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// 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/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 {
void ASSERT_SUCCESS(HRESULT hr) {
ASSERT(SUCCEEDED(hr));
}
Device::Device(Adapter* adapter, ComPtr<ID3D12Device> d3d12Device)
: DeviceBase(adapter), mD3d12Device(d3d12Device) {
// 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);
NextSerial();
}
Device::~Device() {
NextSerial();
WaitForSerial(mLastSubmittedSerial); // Wait for all in-flight commands to finish executing
TickImpl(); // Call tick one last time so resources are cleaned up
// Free services explicitly so that they can free D3D12 resources before destruction of the
// device.
mDynamicUploader = nullptr;
// Releasing the uploader enqueues buffers to be released.
// Call Tick() again to clear them before releasing the allocator.
mResourceAllocator->Tick(mCompletedSerial);
ASSERT(mUsedComObjectRefs.Empty());
ASSERT(mPendingCommands.commandList == nullptr);
}
ComPtr<ID3D12Device> Device::GetD3D12Device() const {
return mD3d12Device;
}
ComPtr<ID3D12CommandQueue> Device::GetCommandQueue() const {
return mCommandQueue;
}
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;
}
void Device::TickImpl() {
// Perform cleanup operations to free unused objects
mCompletedSerial = mFence->GetCompletedValue();
// Uploader should tick before the resource allocator
// as it enqueues resources to be released.
mDynamicUploader->Tick(mCompletedSerial);
mResourceAllocator->Tick(mCompletedSerial);
mCommandAllocatorManager->Tick(mCompletedSerial);
mDescriptorHeapAllocator->Tick(mCompletedSerial);
mMapRequestTracker->Tick(mCompletedSerial);
mUsedComObjectRefs.ClearUpTo(mCompletedSerial);
ExecuteCommandLists({});
NextSerial();
}
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());
}
void Device::ExecuteCommandLists(std::initializer_list<ID3D12CommandList*> commandLists) {
// If there are pending commands, prepend them to ExecuteCommandLists
if (mPendingCommands.open) {
std::vector<ID3D12CommandList*> lists(commandLists.size() + 1);
mPendingCommands.commandList->Close();
mPendingCommands.open = false;
lists[0] = mPendingCommands.commandList.Get();
std::copy(commandLists.begin(), commandLists.end(), lists.begin() + 1);
mCommandQueue->ExecuteCommandLists(static_cast<UINT>(commandLists.size() + 1),
lists.data());
mPendingCommands.commandList = nullptr;
} else {
std::vector<ID3D12CommandList*> lists(commandLists);
mCommandQueue->ExecuteCommandLists(static_cast<UINT>(commandLists.size()),
lists.data());
}
}
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) {
return new Buffer(this, descriptor);
}
CommandBufferBase* Device::CreateCommandBuffer(CommandEncoderBase* encoder) {
return new CommandBuffer(this, encoder);
}
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);
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::BufferUsageBit::TransferDst);
GetPendingCommandList()->CopyBufferRegion(
ToBackend(destination)->GetD3D12Resource().Get(), destinationOffset,
ToBackend(source)->GetResource(), sourceOffset, size);
return {};
}
}} // namespace dawn_native::d3d12