SharedTextureMemory::Create(
this, descriptor->label,
std::get<const SharedTextureMemoryD3D11Texture2DDescriptor*>(unpacked));
default:
DAWN_UNREACHABLE();
}
}
ResultOrError<Ref<SharedFenceBase>> Device::ImportSharedFenceImpl(
const SharedFenceDescriptor* descriptor) {
UnpackedSharedFenceDescriptorChain unpacked;
DAWN_TRY_ASSIGN(unpacked, ValidateAndUnpackChain(descriptor));
wgpu::SType type;
DAWN_TRY_ASSIGN(
type,
(ValidateBranches<BranchList<Branch<SharedFenceDXGISharedHandleDescriptor>>>(unpacked)));
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,
std::get<const SharedFenceDXGISharedHandleDescriptor*>(unpacked));
default:
DAWN_UNREACHABLE();
}
}
MaybeError Device::CopyFromStagingToBufferImpl(BufferBase* source,
uint64_t sourceOffset,
BufferBase* destination,
uint64_t destinationOffset,
uint64_t size) {
// D3D11 requires that buffers are unmapped before being used in a copy.
DAWN_TRY(source->Unmap());
CommandRecordingContext* commandContext = GetPendingCommandContext();
return Buffer::Copy(commandContext, ToBackend(source), sourceOffset, size,
ToBackend(destination), destinationOffset);
}
MaybeError Device::CopyFromStagingToTextureImpl(const BufferBase* source,
const TextureDataLayout& src,
const TextureCopy& dst,
const Extent3D& copySizePixels) {
return DAWN_UNIMPLEMENTED_ERROR("CopyFromStagingToTextureImpl");
}
const DeviceInfo& Device::GetDeviceInfo() const {
return ToBackend(GetPhysicalDevice())->GetDeviceInfo();
}
MaybeError Device::WaitForIdleForDestruction() {
DAWN_TRY(NextSerial());
// Wait for all in-flight commands to finish executing
DAWN_TRY(WaitForSerial(GetLastSubmittedCommandSerial()));
return {};
}
MaybeError Device::CheckDebugLayerAndGenerateErrors() {
if (!GetPhysicalDevice()->GetInstance()->IsBackendValidationEnabled()) {
return {};
}
ComPtr<ID3D11InfoQueue> infoQueue;
DAWN_TRY(CheckHRESULT(mD3d11Device.As(&infoQueue),
"D3D11 QueryInterface ID3D11Device to ID3D11InfoQueue"));
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 D3D11 debug layer reported uncaught errors.");
AppendDebugLayerMessagesToError(infoQueue.Get(), totalErrors, error.get());
return error;
}
void Device::AppendDebugLayerMessages(ErrorData* error) {
if (!GetPhysicalDevice()->GetInstance()->IsBackendValidationEnabled()) {
return;
}
ComPtr<ID3D11InfoQueue> infoQueue;
if (FAILED(mD3d11Device.As(&infoQueue))) {
return;
}
uint64_t totalErrors = infoQueue->GetNumStoredMessagesAllowedByRetrievalFilter();
if (totalErrors == 0) {
return;
}
AppendDebugLayerMessagesToError(infoQueue.Get(), totalErrors, error);
}
void Device::DestroyImpl() {
DAWN_ASSERT(GetState() == State::Disconnected);
Base::DestroyImpl();
if (mFenceEvent != nullptr) {
::CloseHandle(mFenceEvent);
mFenceEvent = nullptr;
}
mPendingCommands.Release();
}
uint32_t Device::GetOptimalBytesPerRowAlignment() const {
return 256;
}
uint64_t Device::GetOptimalBufferToTextureCopyOffsetAlignment() const {
return 1;
}
float Device::GetTimestampPeriodInNS() const {
return 1.0f;
}
void Device::SetLabelImpl() {}
ResultOrError<Ref<d3d::Fence>> Device::CreateFence(
const d3d::ExternalImageDXGIFenceDescriptor* descriptor) {
return Fence::CreateFromHandle(mD3d11Device5.Get(), descriptor->fenceHandle,
descriptor->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());
ComPtr<ID3D11Resource> d3d11Resource;
switch (descriptor->GetType()) {
case ExternalImageType::DXGISharedHandle: {
const auto* sharedHandleDescriptor =
static_cast<const d3d::ExternalImageDescriptorDXGISharedHandle*>(descriptor);
DAWN_TRY(CheckHRESULT(
mD3d11Device5->OpenSharedResource1(sharedHandleDescriptor->sharedHandle,
IID_PPV_ARGS(&d3d11Resource)),
"D3D11 OpenSharedResource1"));
break;
}
case ExternalImageType::D3D11Texture: {
const auto* d3d11TextureDescriptor =
static_cast<const d3d::ExternalImageDescriptorD3D11Texture*>(descriptor);
DAWN_TRY(CheckHRESULT(d3d11TextureDescriptor->texture.As(&d3d11Resource),
"Cannot get ID3D11Resource from texture"));
ComPtr<ID3D11Device> textureDevice;
d3d11Resource->GetDevice(textureDevice.GetAddressOf());
DAWN_INVALID_IF(
textureDevice.Get() != mD3d11Device.Get(),
"The D3D11 device of the texture and the D3D11 device of the WebGPU device "
"must be same.");
break;
}
default: {
return DAWN_VALIDATION_ERROR("descriptor type (%d) is not supported",
static_cast<int>(descriptor->GetType()));
}
}
const TextureDescriptor* textureDescriptor = FromAPI(descriptor->cTextureDescriptor);
DAWN_TRY(
ValidateTextureDescriptor(this, textureDescriptor, AllowMultiPlanarTextureFormat::Yes));
DAWN_TRY_CONTEXT(d3d::ValidateTextureDescriptorCanBeWrapped(textureDescriptor),
"validating that a D3D11 external image can be wrapped with %s",
textureDescriptor);
DAWN_TRY(ValidateTextureCanBeWrapped(d3d11Resource.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() && descriptor->GetType() == ExternalImageType::DXGISharedHandle) {
DAWN_TRY(ValidateVideoTextureCanBeShared(
this, d3d::DXGITextureFormat(textureDescriptor->format)));
}
return std::make_unique<d3d::ExternalImageDXGIImpl>(this, std::move(d3d11Resource),
textureDescriptor);
}
bool Device::MayRequireDuplicationOfIndirectParameters() const {
return true;
}
uint64_t Device::GetBufferCopyOffsetAlignmentForDepthStencil() const {
return DeviceBase::GetBufferCopyOffsetAlignmentForDepthStencil();
}
bool Device::IsResolveTextureBlitWithDrawSupported() const {
return true;
}
Ref<TextureBase> Device::CreateD3DExternalTexture(const TextureDescriptor* descriptor,
ComPtr<IUnknown> d3dTexture,
std::vector<Ref<d3d::Fence>> waitFences,
bool isSwapChainTexture,
bool isInitialized) {
Ref<Texture> dawnTexture;
if (ConsumedError(
Texture::CreateExternalImage(this, descriptor, std::move(d3dTexture),
std::move(waitFences), isSwapChainTexture, isInitialized),
&dawnTexture)) {
return nullptr;
}
return {dawnTexture};
}
uint32_t Device::GetUAVSlotCount() const {
return ToBackend(GetPhysicalDevice())->GetUAVSlotCount();
}
} // namespace dawn::native::d3d11