| // 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/DeviceD3D12.h" |
| |
| #include "common/Assert.h" |
| #include "dawn_native/BackendConnection.h" |
| #include "dawn_native/DynamicUploader.h" |
| #include "dawn_native/d3d12/AdapterD3D12.h" |
| #include "dawn_native/d3d12/BackendD3D12.h" |
| #include "dawn_native/d3d12/BindGroupD3D12.h" |
| #include "dawn_native/d3d12/BindGroupLayoutD3D12.h" |
| #include "dawn_native/d3d12/BufferD3D12.h" |
| #include "dawn_native/d3d12/CommandAllocatorManager.h" |
| #include "dawn_native/d3d12/CommandBufferD3D12.h" |
| #include "dawn_native/d3d12/ComputePipelineD3D12.h" |
| #include "dawn_native/d3d12/DescriptorHeapAllocator.h" |
| #include "dawn_native/d3d12/PipelineLayoutD3D12.h" |
| #include "dawn_native/d3d12/PlatformFunctions.h" |
| #include "dawn_native/d3d12/QueueD3D12.h" |
| #include "dawn_native/d3d12/RenderPipelineD3D12.h" |
| #include "dawn_native/d3d12/ResourceAllocator.h" |
| #include "dawn_native/d3d12/ResourceAllocatorManagerD3D12.h" |
| #include "dawn_native/d3d12/ResourceHeapD3D12.h" |
| #include "dawn_native/d3d12/SamplerD3D12.h" |
| #include "dawn_native/d3d12/ShaderModuleD3D12.h" |
| #include "dawn_native/d3d12/StagingBufferD3D12.h" |
| #include "dawn_native/d3d12/SwapChainD3D12.h" |
| #include "dawn_native/d3d12/TextureD3D12.h" |
| |
| namespace dawn_native { namespace d3d12 { |
| |
| Device::Device(Adapter* adapter, const DeviceDescriptor* descriptor) |
| : DeviceBase(adapter, descriptor) { |
| if (descriptor != nullptr) { |
| ApplyToggleOverrides(descriptor); |
| } |
| } |
| |
| MaybeError Device::Initialize() { |
| mD3d12Device = ToBackend(GetAdapter())->GetDevice(); |
| |
| ASSERT(mD3d12Device != nullptr); |
| |
| // Create device-global objects |
| D3D12_COMMAND_QUEUE_DESC queueDesc = {}; |
| queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; |
| queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; |
| ASSERT_SUCCESS(mD3d12Device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&mCommandQueue))); |
| |
| ASSERT_SUCCESS(mD3d12Device->CreateFence(mLastSubmittedSerial, D3D12_FENCE_FLAG_NONE, |
| IID_PPV_ARGS(&mFence))); |
| mFenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr); |
| ASSERT(mFenceEvent != nullptr); |
| |
| // Initialize backend services |
| mCommandAllocatorManager = std::make_unique<CommandAllocatorManager>(this); |
| mDescriptorHeapAllocator = std::make_unique<DescriptorHeapAllocator>(this); |
| mMapRequestTracker = std::make_unique<MapRequestTracker>(this); |
| mResourceAllocator = std::make_unique<ResourceAllocator>(this); |
| mResourceAllocatorManager = std::make_unique<ResourceAllocatorManager>(this); |
| |
| NextSerial(); |
| |
| // 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, NULL, |
| IID_PPV_ARGS(&mDispatchIndirectSignature)); |
| |
| argumentDesc.Type = D3D12_INDIRECT_ARGUMENT_TYPE_DRAW; |
| programDesc.ByteStride = 4 * sizeof(uint32_t); |
| |
| GetD3D12Device()->CreateCommandSignature(&programDesc, NULL, |
| IID_PPV_ARGS(&mDrawIndirectSignature)); |
| |
| argumentDesc.Type = D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED; |
| programDesc.ByteStride = 5 * sizeof(uint32_t); |
| |
| GetD3D12Device()->CreateCommandSignature(&programDesc, NULL, |
| IID_PPV_ARGS(&mDrawIndexedIndirectSignature)); |
| |
| return {}; |
| } |
| |
| Device::~Device() { |
| // Immediately forget about all pending commands |
| if (mPendingCommands.open) { |
| mPendingCommands.commandList->Close(); |
| mPendingCommands.open = false; |
| mPendingCommands.commandList = nullptr; |
| } |
| NextSerial(); |
| WaitForSerial(mLastSubmittedSerial); // Wait for all in-flight commands to finish executing |
| |
| // Call tick one last time so resources are cleaned up. Ignore the return value so we can |
| // continue shutting down in an orderly fashion. |
| ConsumedError(TickImpl()); |
| |
| // Free services explicitly so that they can free D3D12 resources before destruction of the |
| // device. |
| mDynamicUploader = nullptr; |
| |
| // GPU is no longer executing commands. Existing objects do not get freed until the device |
| // is destroyed. To ensure objects are always released, force the completed serial to be |
| // MAX. |
| mCompletedSerial = std::numeric_limits<Serial>::max(); |
| |
| // Releasing the uploader enqueues buffers to be released. |
| // Call Tick() again to clear them before releasing the allocator. |
| mResourceAllocator->Tick(mCompletedSerial); |
| |
| if (mFenceEvent != nullptr) { |
| ::CloseHandle(mFenceEvent); |
| } |
| |
| mUsedComObjectRefs.ClearUpTo(mCompletedSerial); |
| |
| ASSERT(mUsedComObjectRefs.Empty()); |
| ASSERT(mPendingCommands.commandList == nullptr); |
| } |
| |
| ComPtr<ID3D12Device> Device::GetD3D12Device() const { |
| return mD3d12Device; |
| } |
| |
| ComPtr<ID3D12CommandQueue> Device::GetCommandQueue() const { |
| return mCommandQueue; |
| } |
| |
| ComPtr<ID3D12CommandSignature> Device::GetDispatchIndirectSignature() const { |
| return mDispatchIndirectSignature; |
| } |
| |
| ComPtr<ID3D12CommandSignature> Device::GetDrawIndirectSignature() const { |
| return mDrawIndirectSignature; |
| } |
| |
| ComPtr<ID3D12CommandSignature> Device::GetDrawIndexedIndirectSignature() const { |
| return mDrawIndexedIndirectSignature; |
| } |
| |
| DescriptorHeapAllocator* Device::GetDescriptorHeapAllocator() const { |
| return mDescriptorHeapAllocator.get(); |
| } |
| |
| ComPtr<IDXGIFactory4> Device::GetFactory() const { |
| return ToBackend(GetAdapter())->GetBackend()->GetFactory(); |
| } |
| |
| const PlatformFunctions* Device::GetFunctions() const { |
| return ToBackend(GetAdapter())->GetBackend()->GetFunctions(); |
| } |
| |
| MapRequestTracker* Device::GetMapRequestTracker() const { |
| return mMapRequestTracker.get(); |
| } |
| |
| ResourceAllocator* Device::GetResourceAllocator() const { |
| return mResourceAllocator.get(); |
| } |
| |
| void Device::OpenCommandList(ComPtr<ID3D12GraphicsCommandList>* commandList) { |
| ComPtr<ID3D12GraphicsCommandList>& cmdList = *commandList; |
| if (!cmdList) { |
| ASSERT_SUCCESS(mD3d12Device->CreateCommandList( |
| 0, D3D12_COMMAND_LIST_TYPE_DIRECT, |
| mCommandAllocatorManager->ReserveCommandAllocator().Get(), nullptr, |
| IID_PPV_ARGS(&cmdList))); |
| } else { |
| ASSERT_SUCCESS( |
| cmdList->Reset(mCommandAllocatorManager->ReserveCommandAllocator().Get(), nullptr)); |
| } |
| } |
| |
| ComPtr<ID3D12GraphicsCommandList> Device::GetPendingCommandList() { |
| // 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 |
| if (!mPendingCommands.open) { |
| OpenCommandList(&mPendingCommands.commandList); |
| mPendingCommands.open = true; |
| } |
| return mPendingCommands.commandList; |
| } |
| |
| Serial Device::GetCompletedCommandSerial() const { |
| return mCompletedSerial; |
| } |
| |
| Serial Device::GetLastSubmittedCommandSerial() const { |
| return mLastSubmittedSerial; |
| } |
| |
| Serial Device::GetPendingCommandSerial() const { |
| return mLastSubmittedSerial + 1; |
| } |
| |
| MaybeError Device::TickImpl() { |
| // Perform cleanup operations to free unused objects |
| mCompletedSerial = mFence->GetCompletedValue(); |
| |
| // Uploader should tick before the resource allocator |
| // as it enqueued resources to be released. |
| mDynamicUploader->Deallocate(mCompletedSerial); |
| |
| mResourceAllocator->Tick(mCompletedSerial); |
| mCommandAllocatorManager->Tick(mCompletedSerial); |
| mDescriptorHeapAllocator->Deallocate(mCompletedSerial); |
| mMapRequestTracker->Tick(mCompletedSerial); |
| mUsedComObjectRefs.ClearUpTo(mCompletedSerial); |
| DAWN_TRY(ExecuteCommandList(nullptr)); |
| NextSerial(); |
| |
| return {}; |
| } |
| |
| void Device::NextSerial() { |
| mLastSubmittedSerial++; |
| ASSERT_SUCCESS(mCommandQueue->Signal(mFence.Get(), mLastSubmittedSerial)); |
| } |
| |
| void Device::WaitForSerial(uint64_t serial) { |
| mCompletedSerial = mFence->GetCompletedValue(); |
| if (mCompletedSerial < serial) { |
| ASSERT_SUCCESS(mFence->SetEventOnCompletion(serial, mFenceEvent)); |
| WaitForSingleObject(mFenceEvent, INFINITE); |
| } |
| } |
| |
| void Device::ReferenceUntilUnused(ComPtr<IUnknown> object) { |
| mUsedComObjectRefs.Enqueue(object, GetPendingCommandSerial()); |
| } |
| |
| MaybeError Device::ExecuteCommandList(ID3D12CommandList* d3d12CommandList) { |
| UINT numLists = 0; |
| std::array<ID3D12CommandList*, 2> d3d12CommandLists; |
| |
| // If there are pending commands, prepend them to ExecuteCommandLists |
| if (mPendingCommands.open) { |
| const HRESULT hr = mPendingCommands.commandList->Close(); |
| if (FAILED(hr)) { |
| mPendingCommands.open = false; |
| mPendingCommands.commandList.Reset(); |
| return DAWN_DEVICE_LOST_ERROR("Error closing pending command list."); |
| } |
| mPendingCommands.open = false; |
| d3d12CommandLists[numLists++] = mPendingCommands.commandList.Get(); |
| } |
| if (d3d12CommandList != nullptr) { |
| d3d12CommandLists[numLists++] = d3d12CommandList; |
| } |
| if (numLists > 0) { |
| mCommandQueue->ExecuteCommandLists(numLists, d3d12CommandLists.data()); |
| mPendingCommands.commandList.Reset(); |
| } |
| |
| return {}; |
| } |
| |
| ResultOrError<BindGroupBase*> Device::CreateBindGroupImpl( |
| const BindGroupDescriptor* descriptor) { |
| return new BindGroup(this, descriptor); |
| } |
| ResultOrError<BindGroupLayoutBase*> Device::CreateBindGroupLayoutImpl( |
| const BindGroupLayoutDescriptor* descriptor) { |
| return new BindGroupLayout(this, descriptor); |
| } |
| ResultOrError<BufferBase*> Device::CreateBufferImpl(const BufferDescriptor* descriptor) { |
| std::unique_ptr<Buffer> buffer = std::make_unique<Buffer>(this, descriptor); |
| DAWN_TRY(buffer->Initialize()); |
| return buffer.release(); |
| } |
| CommandBufferBase* Device::CreateCommandBuffer(CommandEncoderBase* encoder, |
| const CommandBufferDescriptor* descriptor) { |
| return new CommandBuffer(encoder, descriptor); |
| } |
| ResultOrError<ComputePipelineBase*> Device::CreateComputePipelineImpl( |
| const ComputePipelineDescriptor* descriptor) { |
| return new ComputePipeline(this, descriptor); |
| } |
| ResultOrError<PipelineLayoutBase*> Device::CreatePipelineLayoutImpl( |
| const PipelineLayoutDescriptor* descriptor) { |
| return new PipelineLayout(this, descriptor); |
| } |
| ResultOrError<QueueBase*> Device::CreateQueueImpl() { |
| return new Queue(this); |
| } |
| ResultOrError<RenderPipelineBase*> Device::CreateRenderPipelineImpl( |
| const RenderPipelineDescriptor* descriptor) { |
| return new RenderPipeline(this, descriptor); |
| } |
| ResultOrError<SamplerBase*> Device::CreateSamplerImpl(const SamplerDescriptor* descriptor) { |
| return new Sampler(this, descriptor); |
| } |
| ResultOrError<ShaderModuleBase*> Device::CreateShaderModuleImpl( |
| const ShaderModuleDescriptor* descriptor) { |
| return new ShaderModule(this, descriptor); |
| } |
| ResultOrError<SwapChainBase*> Device::CreateSwapChainImpl( |
| const SwapChainDescriptor* descriptor) { |
| return new SwapChain(this, descriptor); |
| } |
| ResultOrError<TextureBase*> Device::CreateTextureImpl(const TextureDescriptor* descriptor) { |
| return new Texture(this, descriptor); |
| } |
| ResultOrError<TextureViewBase*> Device::CreateTextureViewImpl( |
| TextureBase* texture, |
| const TextureViewDescriptor* descriptor) { |
| return new TextureView(texture, descriptor); |
| } |
| |
| ResultOrError<std::unique_ptr<StagingBufferBase>> Device::CreateStagingBuffer(size_t size) { |
| std::unique_ptr<StagingBufferBase> stagingBuffer = |
| std::make_unique<StagingBuffer>(size, this); |
| DAWN_TRY(stagingBuffer->Initialize()); |
| return std::move(stagingBuffer); |
| } |
| |
| MaybeError Device::CopyFromStagingToBuffer(StagingBufferBase* source, |
| uint64_t sourceOffset, |
| BufferBase* destination, |
| uint64_t destinationOffset, |
| uint64_t size) { |
| ToBackend(destination) |
| ->TransitionUsageNow(GetPendingCommandList(), dawn::BufferUsage::CopyDst); |
| |
| GetPendingCommandList()->CopyBufferRegion( |
| ToBackend(destination)->GetD3D12Resource().Get(), destinationOffset, |
| ToBackend(source)->GetResource(), sourceOffset, size); |
| |
| return {}; |
| } |
| |
| void Device::DeallocateMemory(ResourceMemoryAllocation& allocation) { |
| mResourceAllocatorManager->DeallocateMemory(allocation); |
| } |
| |
| ResultOrError<ResourceMemoryAllocation> Device::AllocateMemory( |
| D3D12_HEAP_TYPE heapType, |
| const D3D12_RESOURCE_DESC& resourceDescriptor, |
| D3D12_RESOURCE_STATES initialUsage, |
| D3D12_HEAP_FLAGS heapFlags) { |
| return mResourceAllocatorManager->AllocateMemory(heapType, resourceDescriptor, initialUsage, |
| heapFlags); |
| } |
| |
| TextureBase* Device::WrapSharedHandle(const TextureDescriptor* descriptor, |
| HANDLE sharedHandle) { |
| if (ConsumedError(ValidateTextureDescriptor(this, descriptor))) { |
| return nullptr; |
| } |
| |
| if (ConsumedError(ValidateTextureDescriptorCanBeWrapped(descriptor))) { |
| return nullptr; |
| } |
| |
| ComPtr<ID3D12Resource> d3d12Resource; |
| const HRESULT hr = |
| mD3d12Device->OpenSharedHandle(sharedHandle, IID_PPV_ARGS(&d3d12Resource)); |
| if (FAILED(hr)) { |
| return nullptr; |
| } |
| |
| if (ConsumedError(ValidateD3D12TextureCanBeWrapped(d3d12Resource.Get(), descriptor))) { |
| return nullptr; |
| } |
| |
| return new Texture(this, descriptor, d3d12Resource.Get()); |
| } |
| }} // namespace dawn_native::d3d12 |