Add d3d12 resource uploader to create and manage uploading resource lifetimes

This commit is contained in:
Austin Eng 2017-06-13 11:22:13 -04:00 committed by Austin Eng
parent d251356783
commit b947993e1a
7 changed files with 233 additions and 69 deletions

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@ -230,6 +230,8 @@ if (WIN32)
${D3D12_DIR}/PipelineLayoutD3D12.h
${D3D12_DIR}/QueueD3D12.cpp
${D3D12_DIR}/QueueD3D12.h
${D3D12_DIR}/ResourceUploader.cpp
${D3D12_DIR}/ResourceUploader.h
${D3D12_DIR}/ShaderModuleD3D12.cpp
${D3D12_DIR}/ShaderModuleD3D12.h
)

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@ -59,41 +59,22 @@ namespace d3d12 {
resourceDescriptor.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
resourceDescriptor.Flags = D3D12_RESOURCE_FLAG_NONE;
{
D3D12_HEAP_PROPERTIES heapProperties;
heapProperties.Type = D3D12_HEAP_TYPE_UPLOAD;
heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProperties.CreationNodeMask = 0;
heapProperties.VisibleNodeMask = 0;
D3D12_HEAP_PROPERTIES heapProperties;
heapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProperties.CreationNodeMask = 0;
heapProperties.VisibleNodeMask = 0;
ASSERT_SUCCESS(device->GetD3D12Device()->CreateCommittedResource(
&heapProperties,
D3D12_HEAP_FLAG_NONE,
&resourceDescriptor,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&uploadResource)
));
}
{
D3D12_HEAP_PROPERTIES heapProperties;
heapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProperties.CreationNodeMask = 0;
heapProperties.VisibleNodeMask = 0;
ASSERT_SUCCESS(device->GetD3D12Device()->CreateCommittedResource(
&heapProperties,
D3D12_HEAP_FLAG_NONE,
&resourceDescriptor,
D3D12BufferUsage(GetUsage()),
nullptr,
IID_PPV_ARGS(&resource)
));
}
// TODO(enga@google.com): Use a ResourceAllocationManager
ASSERT_SUCCESS(device->GetD3D12Device()->CreateCommittedResource(
&heapProperties,
D3D12_HEAP_FLAG_NONE,
&resourceDescriptor,
D3D12BufferUsage(GetUsage()),
nullptr,
IID_PPV_ARGS(&resource)
));
}
ComPtr<ID3D12Resource> Buffer::GetD3D12Resource() {
@ -123,25 +104,7 @@ namespace d3d12 {
}
void Buffer::SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) {
uint32_t begin = start * sizeof(uint32_t);
uint32_t end = (start + count) * sizeof(uint32_t);
uint8_t* mappedResource = nullptr;
D3D12_RANGE readRange;
readRange.Begin = 0;
readRange.End = 0;
ASSERT_SUCCESS(uploadResource->Map(0, &readRange, reinterpret_cast<void**>(&mappedResource)));
memcpy(&mappedResource[begin], data, end - begin);
D3D12_RANGE writeRange;
writeRange.Begin = begin;
writeRange.End = end;
uploadResource->Unmap(0, &writeRange);
device->GetPendingCommandList()->CopyBufferRegion(resource.Get(), begin, uploadResource.Get(), begin, end - begin);
device->GetResourceUploader()->UploadToBuffer(resource, start * sizeof(uint32_t), count * sizeof(uint32_t), reinterpret_cast<const uint8_t*>(data));
}
void Buffer::MapReadAsyncImpl(uint32_t serial, uint32_t start, uint32_t count) {

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@ -48,7 +48,7 @@ namespace d3d12 {
ASSERT(SUCCEEDED(hr));
}
Device::Device(ComPtr<ID3D12Device> d3d12Device) : d3d12Device(d3d12Device) {
Device::Device(ComPtr<ID3D12Device> d3d12Device) : d3d12Device(d3d12Device), resourceUploader(this) {
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
@ -62,6 +62,10 @@ namespace d3d12 {
nullptr,
IID_PPV_ARGS(&pendingCommandList)
));
ASSERT_SUCCESS(d3d12Device->CreateFence(serial++, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)));
fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
ASSERT(fenceEvent != nullptr);
}
Device::~Device() {
@ -87,10 +91,53 @@ namespace d3d12 {
return renderTargetDescriptor;
}
ResourceUploader* Device::GetResourceUploader() {
return &resourceUploader;
}
void Device::SetNextRenderTargetDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE renderTargetDescriptor) {
this->renderTargetDescriptor = renderTargetDescriptor;
}
void Device::Tick() {
// Execute any pending commands
ASSERT_SUCCESS(pendingCommandList->Close());
ID3D12CommandList* commandLists[] = { pendingCommandList.Get() };
commandQueue->ExecuteCommandLists(_countof(commandLists), commandLists);
// Update state tracking for objects requiring the serial
resourceUploader.EnqueueUploadingResources(GetSerial() + 1);
IncrementSerial();
// Signal when the pending commands have finished
ASSERT_SUCCESS(commandQueue->Signal(fence.Get(), GetSerial()));
// Handle objects awaiting GPU execution
const uint64_t lastCompletedSerial = fence->GetCompletedValue();
resourceUploader.FreeCompletedResources(lastCompletedSerial);
// TODO(enga@google.com): This will stall on the submit because
// the commands must finish exeuting before the ID3D12CommandAllocator is reset.
// This should be fixed / optimized by using multiple command allocators.
const uint64_t currentFence = GetSerial();
if (lastCompletedSerial < currentFence) {
ASSERT_SUCCESS(fence->SetEventOnCompletion(currentFence, fenceEvent));
WaitForSingleObject(fenceEvent, INFINITE);
}
ASSERT_SUCCESS(pendingCommandAllocator->Reset());
ASSERT_SUCCESS(pendingCommandList->Reset(pendingCommandAllocator.Get(), NULL));
}
uint64_t Device::GetSerial() const {
return serial;
}
void Device::IncrementSerial() {
serial++;
}
BindGroupBase* Device::CreateBindGroup(BindGroupBuilder* builder) {
return new BindGroup(this, builder);
}

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@ -32,6 +32,7 @@
#include "common/ToBackend.h"
#include "d3d12_platform.h"
#include "ResourceUploader.h"
namespace backend {
namespace d3d12 {
@ -109,9 +110,14 @@ namespace d3d12 {
ComPtr<ID3D12CommandAllocator> GetPendingCommandAllocator();
ComPtr<ID3D12GraphicsCommandList> GetPendingCommandList();
D3D12_CPU_DESCRIPTOR_HANDLE GetCurrentRenderTargetDescriptor();
ResourceUploader* GetResourceUploader();
void SetNextRenderTargetDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE renderTargetDescriptor);
void Tick();
uint64_t GetSerial() const;
void IncrementSerial();
// NXT API
void Reference();
void Release();
@ -122,6 +128,12 @@ namespace d3d12 {
ComPtr<ID3D12CommandAllocator> pendingCommandAllocator;
ComPtr<ID3D12GraphicsCommandList> pendingCommandList;
D3D12_CPU_DESCRIPTOR_HANDLE renderTargetDescriptor;
ResourceUploader resourceUploader;
uint64_t serial = 0;
ComPtr<ID3D12Fence> fence;
HANDLE fenceEvent;
};

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@ -31,6 +31,7 @@ namespace d3d12 {
nullptr,
IID_PPV_ARGS(&commandList)
));
ASSERT_SUCCESS(commandList->Close());
ASSERT_SUCCESS(device->GetD3D12Device()->CreateFence(fenceValue, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)));
fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
@ -38,22 +39,12 @@ namespace d3d12 {
}
void Queue::Submit(uint32_t numCommands, CommandBuffer* const * commands) {
ComPtr<ID3D12CommandAllocator> pendingCommandAllocator = device->GetPendingCommandAllocator();
ComPtr<ID3D12GraphicsCommandList> pendingCommandList = device->GetPendingCommandList();
ASSERT_SUCCESS(pendingCommandList->Close());
device->Tick();
for (uint32_t i = 0; i < numCommands; ++i) {
commands[i]->FillCommands(commandList);
}
ASSERT_SUCCESS(commandList->Close());
ID3D12CommandList* commandLists[] = { pendingCommandList.Get(), commandList.Get() };
device->GetCommandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists);
// TODO(enga@google.com): This will stall on the submit because
// TODO(enga@google.com): This will stall on the previous submit because
// the commands must finish exeuting before the ID3D12CommandAllocator is reset.
// This should be fixed / optimized by using multiple command allocators.
const uint64_t currentFence = ++fenceValue;
const uint64_t currentFence = fenceValue++;
ASSERT_SUCCESS(device->GetCommandQueue()->Signal(fence.Get(), fenceValue));
if (fence->GetCompletedValue() < currentFence) {
@ -62,9 +53,15 @@ namespace d3d12 {
}
ASSERT_SUCCESS(commandAllocator->Reset());
ASSERT_SUCCESS(pendingCommandAllocator->Reset());
ASSERT_SUCCESS(pendingCommandList->Reset(pendingCommandAllocator.Get(), NULL));
ASSERT_SUCCESS(commandList->Reset(commandAllocator.Get(), NULL));
for (uint32_t i = 0; i < numCommands; ++i) {
commands[i]->FillCommands(commandList);
}
ASSERT_SUCCESS(commandList->Close());
ID3D12CommandList* commandLists[] = { commandList.Get() };
device->GetCommandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists);
}
}

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@ -0,0 +1,96 @@
// Copyright 2017 The NXT 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.
#include "ResourceUploader.h"
#include "D3D12Backend.h"
namespace backend {
namespace d3d12 {
ResourceUploader::ResourceUploader(Device* device) : device(device) {
}
void ResourceUploader::UploadToBuffer(ComPtr<ID3D12Resource> resource, uint32_t start, uint32_t count, const uint8_t* data) {
D3D12_RESOURCE_DESC resourceDescriptor;
resourceDescriptor.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resourceDescriptor.Alignment = 0;
resourceDescriptor.Width = count;
resourceDescriptor.Height = 1;
resourceDescriptor.DepthOrArraySize = 1;
resourceDescriptor.MipLevels = 1;
resourceDescriptor.Format = DXGI_FORMAT_UNKNOWN;
resourceDescriptor.SampleDesc.Count = 1;
resourceDescriptor.SampleDesc.Quality = 0;
resourceDescriptor.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
resourceDescriptor.Flags = D3D12_RESOURCE_FLAG_NONE;
ComPtr<ID3D12Resource> uploadResource;
D3D12_HEAP_PROPERTIES heapProperties;
heapProperties.Type = D3D12_HEAP_TYPE_UPLOAD;
heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProperties.CreationNodeMask = 0;
heapProperties.VisibleNodeMask = 0;
// TODO(enga@google.com): Use a ResourceAllocationManager
ASSERT_SUCCESS(device->GetD3D12Device()->CreateCommittedResource(
&heapProperties,
D3D12_HEAP_FLAG_NONE,
&resourceDescriptor,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&uploadResource)
));
D3D12_RANGE readRange;
readRange.Begin = 0;
readRange.End = 0;
D3D12_RANGE writeRange;
writeRange.Begin = 0;
writeRange.End = count;
uint8_t* mappedResource = nullptr;
ASSERT_SUCCESS(uploadResource->Map(0, &readRange, reinterpret_cast<void**>(&mappedResource)));
memcpy(mappedResource, data, count);
uploadResource->Unmap(0, &writeRange);
device->GetPendingCommandList()->CopyBufferRegion(resource.Get(), start, uploadResource.Get(), 0, count);
pendingResources.push_back(uploadResource);
}
void ResourceUploader::EnqueueUploadingResources(const uint64_t serial) {
if (pendingResources.size() > 0) {
uploadingResources.push_back(std::make_pair(serial, std::move(pendingResources)));
pendingResources.clear();
}
}
void ResourceUploader::FreeCompletedResources(const uint64_t lastCompletedSerial) {
auto it = uploadingResources.begin();
while (it != uploadingResources.end()) {
if (it->first < lastCompletedSerial) {
it++;
} else {
break;
}
}
uploadingResources.erase(uploadingResources.begin(), it);
}
}
}

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@ -0,0 +1,47 @@
// Copyright 2017 The NXT 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 BACKEND_D3D12_RESOURCEUPLOADER_H_
#define BACKEND_D3D12_RESOURCEUPLOADER_H_
#include "d3d12_platform.h"
#include <map>
#include <vector>
namespace backend {
namespace d3d12 {
class Device;
class ResourceUploader {
public:
ResourceUploader(Device* device);
void UploadToBuffer(ComPtr<ID3D12Resource> resource, uint32_t start, uint32_t count, const uint8_t* data);
void EnqueueUploadingResources(const uint64_t serial);
void FreeCompletedResources(const uint64_t lastCompletedSerial);
private:
Device* device;
std::vector<ComPtr<ID3D12Resource>> pendingResources;
std::vector<std::pair<uint64_t, std::vector<ComPtr<ID3D12Resource>>>> uploadingResources;
};
}
}
#endif // BACKEND_D3D12_RESOURCEUPLOADER_H_