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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/ResourceAllocatorManagerD3D12.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(ResourceHeapAllocation& allocation) {
mResourceAllocatorManager->DeallocateMemory(allocation);
}
ResultOrError<ResourceHeapAllocation> 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