// 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::d3d12 { void Flush11On12DeviceToAvoidLeaks(ComPtr d3d11on12Device) { if (d3d11on12Device == nullptr) { return; } ComPtr d3d11Device; if (FAILED(d3d11on12Device.As(&d3d11Device))) { return; } ComPtr 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 d3d11DeviceContext2; if (FAILED(d3d11DeviceContext.As(&d3d11DeviceContext2))) { return; } d3d11DeviceContext2->TiledResourceBarrier(nullptr, nullptr); d3d11DeviceContext2->Flush(); } D3D11on12ResourceCacheEntry::D3D11on12ResourceCacheEntry( ComPtr dxgiKeyedMutex, ComPtr d3d11On12Device) : mDXGIKeyedMutex(std::move(dxgiKeyedMutex)), mD3D11on12Device(std::move(d3d11On12Device)) { } D3D11on12ResourceCacheEntry::D3D11on12ResourceCacheEntry( ComPtr d3d11On12Device) : mD3D11on12Device(std::move(d3d11On12Device)) { } D3D11on12ResourceCacheEntry::~D3D11on12ResourceCacheEntry() { if (mDXGIKeyedMutex == nullptr) { return; } ComPtr 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 D3D11on12ResourceCacheEntry::GetDXGIKeyedMutex() const { ASSERT(mDXGIKeyedMutex != nullptr); return mDXGIKeyedMutex; } size_t D3D11on12ResourceCacheEntry::HashFunc::operator()( const Ref a) const { size_t hash = 0; HashCombine(&hash, a->mD3D11on12Device.Get()); return hash; } bool D3D11on12ResourceCacheEntry::EqualityFunc::operator()( const Ref a, const Ref b) const { return a->mD3D11on12Device == b->mD3D11on12Device; } D3D11on12ResourceCache::D3D11on12ResourceCache() = default; D3D11on12ResourceCache::~D3D11on12ResourceCache() = default; Ref D3D11on12ResourceCache::GetOrCreateD3D11on12Resource( WGPUDevice device, ID3D12Resource* d3d12Resource) { Device* backendDevice = reinterpret_cast(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 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 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 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 entry = AcquireRef(new D3D11on12ResourceCacheEntry(dxgiKeyedMutex, std::move(d3d11on12Device))); mCache.insert(entry); return entry; } } // namespace dawn_native::d3d12