Implement Implicit State Decays For D3D12
When resources are accessed on a command list, the resource will implicitly decay in some scenarios. This commit tracks when the decay occurs to more frequently enable implicit promotion. Bug: dawn:167 Change-Id: Ide4c06454efe136baee0d39a3437a407a613bcc7 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8243 Commit-Queue: Brandon Jones <brandon1.jones@intel.com> Reviewed-by: Austin Eng <enga@chromium.org>
This commit is contained in:
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4b24886afe
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@ -113,8 +113,20 @@ namespace dawn_native { namespace d3d12 {
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DestroyInternal();
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}
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bool Buffer::CreateD3D12ResourceBarrierIfNeeded(D3D12_RESOURCE_BARRIER* barrier,
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dawn::BufferUsageBit newUsage) const {
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uint32_t Buffer::GetD3D12Size() const {
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// TODO(enga@google.com): TODO investigate if this needs to be a constraint at the API level
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return Align(GetSize(), 256);
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}
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ComPtr<ID3D12Resource> Buffer::GetD3D12Resource() {
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return mResource;
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}
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// When true is returned, a D3D12_RESOURCE_BARRIER has been created and must be used in a
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// ResourceBarrier call. Failing to do so will cause the tracked state to become invalid and can
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// cause subsequent errors.
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bool Buffer::TransitionUsageAndGetResourceBarrier(D3D12_RESOURCE_BARRIER* barrier,
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dawn::BufferUsageBit newUsage) {
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// Resources in upload and readback heaps must be kept in the COPY_SOURCE/DEST state
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if (mFixedResourceState) {
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ASSERT(mLastUsage == newUsage);
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@ -129,28 +141,35 @@ namespace dawn_native { namespace d3d12 {
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D3D12_RESOURCE_STATES lastState = D3D12BufferUsage(mLastUsage);
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D3D12_RESOURCE_STATES newState = D3D12BufferUsage(newUsage);
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mLastUsage = newUsage;
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// The COMMON state represents a state where no write operations can be pending, which makes
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// it possible to transition to some states without synchronizaton (i.e. without an explicit
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// ResourceBarrier call). This can be to 1) a single write state, or 2) multiple read
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// states.
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//
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// Destination states used in Dawn that qualify for implicit transition for a buffer:
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// COPY_SOURCE, VERTEX_AND_CONSTANT_BUFFER, INDEX_BUFFER, COPY_DEST, UNORDERED_ACCESS
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// it possible to transition to and from some states without synchronizaton (i.e. without an
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// explicit ResourceBarrier call). A buffer can be implicitly promoted to 1) a single write
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// state, or 2) multiple read states. A buffer that is accessed within a command list will
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// always implicitly decay to the COMMON state after the call to ExecuteCommandLists
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// completes - this is because all buffer writes are guaranteed to be completed before the
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// next ExecuteCommandLists call executes.
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// https://docs.microsoft.com/en-us/windows/desktop/direct3d12/using-resource-barriers-to-synchronize-resource-states-in-direct3d-12#implicit-state-transitions
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{
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static constexpr D3D12_RESOURCE_STATES kD3D12BufferReadOnlyStates =
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D3D12_RESOURCE_STATE_COPY_SOURCE | D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER |
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D3D12_RESOURCE_STATE_INDEX_BUFFER;
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if (lastState == D3D12_RESOURCE_STATE_COMMON) {
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bool singleWriteState = ((newState == D3D12_RESOURCE_STATE_COPY_DEST) ||
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(newState == D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
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bool readOnlyState = newState == (newState & kD3D12BufferReadOnlyStates);
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if (singleWriteState ^ readOnlyState) {
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return false;
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}
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}
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// To track implicit decays, we must record the pending serial on which a transition will
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// occur. When that buffer is used again, the previously recorded serial must be compared to
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// the last completed serial to determine if the buffer has implicity decayed to the common
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// state.
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const Serial pendingCommandSerial = ToBackend(GetDevice())->GetPendingCommandSerial();
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if (pendingCommandSerial > mLastUsedSerial) {
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lastState = D3D12_RESOURCE_STATE_COMMON;
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mLastUsedSerial = pendingCommandSerial;
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}
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// All possible buffer states used by Dawn are eligible for implicit promotion from COMMON.
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// These are: COPY_SOURCE, VERTEX_AND_COPY_BUFFER, INDEX_BUFFER, COPY_DEST,
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// UNORDERED_ACCESS, and INDIRECT_ARGUMENT. Note that for implicit promotion, the
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// destination state cannot be 1) more than one write state, or 2) both a read and write
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// state. This goes unchecked here because it should not be allowed through render/compute
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// pass validation.
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if (lastState == D3D12_RESOURCE_STATE_COMMON) {
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return false;
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}
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barrier->Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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@ -163,28 +182,13 @@ namespace dawn_native { namespace d3d12 {
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return true;
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}
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uint32_t Buffer::GetD3D12Size() const {
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// TODO(enga@google.com): TODO investigate if this needs to be a constraint at the API level
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return Align(GetSize(), 256);
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}
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ComPtr<ID3D12Resource> Buffer::GetD3D12Resource() {
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return mResource;
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}
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void Buffer::SetUsage(dawn::BufferUsageBit newUsage) {
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mLastUsage = newUsage;
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}
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void Buffer::TransitionUsageNow(ComPtr<ID3D12GraphicsCommandList> commandList,
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dawn::BufferUsageBit usage) {
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D3D12_RESOURCE_BARRIER barrier;
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if (CreateD3D12ResourceBarrierIfNeeded(&barrier, usage)) {
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if (TransitionUsageAndGetResourceBarrier(&barrier, usage)) {
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commandList->ResourceBarrier(1, &barrier);
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}
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mLastUsage = usage;
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}
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D3D12_GPU_VIRTUAL_ADDRESS Buffer::GetVA() const {
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@ -29,13 +29,12 @@ namespace dawn_native { namespace d3d12 {
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Buffer(Device* device, const BufferDescriptor* descriptor);
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~Buffer();
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bool CreateD3D12ResourceBarrierIfNeeded(D3D12_RESOURCE_BARRIER* barrier,
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dawn::BufferUsageBit newUsage) const;
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uint32_t GetD3D12Size() const;
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ComPtr<ID3D12Resource> GetD3D12Resource();
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D3D12_GPU_VIRTUAL_ADDRESS GetVA() const;
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void OnMapCommandSerialFinished(uint32_t mapSerial, void* data, bool isWrite);
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void SetUsage(dawn::BufferUsageBit newUsage);
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bool TransitionUsageAndGetResourceBarrier(D3D12_RESOURCE_BARRIER* barrier,
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dawn::BufferUsageBit newUsage);
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void TransitionUsageNow(ComPtr<ID3D12GraphicsCommandList> commandList,
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dawn::BufferUsageBit usage);
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@ -52,6 +51,7 @@ namespace dawn_native { namespace d3d12 {
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ComPtr<ID3D12Resource> mResource;
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bool mFixedResourceState = false;
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dawn::BufferUsageBit mLastUsage = dawn::BufferUsageBit::None;
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Serial mLastUsedSerial = UINT64_MAX;
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D3D12_RANGE mWrittenMappedRange;
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};
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@ -435,10 +435,9 @@ namespace dawn_native { namespace d3d12 {
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for (size_t i = 0; i < usages.buffers.size(); ++i) {
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D3D12_RESOURCE_BARRIER barrier;
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if (ToBackend(usages.buffers[i])
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->CreateD3D12ResourceBarrierIfNeeded(&barrier, usages.bufferUsages[i])) {
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->TransitionUsageAndGetResourceBarrier(&barrier, usages.bufferUsages[i])) {
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barriers.push_back(barrier);
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}
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ToBackend(usages.buffers[i])->SetUsage(usages.bufferUsages[i]);
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}
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for (size_t i = 0; i < usages.textures.size(); ++i) {
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@ -452,10 +451,9 @@ namespace dawn_native { namespace d3d12 {
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for (size_t i = 0; i < usages.textures.size(); ++i) {
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D3D12_RESOURCE_BARRIER barrier;
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if (ToBackend(usages.textures[i])
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->CreateD3D12ResourceBarrierIfNeeded(&barrier, usages.textureUsages[i])) {
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->TransitionUsageAndGetResourceBarrier(&barrier, usages.textureUsages[i])) {
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barriers.push_back(barrier);
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}
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ToBackend(usages.textures[i])->SetUsage(usages.textureUsages[i]);
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}
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if (barriers.size()) {
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@ -281,52 +281,6 @@ namespace dawn_native { namespace d3d12 {
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DestroyInternal();
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}
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bool Texture::CreateD3D12ResourceBarrierIfNeeded(D3D12_RESOURCE_BARRIER* barrier,
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dawn::TextureUsageBit newUsage) const {
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return CreateD3D12ResourceBarrierIfNeeded(barrier,
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D3D12TextureUsage(newUsage, GetFormat()));
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}
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bool Texture::CreateD3D12ResourceBarrierIfNeeded(D3D12_RESOURCE_BARRIER* barrier,
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D3D12_RESOURCE_STATES newState) const {
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// Avoid transitioning the texture when it isn't needed.
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// TODO(cwallez@chromium.org): Need some form of UAV barriers at some point.
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if (mLastState == newState) {
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return false;
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}
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// The COMMON state represents a state where no write operations can be pending, and where
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// all pixels are uncompressed. This makes it possible to transition to some states without
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// synchronization (i.e. without an explicit ResourceBarrier call). This can be to 1) a
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// single write state, or 2) multiple read states.
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//
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// Destination states that qualify for an implicit transition for a non-simulataneous-access
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// texture: NON_PIXEL_SHADER_RESOURCE, PIXEL_SHADER_RESOURCE, COPY_SRC, COPY_DEST
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// https://docs.microsoft.com/en-us/windows/desktop/direct3d12/using-resource-barriers-to-synchronize-resource-states-in-direct3d-12#implicit-state-transitions
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{
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static constexpr D3D12_RESOURCE_STATES kD3D12TextureReadOnlyStates =
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D3D12_RESOURCE_STATE_COPY_SOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE |
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
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if (mLastState == D3D12_RESOURCE_STATE_COMMON) {
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bool singleWriteState = (newState == D3D12_RESOURCE_STATE_COPY_DEST);
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bool readOnlyState = newState == (newState & kD3D12TextureReadOnlyStates);
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if (singleWriteState ^ readOnlyState) {
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return false;
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}
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}
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}
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barrier->Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier->Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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barrier->Transition.pResource = mResource.Get();
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barrier->Transition.StateBefore = mLastState;
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barrier->Transition.StateAfter = newState;
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barrier->Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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return true;
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}
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void Texture::DestroyImpl() {
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// If we own the resource, release it.
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ToBackend(GetDevice())->GetResourceAllocator()->Release(mResource);
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@ -350,8 +304,83 @@ namespace dawn_native { namespace d3d12 {
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}
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}
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void Texture::SetUsage(dawn::TextureUsageBit newUsage) {
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mLastState = D3D12TextureUsage(newUsage, GetFormat());
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// When true is returned, a D3D12_RESOURCE_BARRIER has been created and must be used in a
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// ResourceBarrier call. Failing to do so will cause the tracked state to become invalid and can
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// cause subsequent errors.
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bool Texture::TransitionUsageAndGetResourceBarrier(D3D12_RESOURCE_BARRIER* barrier,
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dawn::TextureUsageBit newUsage) {
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return TransitionUsageAndGetResourceBarrier(barrier,
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D3D12TextureUsage(newUsage, GetFormat()));
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}
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// When true is returned, a D3D12_RESOURCE_BARRIER has been created and must be used in a
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// ResourceBarrier call. Failing to do so will cause the tracked state to become invalid and can
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// cause subsequent errors.
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bool Texture::TransitionUsageAndGetResourceBarrier(D3D12_RESOURCE_BARRIER* barrier,
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D3D12_RESOURCE_STATES newState) {
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// Avoid transitioning the texture when it isn't needed.
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// TODO(cwallez@chromium.org): Need some form of UAV barriers at some point.
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if (mLastState == newState) {
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return false;
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}
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D3D12_RESOURCE_STATES lastState = mLastState;
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// The COMMON state represents a state where no write operations can be pending, and where
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// all pixels are uncompressed. This makes it possible to transition to and from some states
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// without synchronization (i.e. without an explicit ResourceBarrier call). Textures can be
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// implicitly promoted to 1) a single write state, or 2) multiple read states. Textures will
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// implicitly decay to the COMMON state when all of the following are true: 1) the texture
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// is accessed on a command list, 2) the ExecuteCommandLists call that uses that command
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// list has ended, and 3) the texture was promoted implicitly to a read-only state and is
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// still in that state.
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// https://docs.microsoft.com/en-us/windows/desktop/direct3d12/using-resource-barriers-to-synchronize-resource-states-in-direct3d-12#implicit-state-transitions
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// To track implicit decays, we must record the pending serial on which that transition will
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// occur. When that texture is used again, the previously recorded serial must be compared
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// to the last completed serial to determine if the texture has implicity decayed to the
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// common state.
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const Serial pendingCommandSerial = ToBackend(GetDevice())->GetPendingCommandSerial();
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if (mValidToDecay && pendingCommandSerial > mLastUsedSerial) {
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lastState = D3D12_RESOURCE_STATE_COMMON;
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}
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// Update the tracked state.
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mLastState = newState;
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// Destination states that qualify for an implicit promotion for a non-simultaneous-access
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// texture: NON_PIXEL_SHADER_RESOURCE, PIXEL_SHADER_RESOURCE, COPY_SRC, COPY_DEST.
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{
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static constexpr D3D12_RESOURCE_STATES kD3D12TextureReadOnlyStates =
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D3D12_RESOURCE_STATE_COPY_SOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE |
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
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if (lastState == D3D12_RESOURCE_STATE_COMMON) {
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if (newState == (newState & kD3D12TextureReadOnlyStates)) {
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// Implicit texture state decays can only occur when the texture was implicitly
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// transitioned to a read-only state. mValidToDecay is needed to differentiate
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// between resources that were implictly or explicitly transitioned to a
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// read-only state.
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mValidToDecay = true;
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mLastUsedSerial = pendingCommandSerial;
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return false;
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} else if (newState == D3D12_RESOURCE_STATE_COPY_DEST) {
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mValidToDecay = false;
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return false;
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}
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}
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}
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barrier->Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier->Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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barrier->Transition.pResource = mResource.Get();
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barrier->Transition.StateBefore = lastState;
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barrier->Transition.StateAfter = newState;
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barrier->Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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mValidToDecay = false;
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return true;
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}
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void Texture::TransitionUsageNow(ComPtr<ID3D12GraphicsCommandList> commandList,
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void Texture::TransitionUsageNow(ComPtr<ID3D12GraphicsCommandList> commandList,
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D3D12_RESOURCE_STATES newState) {
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D3D12_RESOURCE_BARRIER barrier;
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if (CreateD3D12ResourceBarrierIfNeeded(&barrier, newState)) {
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if (TransitionUsageAndGetResourceBarrier(&barrier, newState)) {
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commandList->ResourceBarrier(1, &barrier);
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}
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mLastState = newState;
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}
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D3D12_RENDER_TARGET_VIEW_DESC Texture::GetRTVDescriptor(uint32_t baseMipLevel,
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#ifndef DAWNNATIVE_D3D12_TEXTURED3D12_H_
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#define DAWNNATIVE_D3D12_TEXTURED3D12_H_
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#include "common/Serial.h"
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#include "dawn_native/Texture.h"
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#include "dawn_native/d3d12/d3d12_platform.h"
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Texture(Device* device, const TextureDescriptor* descriptor, ID3D12Resource* nativeTexture);
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~Texture();
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bool CreateD3D12ResourceBarrierIfNeeded(D3D12_RESOURCE_BARRIER* barrier,
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dawn::TextureUsageBit newUsage) const;
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bool CreateD3D12ResourceBarrierIfNeeded(D3D12_RESOURCE_BARRIER* barrier,
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D3D12_RESOURCE_STATES newState) const;
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DXGI_FORMAT GetD3D12Format() const;
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ID3D12Resource* GetD3D12Resource() const;
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void SetUsage(dawn::TextureUsageBit newUsage);
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bool TransitionUsageAndGetResourceBarrier(D3D12_RESOURCE_BARRIER* barrier,
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dawn::TextureUsageBit newUsage);
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void TransitionUsageNow(ComPtr<ID3D12GraphicsCommandList> commandList,
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dawn::TextureUsageBit usage);
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void TransitionUsageNow(ComPtr<ID3D12GraphicsCommandList> commandList,
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UINT16 GetDepthOrArraySize();
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bool TransitionUsageAndGetResourceBarrier(D3D12_RESOURCE_BARRIER* barrier,
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D3D12_RESOURCE_STATES newState);
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ComPtr<ID3D12Resource> mResource;
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D3D12_RESOURCE_STATES mLastState = D3D12_RESOURCE_STATES::D3D12_RESOURCE_STATE_COMMON;
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Serial mLastUsedSerial = UINT64_MAX;
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bool mValidToDecay = false;
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};
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class TextureView : public TextureViewBase {
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