dawn-cmake/include/dawn/native/D3D12Backend.h

111 lines
3.9 KiB
C
Raw Normal View History

// Copyright 2018 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.
#ifndef INCLUDE_DAWN_NATIVE_D3D12BACKEND_H_
#define INCLUDE_DAWN_NATIVE_D3D12BACKEND_H_
#include <DXGI1_4.h>
#include <d3d12.h>
#include <windows.h>
#include <wrl/client.h>
#include <memory>
#include <vector>
#include "dawn/native/D3DBackend.h"
struct ID3D12Device;
struct ID3D12Resource;
namespace dawn::native::d3d12 {
d3d12: Destroy ExternalImageDXGI resources on device destruction D3D12 objects can have implicit dependencies on device resources that are not captured by holding ComPtrs: "Direct3D 12 uses COM-style reference counting only for the lifetimes of interfaces (by using the weak reference model of Direct3D tied to the lifetime of the device). All resource and description memory lifetimes are the sole responsibly of the app to maintain for the proper duration, and are not reference counted. Direct3D 11 uses reference counting to manage the lifetimes of interface dependencies as well." Source: https://docs.microsoft.com/en-us/windows/win32/direct3d12/important-changes-from-directx-11-to-directx-12 ExternalImageDXGI can outlive the device it was created on e.g. the D3D shared image backing holds on to the ExternalImageDXGI for its lifetime. ExternalImageDXGI destructor can invoke code that depends on D3D12 resources that might have already been destroyed. In particular, this shows up as ComPtr::Release for ID3D12Fence crashing mysteriously, and is also speculated as the cause for a racy invalid function pointer dereference in crbug.com/1338470. This CL makes the D3D12 backend device destroy the ExternalImageDXGI's resources on device destruction making it effectively a weak pointer. This unblocks landing https://crrev.com/c/3700811 and hopefully fixes crbug.com/1338470 as well. This CL also deprecates unnecessary WGPUDevice param to ProduceTexture, and adds an IsValid() method so that the shared image can check it and decide to recreate the ExternalImageDXGI if needed. Bug: dawn:576, chromium:1338470 Change-Id: I2122cf807587cf3b1218ba29ea291263df0cf698 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/95860 Kokoro: Kokoro <noreply+kokoro@google.com> Auto-Submit: Sunny Sachanandani <sunnyps@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
2022-07-13 11:33:51 +00:00
class Device;
class ExternalImageDXGIImpl;
DAWN_NATIVE_EXPORT Microsoft::WRL::ComPtr<ID3D12Device> GetD3D12Device(WGPUDevice device);
enum MemorySegment {
Local,
NonLocal,
};
DAWN_NATIVE_EXPORT uint64_t SetExternalMemoryReservation(WGPUDevice device,
uint64_t requestedReservationSize,
MemorySegment memorySegment);
struct DAWN_NATIVE_EXPORT ExternalImageDescriptorDXGISharedHandle : ExternalImageDescriptor {
public:
ExternalImageDescriptorDXGISharedHandle();
// Note: SharedHandle must be a handle to a texture object.
HANDLE sharedHandle = nullptr;
};
struct DAWN_NATIVE_EXPORT ExternalImageDXGIFenceDescriptor {
// Shared handle for the fence. This never passes ownership to the callee (when used as an input
// parameter) or to the caller (when used as a return value or output parameter).
HANDLE fenceHandle = nullptr;
// The value that was previously signaled on this fence and should be waited on.
uint64_t fenceValue = 0;
};
struct DAWN_NATIVE_EXPORT ExternalImageDXGIBeginAccessDescriptor {
bool isInitialized = false; // Whether the texture is initialized on import
WGPUTextureUsageFlags usage = WGPUTextureUsage_None;
// A list of fences to wait on before accessing the texture.
std::vector<ExternalImageDXGIFenceDescriptor> waitFences;
// Whether the texture is for a WebGPU swap chain.
bool isSwapChainTexture = false;
};
class DAWN_NATIVE_EXPORT ExternalImageDXGI {
public:
~ExternalImageDXGI();
static std::unique_ptr<ExternalImageDXGI> Create(
WGPUDevice device,
const ExternalImageDescriptorDXGISharedHandle* descriptor);
// Returns true if the external image resources are still valid, otherwise BeginAccess() is
d3d12: Destroy ExternalImageDXGI resources on device destruction D3D12 objects can have implicit dependencies on device resources that are not captured by holding ComPtrs: "Direct3D 12 uses COM-style reference counting only for the lifetimes of interfaces (by using the weak reference model of Direct3D tied to the lifetime of the device). All resource and description memory lifetimes are the sole responsibly of the app to maintain for the proper duration, and are not reference counted. Direct3D 11 uses reference counting to manage the lifetimes of interface dependencies as well." Source: https://docs.microsoft.com/en-us/windows/win32/direct3d12/important-changes-from-directx-11-to-directx-12 ExternalImageDXGI can outlive the device it was created on e.g. the D3D shared image backing holds on to the ExternalImageDXGI for its lifetime. ExternalImageDXGI destructor can invoke code that depends on D3D12 resources that might have already been destroyed. In particular, this shows up as ComPtr::Release for ID3D12Fence crashing mysteriously, and is also speculated as the cause for a racy invalid function pointer dereference in crbug.com/1338470. This CL makes the D3D12 backend device destroy the ExternalImageDXGI's resources on device destruction making it effectively a weak pointer. This unblocks landing https://crrev.com/c/3700811 and hopefully fixes crbug.com/1338470 as well. This CL also deprecates unnecessary WGPUDevice param to ProduceTexture, and adds an IsValid() method so that the shared image can check it and decide to recreate the ExternalImageDXGI if needed. Bug: dawn:576, chromium:1338470 Change-Id: I2122cf807587cf3b1218ba29ea291263df0cf698 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/95860 Kokoro: Kokoro <noreply+kokoro@google.com> Auto-Submit: Sunny Sachanandani <sunnyps@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
2022-07-13 11:33:51 +00:00
// guaranteed to fail e.g. after device destruction.
bool IsValid() const;
// Creates WGPUTexture wrapping the DXGI shared handle. The provided wait fences will be
// synchronized before using the texture in any command lists. Empty fences (nullptr handle) are
// ignored for convenience (EndAccess can return such fences).
WGPUTexture BeginAccess(const ExternalImageDXGIBeginAccessDescriptor* descriptor);
// Returns the signalFence that the client must wait on for correct synchronization. Can return
// an empty fence (nullptr handle) if the texture wasn't accessed by Dawn.
// Note that merely calling Destroy() on the WGPUTexture does not ensure synchronization.
void EndAccess(WGPUTexture texture, ExternalImageDXGIFenceDescriptor* signalFence);
d3d12: Destroy ExternalImageDXGI resources on device destruction D3D12 objects can have implicit dependencies on device resources that are not captured by holding ComPtrs: "Direct3D 12 uses COM-style reference counting only for the lifetimes of interfaces (by using the weak reference model of Direct3D tied to the lifetime of the device). All resource and description memory lifetimes are the sole responsibly of the app to maintain for the proper duration, and are not reference counted. Direct3D 11 uses reference counting to manage the lifetimes of interface dependencies as well." Source: https://docs.microsoft.com/en-us/windows/win32/direct3d12/important-changes-from-directx-11-to-directx-12 ExternalImageDXGI can outlive the device it was created on e.g. the D3D shared image backing holds on to the ExternalImageDXGI for its lifetime. ExternalImageDXGI destructor can invoke code that depends on D3D12 resources that might have already been destroyed. In particular, this shows up as ComPtr::Release for ID3D12Fence crashing mysteriously, and is also speculated as the cause for a racy invalid function pointer dereference in crbug.com/1338470. This CL makes the D3D12 backend device destroy the ExternalImageDXGI's resources on device destruction making it effectively a weak pointer. This unblocks landing https://crrev.com/c/3700811 and hopefully fixes crbug.com/1338470 as well. This CL also deprecates unnecessary WGPUDevice param to ProduceTexture, and adds an IsValid() method so that the shared image can check it and decide to recreate the ExternalImageDXGI if needed. Bug: dawn:576, chromium:1338470 Change-Id: I2122cf807587cf3b1218ba29ea291263df0cf698 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/95860 Kokoro: Kokoro <noreply+kokoro@google.com> Auto-Submit: Sunny Sachanandani <sunnyps@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
2022-07-13 11:33:51 +00:00
private:
d3d12: Destroy ExternalImageDXGI resources on device destruction D3D12 objects can have implicit dependencies on device resources that are not captured by holding ComPtrs: "Direct3D 12 uses COM-style reference counting only for the lifetimes of interfaces (by using the weak reference model of Direct3D tied to the lifetime of the device). All resource and description memory lifetimes are the sole responsibly of the app to maintain for the proper duration, and are not reference counted. Direct3D 11 uses reference counting to manage the lifetimes of interface dependencies as well." Source: https://docs.microsoft.com/en-us/windows/win32/direct3d12/important-changes-from-directx-11-to-directx-12 ExternalImageDXGI can outlive the device it was created on e.g. the D3D shared image backing holds on to the ExternalImageDXGI for its lifetime. ExternalImageDXGI destructor can invoke code that depends on D3D12 resources that might have already been destroyed. In particular, this shows up as ComPtr::Release for ID3D12Fence crashing mysteriously, and is also speculated as the cause for a racy invalid function pointer dereference in crbug.com/1338470. This CL makes the D3D12 backend device destroy the ExternalImageDXGI's resources on device destruction making it effectively a weak pointer. This unblocks landing https://crrev.com/c/3700811 and hopefully fixes crbug.com/1338470 as well. This CL also deprecates unnecessary WGPUDevice param to ProduceTexture, and adds an IsValid() method so that the shared image can check it and decide to recreate the ExternalImageDXGI if needed. Bug: dawn:576, chromium:1338470 Change-Id: I2122cf807587cf3b1218ba29ea291263df0cf698 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/95860 Kokoro: Kokoro <noreply+kokoro@google.com> Auto-Submit: Sunny Sachanandani <sunnyps@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
2022-07-13 11:33:51 +00:00
explicit ExternalImageDXGI(std::unique_ptr<ExternalImageDXGIImpl> impl);
std::unique_ptr<ExternalImageDXGIImpl> mImpl;
};
struct DAWN_NATIVE_EXPORT AdapterDiscoveryOptions : public d3d::AdapterDiscoveryOptions {
AdapterDiscoveryOptions();
explicit AdapterDiscoveryOptions(Microsoft::WRL::ComPtr<IDXGIAdapter> adapter);
};
} // namespace dawn::native::d3d12
#endif // INCLUDE_DAWN_NATIVE_D3D12BACKEND_H_