blob: b471952f7ec829a1634cc34709115b524eb7364e [file] [log] [blame]
// Copyright 2019 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/CommandRecordingContext.h"
#include <profileapi.h>
#include <sysinfoapi.h>
#include <string>
#include <utility>
#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d12/DeviceD3D12.h"
#include "dawn/native/d3d12/HeapD3D12.h"
#include "dawn/native/d3d12/ResidencyManagerD3D12.h"
#include "dawn/platform/DawnPlatform.h"
#include "dawn/platform/tracing/TraceEvent.h"
namespace dawn::native::d3d12 {
void CommandRecordingContext::AddToSharedTextureList(Texture* texture) {
mSharedTextures.insert(texture);
}
void CommandRecordingContext::Open(ComPtr<ID3D12GraphicsCommandList> commandList) {
mD3d12CommandList = std::move(commandList);
mD3d12CommandList.As(&mD3d12CommandList4);
mNeedsSubmit = false;
}
MaybeError CommandRecordingContext::ExecuteCommandList(Device* device,
ID3D12CommandQueue* commandQueue) {
DAWN_ASSERT(mD3d12CommandList != nullptr);
for (Texture* texture : mSharedTextures) {
DAWN_TRY(texture->SynchronizeTextureBeforeUse(this));
}
MaybeError error =
CheckHRESULT(mD3d12CommandList->Close(), "D3D12 closing pending command list");
if (error.IsError()) {
Release();
DAWN_TRY(std::move(error));
}
DAWN_TRY(device->GetResidencyManager()->EnsureHeapsAreResident(mHeapsPendingUsage.data(),
mHeapsPendingUsage.size()));
if (device->IsToggleEnabled(Toggle::RecordDetailedTimingInTraceEvents)) {
uint64_t gpuTimestamp;
uint64_t cpuTimestamp;
FILETIME fileTimeNonPrecise;
SYSTEMTIME systemTimeNonPrecise;
// Both supported since Windows 2000, have a accuracy of 1ms
GetSystemTimeAsFileTime(&fileTimeNonPrecise);
GetSystemTime(&systemTimeNonPrecise);
// Query CPU and GPU timestamps at almost the same time
commandQueue->GetClockCalibration(&gpuTimestamp, &cpuTimestamp);
uint64_t gpuFrequency;
uint64_t cpuFrequency;
LARGE_INTEGER cpuFrequencyLargeInteger;
commandQueue->GetTimestampFrequency(&gpuFrequency);
QueryPerformanceFrequency(&cpuFrequencyLargeInteger); // Supported since Windows 2000
cpuFrequency = cpuFrequencyLargeInteger.QuadPart;
std::string timingInfo = absl::StrFormat(
"UTC Time: %u/%u/%u %02u:%02u:%02u.%03u, File Time: %u, CPU "
"Timestamp: %u, GPU Timestamp: %u, CPU Tick Frequency: %u, GPU Tick Frequency: "
"%u",
systemTimeNonPrecise.wYear, systemTimeNonPrecise.wMonth, systemTimeNonPrecise.wDay,
systemTimeNonPrecise.wHour, systemTimeNonPrecise.wMinute, systemTimeNonPrecise.wSecond,
systemTimeNonPrecise.wMilliseconds,
(static_cast<uint64_t>(fileTimeNonPrecise.dwHighDateTime) << 32) +
fileTimeNonPrecise.dwLowDateTime,
cpuTimestamp, gpuTimestamp, cpuFrequency, gpuFrequency);
TRACE_EVENT_INSTANT1(device->GetPlatform(), General,
"d3d12::CommandRecordingContext::ExecuteCommandList Detailed Timing",
"Timing", timingInfo.c_str());
}
ID3D12CommandList* d3d12CommandList = GetCommandList();
commandQueue->ExecuteCommandLists(1, &d3d12CommandList);
Release();
return {};
}
void CommandRecordingContext::TrackHeapUsage(Heap* heap, ExecutionSerial serial) {
// Before tracking the heap, check the last serial it was recorded on to ensure we aren't
// tracking it more than once.
if (heap->GetLastUsage() < serial) {
heap->SetLastUsage(serial);
mHeapsPendingUsage.push_back(heap);
}
}
ID3D12GraphicsCommandList* CommandRecordingContext::GetCommandList() const {
DAWN_ASSERT(mD3d12CommandList != nullptr);
return mD3d12CommandList.Get();
}
// This function will fail on Windows versions prior to 1809. Support must be queried through
// the device before calling.
ID3D12GraphicsCommandList4* CommandRecordingContext::GetCommandList4() const {
DAWN_ASSERT(mD3d12CommandList != nullptr);
return mD3d12CommandList4.Get();
}
void CommandRecordingContext::Release() {
mD3d12CommandList.Reset();
mD3d12CommandList4.Reset();
mNeedsSubmit = false;
mSharedTextures.clear();
mHeapsPendingUsage.clear();
mTempBuffers.clear();
ReleaseKeyedMutexes();
}
bool CommandRecordingContext::NeedsSubmit() const {
return mNeedsSubmit;
}
void CommandRecordingContext::SetNeedsSubmit() {
mNeedsSubmit = true;
}
void CommandRecordingContext::AddToTempBuffers(Ref<Buffer> tempBuffer) {
mTempBuffers.emplace_back(tempBuffer);
}
MaybeError CommandRecordingContext::AcquireKeyedMutex(Ref<d3d::KeyedMutex> keyedMutex) {
if (!mAcquiredKeyedMutexes.contains(keyedMutex)) {
DAWN_TRY(keyedMutex->AcquireKeyedMutex());
mAcquiredKeyedMutexes.emplace(std::move(keyedMutex));
}
return {};
}
void CommandRecordingContext::ReleaseKeyedMutexes() {
for (auto& keyedMutex : mAcquiredKeyedMutexes) {
keyedMutex->ReleaseKeyedMutex();
}
mAcquiredKeyedMutexes.clear();
}
} // namespace dawn::native::d3d12