| // 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 |