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// Copyright 2021 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.
// D3D12Backend.cpp: contains the definition of symbols exported by D3D12Backend.h so that they
// can be compiled twice: once export (shared library), once not exported (static library)
#include "dawn_native/d3d12/D3D11on12Util.h"
#include "common/HashUtils.h"
#include "common/Log.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
namespace dawn_native { namespace d3d12 {
void Flush11On12DeviceToAvoidLeaks(ComPtr<ID3D11On12Device> d3d11on12Device) {
if (d3d11on12Device == nullptr) {
return;
}
ComPtr<ID3D11Device> d3d11Device;
if (FAILED(d3d11on12Device.As(&d3d11Device))) {
return;
}
ComPtr<ID3D11DeviceContext> d3d11DeviceContext;
d3d11Device->GetImmediateContext(&d3d11DeviceContext);
ASSERT(d3d11DeviceContext != nullptr);
// 11on12 has a bug where D3D12 resources used only for keyed shared mutexes
// are not released until work is submitted to the device context and flushed.
// The most minimal work we can get away with is issuing a TiledResourceBarrier.
// ID3D11DeviceContext2 is available in Win8.1 and above. This suffices for a
// D3D12 backend since both D3D12 and 11on12 first appeared in Windows 10.
ComPtr<ID3D11DeviceContext2> d3d11DeviceContext2;
if (FAILED(d3d11DeviceContext.As(&d3d11DeviceContext2))) {
return;
}
d3d11DeviceContext2->TiledResourceBarrier(nullptr, nullptr);
d3d11DeviceContext2->Flush();
}
D3D11on12ResourceCacheEntry::D3D11on12ResourceCacheEntry(
ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex,
ComPtr<ID3D11On12Device> d3d11On12Device)
: mDXGIKeyedMutex(std::move(dxgiKeyedMutex)), mD3D11on12Device(std::move(d3d11On12Device)) {
}
D3D11on12ResourceCacheEntry::D3D11on12ResourceCacheEntry(
ComPtr<ID3D11On12Device> d3d11On12Device)
: mD3D11on12Device(std::move(d3d11On12Device)) {
}
D3D11on12ResourceCacheEntry::~D3D11on12ResourceCacheEntry() {
if (mDXGIKeyedMutex == nullptr) {
return;
}
ComPtr<ID3D11Resource> d3d11Resource;
if (FAILED(mDXGIKeyedMutex.As(&d3d11Resource))) {
return;
}
ASSERT(mD3D11on12Device != nullptr);
ID3D11Resource* d3d11ResourceRaw = d3d11Resource.Get();
mD3D11on12Device->ReleaseWrappedResources(&d3d11ResourceRaw, 1);
d3d11Resource.Reset();
mDXGIKeyedMutex.Reset();
Flush11On12DeviceToAvoidLeaks(std::move(mD3D11on12Device));
}
ComPtr<IDXGIKeyedMutex> D3D11on12ResourceCacheEntry::GetDXGIKeyedMutex() const {
ASSERT(mDXGIKeyedMutex != nullptr);
return mDXGIKeyedMutex;
}
size_t D3D11on12ResourceCacheEntry::HashFunc::operator()(
const Ref<D3D11on12ResourceCacheEntry> a) const {
size_t hash = 0;
HashCombine(&hash, a->mD3D11on12Device.Get());
return hash;
}
bool D3D11on12ResourceCacheEntry::EqualityFunc::operator()(
const Ref<D3D11on12ResourceCacheEntry> a,
const Ref<D3D11on12ResourceCacheEntry> b) const {
return a->mD3D11on12Device == b->mD3D11on12Device;
}
D3D11on12ResourceCache::D3D11on12ResourceCache() = default;
D3D11on12ResourceCache::~D3D11on12ResourceCache() = default;
Ref<D3D11on12ResourceCacheEntry> D3D11on12ResourceCache::GetOrCreateD3D11on12Resource(
WGPUDevice device,
ID3D12Resource* d3d12Resource) {
Device* backendDevice = reinterpret_cast<Device*>(device);
// The Dawn and 11on12 device share the same D3D12 command queue whereas this external image
// could be accessed/produced with multiple Dawn devices. To avoid cross-queue sharing
// restrictions, the 11 wrapped resource is forbidden to be shared between Dawn devices by
// using the 11on12 device as the cache key.
ComPtr<ID3D11On12Device> d3d11on12Device = backendDevice->GetOrCreateD3D11on12Device();
if (d3d11on12Device == nullptr) {
dawn::ErrorLog() << "Unable to create 11on12 device for external image";
return nullptr;
}
D3D11on12ResourceCacheEntry blueprint(d3d11on12Device);
auto iter = mCache.find(&blueprint);
if (iter != mCache.end()) {
return *iter;
}
// We use IDXGIKeyedMutexes to synchronize access between D3D11 and D3D12. D3D11/12 fences
// are a viable alternative but are, unfortunately, not available on all versions of Windows
// 10. Since D3D12 does not directly support keyed mutexes, we need to wrap the D3D12
// resource using 11on12 and QueryInterface the D3D11 representation for the keyed mutex.
ComPtr<ID3D11Texture2D> d3d11Texture;
D3D11_RESOURCE_FLAGS resourceFlags;
resourceFlags.BindFlags = 0;
resourceFlags.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;
resourceFlags.CPUAccessFlags = 0;
resourceFlags.StructureByteStride = 0;
if (FAILED(d3d11on12Device->CreateWrappedResource(
d3d12Resource, &resourceFlags, D3D12_RESOURCE_STATE_COMMON,
D3D12_RESOURCE_STATE_COMMON, IID_PPV_ARGS(&d3d11Texture)))) {
return nullptr;
}
ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex;
if (FAILED(d3d11Texture.As(&dxgiKeyedMutex))) {
return nullptr;
}
// Keep this cache from growing unbounded.
// TODO(dawn:625): Consider using a replacement policy based cache.
if (mCache.size() > kMaxD3D11on12ResourceCacheSize) {
mCache.clear();
}
Ref<D3D11on12ResourceCacheEntry> entry =
AcquireRef(new D3D11on12ResourceCacheEntry(dxgiKeyedMutex, std::move(d3d11on12Device)));
mCache.insert(entry);
return entry;
}
}} // namespace dawn_native::d3d12