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// Copyright 2023 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/d3d11/QueueD3D11.h"
#include <utility>
#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d11/BufferD3D11.h"
#include "dawn/native/d3d11/CommandBufferD3D11.h"
#include "dawn/native/d3d11/DeviceD3D11.h"
#include "dawn/native/d3d11/SharedFenceD3D11.h"
#include "dawn/native/d3d11/TextureD3D11.h"
#include "dawn/platform/DawnPlatform.h"
#include "dawn/platform/tracing/TraceEvent.h"
namespace dawn::native::d3d11 {
ResultOrError<Ref<Queue>> Queue::Create(Device* device, const QueueDescriptor* descriptor) {
Ref<Queue> queue = AcquireRef(new Queue(device, descriptor));
DAWN_TRY(queue->Initialize());
return queue;
}
MaybeError Queue::Initialize() {
// Create the fence.
DAWN_TRY(CheckHRESULT(ToBackend(GetDevice())
->GetD3D11Device5()
->CreateFence(0, D3D11_FENCE_FLAG_SHARED, IID_PPV_ARGS(&mFence)),
"D3D11: creating fence"));
// Create the fence event.
mFenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
DAWN_ASSERT(mFenceEvent != nullptr);
DAWN_TRY_ASSIGN(mSharedFence, SharedFence::Create(ToBackend(GetDevice()),
"Internal shared DXGI fence", mFence));
return {};
}
MaybeError Queue::InitializePendingContext() {
return mPendingCommands.Initialize(ToBackend(GetDevice()));
}
void Queue::DestroyImpl() {
if (mFenceEvent != nullptr) {
::CloseHandle(mFenceEvent);
mFenceEvent = nullptr;
}
// Release the shared fence here to prevent a ref-cycle with the device, but do not destroy the
// underlying native fence so that we can return a SharedFence on EndAccess after destruction.
mSharedFence = nullptr;
mPendingCommands.Release();
}
ResultOrError<Ref<d3d::SharedFence>> Queue::GetOrCreateSharedFence() {
if (mSharedFence == nullptr) {
DAWN_ASSERT(!IsAlive());
return SharedFence::Create(ToBackend(GetDevice()), "Internal shared DXGI fence", mFence);
}
return mSharedFence;
}
ScopedCommandRecordingContext Queue::GetScopedPendingCommandContext(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 ScopedCommandRecordingContext(&mPendingCommands);
}
ScopedSwapStateCommandRecordingContext Queue::GetScopedSwapStatePendingCommandContext(
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 ScopedSwapStateCommandRecordingContext(&mPendingCommands);
}
MaybeError Queue::SubmitPendingCommands() {
if (!mPendingCommands.IsOpen() || !mPendingCommands.NeedsSubmit()) {
return {};
}
DAWN_TRY(mPendingCommands.ExecuteCommandList());
return NextSerial();
}
MaybeError Queue::SubmitImpl(uint32_t commandCount, CommandBufferBase* const* commands) {
// CommandBuffer::Execute() will modify the state of the global immediate device context, it may
// affect following usage of it.
// TODO(dawn:1770): figure how if we need to track and restore the state of the immediate device
// context.
TRACE_EVENT_BEGIN0(GetDevice()->GetPlatform(), Recording, "CommandBufferD3D11::Execute");
{
auto commandContext = GetScopedSwapStatePendingCommandContext(Device::SubmitMode::Normal);
for (uint32_t i = 0; i < commandCount; ++i) {
DAWN_TRY(ToBackend(commands[i])->Execute(&commandContext));
}
}
DAWN_TRY(SubmitPendingCommands());
TRACE_EVENT_END0(GetDevice()->GetPlatform(), Recording, "CommandBufferD3D11::Execute");
return {};
}
MaybeError Queue::WriteBufferImpl(BufferBase* buffer,
uint64_t bufferOffset,
const void* data,
size_t size) {
if (size == 0) {
// skip the empty write
return {};
}
auto commandContext = GetScopedPendingCommandContext(Device::SubmitMode::Normal);
return ToBackend(buffer)->Write(&commandContext, bufferOffset, data, size);
}
MaybeError Queue::WriteTextureImpl(const ImageCopyTexture& destination,
const void* data,
const TextureDataLayout& dataLayout,
const Extent3D& writeSizePixel) {
if (writeSizePixel.width == 0 || writeSizePixel.height == 0 ||
writeSizePixel.depthOrArrayLayers == 0) {
return {};
}
Device* device = ToBackend(GetDevice());
auto commandContext = device->GetScopedPendingCommandContext(Device::SubmitMode::Normal);
TextureCopy textureCopy;
textureCopy.texture = destination.texture;
textureCopy.mipLevel = destination.mipLevel;
textureCopy.origin = destination.origin;
textureCopy.aspect = SelectFormatAspects(destination.texture->GetFormat(), destination.aspect);
SubresourceRange subresources = GetSubresourcesAffectedByCopy(textureCopy, writeSizePixel);
Texture* texture = ToBackend(destination.texture);
return texture->Write(&commandContext, subresources, destination.origin, writeSizePixel,
static_cast<const uint8_t*>(data) + dataLayout.offset,
dataLayout.bytesPerRow, dataLayout.rowsPerImage);
}
bool Queue::HasPendingCommands() const {
return mPendingCommands.NeedsSubmit();
}
ResultOrError<ExecutionSerial> Queue::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.
ID3D11Device* d3d11Device = ToBackend(GetDevice())->GetD3D11Device();
DAWN_TRY(CheckHRESULT(d3d11Device->GetDeviceRemovedReason(),
"ID3D11Device::GetDeviceRemovedReason"));
// Otherwise, return a generic device lost error.
return DAWN_DEVICE_LOST_ERROR("Device lost");
}
if (completedSerial <= GetCompletedCommandSerial()) {
return ExecutionSerial(0);
}
return completedSerial;
}
void Queue::ForceEventualFlushOfCommands() {}
MaybeError Queue::WaitForIdleForDestruction() {
DAWN_TRY(NextSerial());
// Wait for all in-flight commands to finish executing
DAWN_TRY(WaitForSerial(GetLastSubmittedCommandSerial()));
return {};
}
MaybeError Queue::NextSerial() {
IncrementLastSubmittedCommandSerial();
TRACE_EVENT1(GetDevice()->GetPlatform(), General, "D3D11Device::SignalFence", "serial",
uint64_t(GetLastSubmittedCommandSerial()));
auto commandContext = GetScopedPendingCommandContext(SubmitMode::Passive);
DAWN_TRY(
CheckHRESULT(commandContext.Signal(mFence.Get(), uint64_t(GetLastSubmittedCommandSerial())),
"D3D11 command queue signal fence"));
return {};
}
MaybeError Queue::WaitForSerial(ExecutionSerial serial) {
DAWN_TRY(CheckPassedSerials());
if (GetCompletedCommandSerial() >= serial) {
return {};
}
DAWN_TRY(CheckHRESULT(mFence->SetEventOnCompletion(uint64_t(serial), mFenceEvent),
"D3D11 set event on completion"));
WaitForSingleObject(mFenceEvent, INFINITE);
return CheckPassedSerials();
}
void Queue::SetEventOnCompletion(ExecutionSerial serial, HANDLE event) {
mFence->SetEventOnCompletion(static_cast<uint64_t>(serial), event);
}
} // namespace dawn::native::d3d11