d3d12: Fix fence signal race when no command lists are submitted
Signaling a fence in Dawn without waiting can cause a race between Dawn and Chromium over who signals the fence. Since D3D12 fences are allowed to be rewound this can cause future waits to hang indefinitely if Dawn loses the race and signals a lower value than what Chromium expects. The signal without wait case happens when Dawn submits no command lists e.g. when CopyExternalImageToTexture uses a zero-sized dimension. This is the reason for the test failures in https://crrev.com/c/3700811 e.g. https://ci.chromium.org/ui/p/chromium/builders/try/dawn-win10-x64-deps-rel/24617/overview To fix the race, it's sufficient to wait before signaling if not already waited which is what this CL does. This CL also makes the fence stay alive until pending signals are done - this wasn't the root cause of the hang described above, but it's still a good idea for robustness, and also recommended based on discussion around past Chromium XR fence use. Bug: dawn:576 Change-Id: I8c1d1a19fdb022ae28d26f6723c2f2bfc9c1c3c7 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/96321 Auto-Submit: Sunny Sachanandani <sunnyps@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Sunny Sachanandani <sunnyps@chromium.org>
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@ -62,7 +62,12 @@ bool ExternalImageDXGIImpl::IsValid() const {
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void ExternalImageDXGIImpl::Destroy() {
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if (IsInList()) {
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RemoveFromList();
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// Keep fence alive until any pending signal calls are done on the GPU.
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mBackendDevice->ConsumedError(mBackendDevice->NextSerial());
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mBackendDevice->ReferenceUntilUnused(mD3D12Fence.Get());
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mBackendDevice = nullptr;
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mD3D12Resource.Reset();
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mD3D12Fence.Reset();
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mD3D11on12ResourceCache.reset();
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@ -675,7 +675,15 @@ void Texture::DestroyImpl() {
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// Signal the fence on destroy after all uses of the texture.
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if (mD3D12Fence != nullptr && mFenceSignalValue != 0) {
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device->GetCommandQueue()->Signal(mD3D12Fence.Get(), mFenceSignalValue);
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// Enqueue a fence wait if we haven't already; otherwise the fence signal will be racy.
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if (mFenceWaitValue != UINT64_MAX) {
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device->ConsumedError(
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CheckHRESULT(device->GetCommandQueue()->Wait(mD3D12Fence.Get(), mFenceWaitValue),
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"D3D12 fence wait"));
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}
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device->ConsumedError(
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CheckHRESULT(device->GetCommandQueue()->Signal(mD3D12Fence.Get(), mFenceSignalValue),
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"D3D12 fence signal"));
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}
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// Now that the texture has been destroyed. It should release the refptr of the d3d11on12
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