// Copyright 2017 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. #include "dawn/native/d3d12/DeviceD3D12.h" #include #include #include #include #include "dawn/common/GPUInfo.h" #include "dawn/native/D3D12Backend.h" #include "dawn/native/DynamicUploader.h" #include "dawn/native/Instance.h" #include "dawn/native/d3d/D3DError.h" #include "dawn/native/d3d12/AdapterD3D12.h" #include "dawn/native/d3d12/BackendD3D12.h" #include "dawn/native/d3d12/BindGroupD3D12.h" #include "dawn/native/d3d12/BindGroupLayoutD3D12.h" #include "dawn/native/d3d12/CommandAllocatorManager.h" #include "dawn/native/d3d12/CommandBufferD3D12.h" #include "dawn/native/d3d12/ComputePipelineD3D12.h" #include "dawn/native/d3d12/D3D11on12Util.h" #include "dawn/native/d3d12/ExternalImageDXGIImpl.h" #include "dawn/native/d3d12/PipelineLayoutD3D12.h" #include "dawn/native/d3d12/PlatformFunctionsD3D12.h" #include "dawn/native/d3d12/QuerySetD3D12.h" #include "dawn/native/d3d12/QueueD3D12.h" #include "dawn/native/d3d12/RenderPipelineD3D12.h" #include "dawn/native/d3d12/ResidencyManagerD3D12.h" #include "dawn/native/d3d12/ResourceAllocatorManagerD3D12.h" #include "dawn/native/d3d12/SamplerD3D12.h" #include "dawn/native/d3d12/SamplerHeapCacheD3D12.h" #include "dawn/native/d3d12/ShaderModuleD3D12.h" #include "dawn/native/d3d12/ShaderVisibleDescriptorAllocatorD3D12.h" #include "dawn/native/d3d12/StagingDescriptorAllocatorD3D12.h" #include "dawn/native/d3d12/SwapChainD3D12.h" #include "dawn/native/d3d12/UtilsD3D12.h" #include "dawn/platform/DawnPlatform.h" #include "dawn/platform/tracing/TraceEvent.h" namespace dawn::native::d3d12 { // TODO(dawn:155): Figure out these values. static constexpr uint16_t kShaderVisibleDescriptorHeapSize = 1024; static constexpr uint8_t kAttachmentDescriptorHeapSize = 64; // Value may change in the future to better accomodate large clears. static constexpr uint64_t kZeroBufferSize = 1024 * 1024 * 4; // 4 Mb static constexpr uint64_t kMaxDebugMessagesToPrint = 5; // static ResultOrError> Device::Create(Adapter* adapter, const DeviceDescriptor* descriptor, const TogglesState& deviceToggles) { Ref device = AcquireRef(new Device(adapter, descriptor, deviceToggles)); DAWN_TRY(device->Initialize(descriptor)); return device; } MaybeError Device::Initialize(const DeviceDescriptor* descriptor) { mD3d12Device = ToBackend(GetAdapter())->GetDevice(); ASSERT(mD3d12Device != nullptr); // Create device-global objects D3D12_COMMAND_QUEUE_DESC queueDesc = {}; queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; DAWN_TRY( CheckHRESULT(mD3d12Device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&mCommandQueue)), "D3D12 create command queue")); if ((HasFeature(Feature::TimestampQuery) || HasFeature(Feature::TimestampQueryInsidePasses)) && !IsToggleEnabled(Toggle::DisableTimestampQueryConversion)) { // Get GPU timestamp counter frequency (in ticks/second). This fails if the specified // command queue doesn't support timestamps. D3D12_COMMAND_LIST_TYPE_DIRECT queues // always support timestamps except where there are bugs in Windows container and vGPU // implementations. uint64_t frequency; DAWN_TRY(CheckHRESULT(mCommandQueue->GetTimestampFrequency(&frequency), "D3D12 get timestamp frequency")); // Calculate the period in nanoseconds by the frequency. mTimestampPeriod = static_cast(1e9) / frequency; } // If PIX is not attached, the QueryInterface fails. Hence, no need to check the return // value. mCommandQueue.As(&mD3d12SharingContract); DAWN_TRY(CheckHRESULT(mD3d12Device->CreateFence(uint64_t(GetLastSubmittedCommandSerial()), D3D12_FENCE_FLAG_SHARED, IID_PPV_ARGS(&mFence)), "D3D12 create fence")); mFenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr); ASSERT(mFenceEvent != nullptr); DAWN_TRY(CheckHRESULT(mD3d12Device->CreateSharedHandle(mFence.Get(), nullptr, GENERIC_ALL, nullptr, &mFenceHandle), "D3D12 create fence handle")); ASSERT(mFenceHandle != nullptr); // Initialize backend services mCommandAllocatorManager = std::make_unique(this); // Zero sized allocator is never requested and does not need to exist. for (uint32_t countIndex = 0; countIndex < kNumViewDescriptorAllocators; countIndex++) { mViewAllocators[countIndex + 1] = std::make_unique( this, 1u << countIndex, kShaderVisibleDescriptorHeapSize, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); } for (uint32_t countIndex = 0; countIndex < kNumSamplerDescriptorAllocators; countIndex++) { mSamplerAllocators[countIndex + 1] = std::make_unique( this, 1u << countIndex, kShaderVisibleDescriptorHeapSize, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER); } mRenderTargetViewAllocator = std::make_unique( this, 1, kAttachmentDescriptorHeapSize, D3D12_DESCRIPTOR_HEAP_TYPE_RTV); mDepthStencilViewAllocator = std::make_unique( this, 1, kAttachmentDescriptorHeapSize, D3D12_DESCRIPTOR_HEAP_TYPE_DSV); mSamplerHeapCache = std::make_unique(this); mResidencyManager = std::make_unique(this); mResourceAllocatorManager = std::make_unique(this); // ShaderVisibleDescriptorAllocators use the ResidencyManager and must be initialized after. DAWN_TRY_ASSIGN( mSamplerShaderVisibleDescriptorAllocator, ShaderVisibleDescriptorAllocator::Create(this, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER)); DAWN_TRY_ASSIGN( mViewShaderVisibleDescriptorAllocator, ShaderVisibleDescriptorAllocator::Create(this, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV)); // Initialize indirect commands D3D12_INDIRECT_ARGUMENT_DESC argumentDesc = {}; argumentDesc.Type = D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH; D3D12_COMMAND_SIGNATURE_DESC programDesc = {}; programDesc.ByteStride = 3 * sizeof(uint32_t); programDesc.NumArgumentDescs = 1; programDesc.pArgumentDescs = &argumentDesc; GetD3D12Device()->CreateCommandSignature(&programDesc, nullptr, IID_PPV_ARGS(&mDispatchIndirectSignature)); argumentDesc.Type = D3D12_INDIRECT_ARGUMENT_TYPE_DRAW; programDesc.ByteStride = 4 * sizeof(uint32_t); GetD3D12Device()->CreateCommandSignature(&programDesc, nullptr, IID_PPV_ARGS(&mDrawIndirectSignature)); argumentDesc.Type = D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED; programDesc.ByteStride = 5 * sizeof(uint32_t); GetD3D12Device()->CreateCommandSignature(&programDesc, nullptr, IID_PPV_ARGS(&mDrawIndexedIndirectSignature)); DAWN_TRY(DeviceBase::Initialize(Queue::Create(this, &descriptor->defaultQueue))); // Device shouldn't be used until after DeviceBase::Initialize so we must wait until after // device initialization to call NextSerial DAWN_TRY(NextSerial()); // Ensure DXC if use_dxc toggle is set. DAWN_TRY(EnsureDXCIfRequired()); DAWN_TRY(CreateZeroBuffer()); SetLabelImpl(); return {}; } Device::~Device() { Destroy(); // Close the handle here instead of in DestroyImpl. The handle is returned from // ExternalImageDXGI, so it needs to live as long as the Device ref does, even if the device // state is destroyed. if (mFenceHandle != nullptr) { ::CloseHandle(mFenceHandle); } } ID3D12Device* Device::GetD3D12Device() const { return mD3d12Device.Get(); } ComPtr Device::GetCommandQueue() const { return mCommandQueue; } ID3D12SharingContract* Device::GetSharingContract() const { return mD3d12SharingContract.Get(); } HANDLE Device::GetFenceHandle() const { return mFenceHandle; } ComPtr Device::GetDispatchIndirectSignature() const { return mDispatchIndirectSignature; } ComPtr Device::GetDrawIndirectSignature() const { return mDrawIndirectSignature; } ComPtr Device::GetDrawIndexedIndirectSignature() const { return mDrawIndexedIndirectSignature; } ComPtr Device::GetFactory() const { return ToBackend(GetAdapter())->GetBackend()->GetFactory(); } // Ensure DXC if use_dxc toggles are set and validated. MaybeError Device::EnsureDXCIfRequired() { if (IsToggleEnabled(Toggle::UseDXC)) { ASSERT(ToBackend(GetAdapter())->GetBackend()->IsDXCAvailable()); DAWN_TRY(ToBackend(GetAdapter())->GetBackend()->EnsureDxcCompiler()); DAWN_TRY(ToBackend(GetAdapter())->GetBackend()->EnsureDxcLibrary()); DAWN_TRY(ToBackend(GetAdapter())->GetBackend()->EnsureDxcValidator()); } return {}; } ComPtr Device::GetDxcLibrary() const { return ToBackend(GetAdapter())->GetBackend()->GetDxcLibrary(); } ComPtr Device::GetDxcCompiler() const { return ToBackend(GetAdapter())->GetBackend()->GetDxcCompiler(); } ComPtr Device::GetDxcValidator() const { return ToBackend(GetAdapter())->GetBackend()->GetDxcValidator(); } const PlatformFunctions* Device::GetFunctions() const { return ToBackend(GetAdapter())->GetBackend()->GetFunctions(); } CommandAllocatorManager* Device::GetCommandAllocatorManager() const { return mCommandAllocatorManager.get(); } ResidencyManager* Device::GetResidencyManager() const { return mResidencyManager.get(); } ResultOrError Device::GetPendingCommandContext( Device::SubmitMode submitMode) { // Callers of GetPendingCommandList do so to record commands. Only reserve a command // allocator when it is needed so we don't submit empty command lists if (!mPendingCommands.IsOpen()) { DAWN_TRY(mPendingCommands.Open(mD3d12Device.Get(), mCommandAllocatorManager.get())); } if (submitMode == Device::SubmitMode::Normal) { mPendingCommands.SetNeedsSubmit(); } return &mPendingCommands; } MaybeError Device::CreateZeroBuffer() { BufferDescriptor zeroBufferDescriptor; zeroBufferDescriptor.usage = wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst; zeroBufferDescriptor.size = kZeroBufferSize; zeroBufferDescriptor.label = "ZeroBuffer_Internal"; DAWN_TRY_ASSIGN(mZeroBuffer, Buffer::Create(this, &zeroBufferDescriptor)); return {}; } MaybeError Device::ClearBufferToZero(CommandRecordingContext* commandContext, BufferBase* destination, uint64_t offset, uint64_t size) { // TODO(crbug.com/dawn/852): It would be ideal to clear the buffer in CreateZeroBuffer, but // the allocation of the staging buffer causes various end2end tests that monitor heap usage // to fail if it's done during device creation. Perhaps ClearUnorderedAccessView*() can be // used to avoid that. if (!mZeroBuffer->IsDataInitialized()) { DynamicUploader* uploader = GetDynamicUploader(); UploadHandle uploadHandle; DAWN_TRY_ASSIGN(uploadHandle, uploader->Allocate(kZeroBufferSize, GetPendingCommandSerial(), kCopyBufferToBufferOffsetAlignment)); memset(uploadHandle.mappedBuffer, 0u, kZeroBufferSize); CopyFromStagingToBufferHelper(commandContext, uploadHandle.stagingBuffer, uploadHandle.startOffset, mZeroBuffer.Get(), 0, kZeroBufferSize); mZeroBuffer->SetIsDataInitialized(); } Buffer* dstBuffer = ToBackend(destination); // Necessary to ensure residency of the zero buffer. mZeroBuffer->TrackUsageAndTransitionNow(commandContext, wgpu::BufferUsage::CopySrc); dstBuffer->TrackUsageAndTransitionNow(commandContext, wgpu::BufferUsage::CopyDst); while (size > 0) { uint64_t copySize = std::min(kZeroBufferSize, size); commandContext->GetCommandList()->CopyBufferRegion( dstBuffer->GetD3D12Resource(), offset, mZeroBuffer->GetD3D12Resource(), 0, copySize); offset += copySize; size -= copySize; } return {}; } MaybeError Device::TickImpl() { // Perform cleanup operations to free unused objects ExecutionSerial completedSerial = GetCompletedCommandSerial(); mResourceAllocatorManager->Tick(completedSerial); DAWN_TRY(mCommandAllocatorManager->Tick(completedSerial)); mViewShaderVisibleDescriptorAllocator->Tick(completedSerial); mSamplerShaderVisibleDescriptorAllocator->Tick(completedSerial); mRenderTargetViewAllocator->Tick(completedSerial); mDepthStencilViewAllocator->Tick(completedSerial); mUsedComObjectRefs.ClearUpTo(completedSerial); if (mPendingCommands.IsOpen() && mPendingCommands.NeedsSubmit()) { DAWN_TRY(ExecutePendingCommandContext()); DAWN_TRY(NextSerial()); } DAWN_TRY(CheckDebugLayerAndGenerateErrors()); return {}; } MaybeError Device::NextSerial() { IncrementLastSubmittedCommandSerial(); TRACE_EVENT1(GetPlatform(), General, "D3D12Device::SignalFence", "serial", uint64_t(GetLastSubmittedCommandSerial())); return CheckHRESULT( mCommandQueue->Signal(mFence.Get(), uint64_t(GetLastSubmittedCommandSerial())), "D3D12 command queue signal fence"); } MaybeError Device::WaitForSerial(ExecutionSerial serial) { DAWN_TRY(CheckPassedSerials()); if (GetCompletedCommandSerial() < serial) { DAWN_TRY(CheckHRESULT(mFence->SetEventOnCompletion(uint64_t(serial), mFenceEvent), "D3D12 set event on completion")); WaitForSingleObject(mFenceEvent, INFINITE); DAWN_TRY(CheckPassedSerials()); } return {}; } ResultOrError Device::CheckAndUpdateCompletedSerials() { ExecutionSerial completedSerial = ExecutionSerial(mFence->GetCompletedValue()); if (DAWN_UNLIKELY(completedSerial == ExecutionSerial(UINT64_MAX))) { // GetCompletedValue returns UINT64_MAX if the device was removed. // Try to query the failure reason. DAWN_TRY(CheckHRESULT(mD3d12Device->GetDeviceRemovedReason(), "ID3D12Device::GetDeviceRemovedReason")); // Otherwise, return a generic device lost error. return DAWN_DEVICE_LOST_ERROR("Device lost"); } if (completedSerial <= GetCompletedCommandSerial()) { return ExecutionSerial(0); } return completedSerial; } void Device::ReferenceUntilUnused(ComPtr object) { mUsedComObjectRefs.Enqueue(object, GetPendingCommandSerial()); } bool Device::HasPendingCommands() const { return mPendingCommands.NeedsSubmit(); } void Device::ForceEventualFlushOfCommands() { if (mPendingCommands.IsOpen()) { mPendingCommands.SetNeedsSubmit(); } } MaybeError Device::ExecutePendingCommandContext() { return mPendingCommands.ExecuteCommandList(this); } ResultOrError> Device::CreateBindGroupImpl( const BindGroupDescriptor* descriptor) { return BindGroup::Create(this, descriptor); } ResultOrError> Device::CreateBindGroupLayoutImpl( const BindGroupLayoutDescriptor* descriptor, PipelineCompatibilityToken pipelineCompatibilityToken) { return BindGroupLayout::Create(this, descriptor, pipelineCompatibilityToken); } ResultOrError> Device::CreateBufferImpl(const BufferDescriptor* descriptor) { return Buffer::Create(this, descriptor); } ResultOrError> Device::CreateCommandBuffer( CommandEncoder* encoder, const CommandBufferDescriptor* descriptor) { return CommandBuffer::Create(encoder, descriptor); } Ref Device::CreateUninitializedComputePipelineImpl( const ComputePipelineDescriptor* descriptor) { return ComputePipeline::CreateUninitialized(this, descriptor); } ResultOrError> Device::CreatePipelineLayoutImpl( const PipelineLayoutDescriptor* descriptor) { return PipelineLayout::Create(this, descriptor); } ResultOrError> Device::CreateQuerySetImpl(const QuerySetDescriptor* descriptor) { return QuerySet::Create(this, descriptor); } Ref Device::CreateUninitializedRenderPipelineImpl( const RenderPipelineDescriptor* descriptor) { return RenderPipeline::CreateUninitialized(this, descriptor); } ResultOrError> Device::CreateSamplerImpl(const SamplerDescriptor* descriptor) { return Sampler::Create(this, descriptor); } ResultOrError> Device::CreateShaderModuleImpl( const ShaderModuleDescriptor* descriptor, ShaderModuleParseResult* parseResult, OwnedCompilationMessages* compilationMessages) { return ShaderModule::Create(this, descriptor, parseResult, compilationMessages); } ResultOrError> Device::CreateSwapChainImpl( const SwapChainDescriptor* descriptor) { return OldSwapChain::Create(this, descriptor); } ResultOrError> Device::CreateSwapChainImpl( Surface* surface, NewSwapChainBase* previousSwapChain, const SwapChainDescriptor* descriptor) { return SwapChain::Create(this, surface, previousSwapChain, descriptor); } ResultOrError> Device::CreateTextureImpl(const TextureDescriptor* descriptor) { return Texture::Create(this, descriptor); } ResultOrError> Device::CreateTextureViewImpl( TextureBase* texture, const TextureViewDescriptor* descriptor) { return TextureView::Create(texture, descriptor); } void Device::InitializeComputePipelineAsyncImpl(Ref computePipeline, WGPUCreateComputePipelineAsyncCallback callback, void* userdata) { ComputePipeline::InitializeAsync(std::move(computePipeline), callback, userdata); } void Device::InitializeRenderPipelineAsyncImpl(Ref renderPipeline, WGPUCreateRenderPipelineAsyncCallback callback, void* userdata) { RenderPipeline::InitializeAsync(std::move(renderPipeline), callback, userdata); } MaybeError Device::CopyFromStagingToBufferImpl(BufferBase* source, uint64_t sourceOffset, BufferBase* destination, uint64_t destinationOffset, uint64_t size) { CommandRecordingContext* commandRecordingContext; DAWN_TRY_ASSIGN(commandRecordingContext, GetPendingCommandContext(Device::SubmitMode::Passive)); Buffer* dstBuffer = ToBackend(destination); bool cleared; DAWN_TRY_ASSIGN(cleared, dstBuffer->EnsureDataInitializedAsDestination( commandRecordingContext, destinationOffset, size)); DAWN_UNUSED(cleared); CopyFromStagingToBufferHelper(commandRecordingContext, source, sourceOffset, destination, destinationOffset, size); return {}; } void Device::CopyFromStagingToBufferHelper(CommandRecordingContext* commandContext, BufferBase* source, uint64_t sourceOffset, BufferBase* destination, uint64_t destinationOffset, uint64_t size) { ASSERT(commandContext != nullptr); Buffer* dstBuffer = ToBackend(destination); Buffer* srcBuffer = ToBackend(source); dstBuffer->TrackUsageAndTransitionNow(commandContext, wgpu::BufferUsage::CopyDst); commandContext->GetCommandList()->CopyBufferRegion( dstBuffer->GetD3D12Resource(), destinationOffset, srcBuffer->GetD3D12Resource(), sourceOffset, size); } MaybeError Device::CopyFromStagingToTextureImpl(const BufferBase* source, const TextureDataLayout& src, const TextureCopy& dst, const Extent3D& copySizePixels) { CommandRecordingContext* commandContext; DAWN_TRY_ASSIGN(commandContext, GetPendingCommandContext(Device::SubmitMode::Passive)); Texture* texture = ToBackend(dst.texture.Get()); SubresourceRange range = GetSubresourcesAffectedByCopy(dst, copySizePixels); if (IsCompleteSubresourceCopiedTo(texture, copySizePixels, dst.mipLevel)) { texture->SetIsSubresourceContentInitialized(true, range); } else { DAWN_TRY(texture->EnsureSubresourceContentInitialized(commandContext, range)); } texture->TrackUsageAndTransitionNow(commandContext, wgpu::TextureUsage::CopyDst, range); RecordBufferTextureCopyWithBufferHandle(BufferTextureCopyDirection::B2T, commandContext->GetCommandList(), ToBackend(source)->GetD3D12Resource(), src.offset, src.bytesPerRow, src.rowsPerImage, dst, copySizePixels); return {}; } void Device::DeallocateMemory(ResourceHeapAllocation& allocation) { mResourceAllocatorManager->DeallocateMemory(allocation); } ResultOrError Device::AllocateMemory( D3D12_HEAP_TYPE heapType, const D3D12_RESOURCE_DESC& resourceDescriptor, D3D12_RESOURCE_STATES initialUsage, uint32_t formatBytesPerBlock, bool forceAllocateAsCommittedResource) { // formatBytesPerBlock is needed only for color non-compressed formats for a workaround. return mResourceAllocatorManager->AllocateMemory(heapType, resourceDescriptor, initialUsage, formatBytesPerBlock, forceAllocateAsCommittedResource); } std::unique_ptr Device::CreateExternalImageDXGIImpl( const ExternalImageDescriptorDXGISharedHandle* descriptor) { // ExternalImageDXGIImpl holds a weak reference to the device. If the device is destroyed before // the image is created, the image will have a dangling reference to the device which can cause // a use-after-free. if (ConsumedError(ValidateIsAlive())) { return nullptr; } Microsoft::WRL::ComPtr d3d12Resource; if (FAILED(GetD3D12Device()->OpenSharedHandle(descriptor->sharedHandle, IID_PPV_ARGS(&d3d12Resource)))) { return nullptr; } const TextureDescriptor* textureDescriptor = FromAPI(descriptor->cTextureDescriptor); if (ConsumedError(ValidateTextureDescriptor(this, textureDescriptor))) { return nullptr; } if (ConsumedError(ValidateTextureDescriptorCanBeWrapped(textureDescriptor), "validating that a D3D12 external image can be wrapped with %s", textureDescriptor)) { return nullptr; } if (ConsumedError(ValidateD3D12TextureCanBeWrapped(d3d12Resource.Get(), textureDescriptor))) { return nullptr; } // Shared handle is assumed to support resource sharing capability. The resource // shared capability tier must agree to share resources between D3D devices. const Format* format = GetInternalFormat(textureDescriptor->format).AcquireSuccess(); if (format->IsMultiPlanar()) { if (ConsumedError(ValidateD3D12VideoTextureCanBeShared( this, D3D12TextureFormat(textureDescriptor->format)))) { return nullptr; } } auto impl = std::make_unique( this, std::move(d3d12Resource), textureDescriptor, descriptor->useFenceSynchronization); mExternalImageList.Append(impl.get()); return impl; } Ref Device::CreateD3D12ExternalTexture( const TextureDescriptor* descriptor, ComPtr d3d12Texture, std::vector> waitFences, Ref d3d11on12Resource, bool isSwapChainTexture, bool isInitialized) { Ref dawnTexture; if (ConsumedError(Texture::CreateExternalImage( this, descriptor, std::move(d3d12Texture), std::move(waitFences), std::move(d3d11on12Resource), isSwapChainTexture, isInitialized), &dawnTexture)) { return nullptr; } return {dawnTexture}; } ComPtr Device::GetOrCreateD3D11on12Device() { if (mD3d11On12Device == nullptr) { ComPtr d3d11Device; D3D_FEATURE_LEVEL d3dFeatureLevel; IUnknown* const iUnknownQueue = mCommandQueue.Get(); if (FAILED(GetFunctions()->d3d11on12CreateDevice(mD3d12Device.Get(), 0, nullptr, 0, &iUnknownQueue, 1, 1, &d3d11Device, nullptr, &d3dFeatureLevel))) { return nullptr; } ComPtr d3d11on12Device; HRESULT hr = d3d11Device.As(&d3d11on12Device); ASSERT(SUCCEEDED(hr)); mD3d11On12Device = std::move(d3d11on12Device); } return mD3d11On12Device; } const D3D12DeviceInfo& Device::GetDeviceInfo() const { return ToBackend(GetAdapter())->GetDeviceInfo(); } MaybeError Device::WaitForIdleForDestruction() { // Immediately forget about all pending commands mPendingCommands.Release(); DAWN_TRY(NextSerial()); // Wait for all in-flight commands to finish executing DAWN_TRY(WaitForSerial(GetLastSubmittedCommandSerial())); return {}; } void AppendDebugLayerMessagesToError(ID3D12InfoQueue* infoQueue, uint64_t totalErrors, ErrorData* error) { ASSERT(totalErrors > 0); ASSERT(error != nullptr); uint64_t errorsToPrint = std::min(kMaxDebugMessagesToPrint, totalErrors); for (uint64_t i = 0; i < errorsToPrint; ++i) { std::ostringstream messageStream; SIZE_T messageLength = 0; HRESULT hr = infoQueue->GetMessage(i, nullptr, &messageLength); if (FAILED(hr)) { messageStream << " ID3D12InfoQueue::GetMessage failed with " << hr; error->AppendBackendMessage(messageStream.str()); continue; } std::unique_ptr messageData(new uint8_t[messageLength]); D3D12_MESSAGE* message = reinterpret_cast(messageData.get()); hr = infoQueue->GetMessage(i, message, &messageLength); if (FAILED(hr)) { messageStream << " ID3D12InfoQueue::GetMessage failed with " << hr; error->AppendBackendMessage(messageStream.str()); continue; } messageStream << message->pDescription << " (" << message->ID << ")"; error->AppendBackendMessage(messageStream.str()); } if (errorsToPrint < totalErrors) { std::ostringstream messages; messages << (totalErrors - errorsToPrint) << " messages silenced"; error->AppendBackendMessage(messages.str()); } // We only print up to the first kMaxDebugMessagesToPrint errors infoQueue->ClearStoredMessages(); } MaybeError Device::CheckDebugLayerAndGenerateErrors() { if (!GetAdapter()->GetInstance()->IsBackendValidationEnabled()) { return {}; } ComPtr infoQueue; DAWN_TRY(CheckHRESULT(mD3d12Device.As(&infoQueue), "D3D12 QueryInterface ID3D12Device to ID3D12InfoQueue")); uint64_t totalErrors = infoQueue->GetNumStoredMessagesAllowedByRetrievalFilter(); // Check if any errors have occurred otherwise we would be creating an empty error. Note // that we use GetNumStoredMessagesAllowedByRetrievalFilter instead of GetNumStoredMessages // because we only convert WARNINGS or higher messages to dawn errors. if (totalErrors == 0) { return {}; } auto error = DAWN_INTERNAL_ERROR("The D3D12 debug layer reported uncaught errors."); AppendDebugLayerMessagesToError(infoQueue.Get(), totalErrors, error.get()); return error; } void Device::AppendDebugLayerMessages(ErrorData* error) { if (!GetAdapter()->GetInstance()->IsBackendValidationEnabled()) { return; } ComPtr infoQueue; if (FAILED(mD3d12Device.As(&infoQueue))) { return; } uint64_t totalErrors = infoQueue->GetNumStoredMessagesAllowedByRetrievalFilter(); if (totalErrors == 0) { return; } AppendDebugLayerMessagesToError(infoQueue.Get(), totalErrors, error); } void Device::DestroyImpl() { ASSERT(GetState() == State::Disconnected); while (!mExternalImageList.empty()) { ExternalImageDXGIImpl* externalImage = mExternalImageList.head()->value(); // ExternalImageDXGIImpl::Destroy() calls RemoveFromList(). externalImage->Destroy(); } mZeroBuffer = nullptr; // Immediately forget about all pending commands for the case where device is lost on its // own and WaitForIdleForDestruction isn't called. mPendingCommands.Release(); if (mFenceEvent != nullptr) { ::CloseHandle(mFenceEvent); } // Release recycled resource heaps and all other objects waiting for deletion in the resource // allocation manager. mResourceAllocatorManager.reset(); // We need to handle clearing up com object refs that were enqeued after TickImpl mUsedComObjectRefs.ClearUpTo(std::numeric_limits::max()); ASSERT(mUsedComObjectRefs.Empty()); ASSERT(!mPendingCommands.IsOpen()); // Now that we've cleared out pending work from the queue, we can safely release it and reclaim // memory. mCommandQueue.Reset(); } ShaderVisibleDescriptorAllocator* Device::GetViewShaderVisibleDescriptorAllocator() const { return mViewShaderVisibleDescriptorAllocator.get(); } ShaderVisibleDescriptorAllocator* Device::GetSamplerShaderVisibleDescriptorAllocator() const { return mSamplerShaderVisibleDescriptorAllocator.get(); } StagingDescriptorAllocator* Device::GetViewStagingDescriptorAllocator( uint32_t descriptorCount) const { ASSERT(descriptorCount <= kMaxViewDescriptorsPerBindGroup); // This is Log2 of the next power of two, plus 1. uint32_t allocatorIndex = descriptorCount == 0 ? 0 : Log2Ceil(descriptorCount) + 1; return mViewAllocators[allocatorIndex].get(); } StagingDescriptorAllocator* Device::GetSamplerStagingDescriptorAllocator( uint32_t descriptorCount) const { ASSERT(descriptorCount <= kMaxSamplerDescriptorsPerBindGroup); // This is Log2 of the next power of two, plus 1. uint32_t allocatorIndex = descriptorCount == 0 ? 0 : Log2Ceil(descriptorCount) + 1; return mSamplerAllocators[allocatorIndex].get(); } StagingDescriptorAllocator* Device::GetRenderTargetViewAllocator() const { return mRenderTargetViewAllocator.get(); } StagingDescriptorAllocator* Device::GetDepthStencilViewAllocator() const { return mDepthStencilViewAllocator.get(); } SamplerHeapCache* Device::GetSamplerHeapCache() { return mSamplerHeapCache.get(); } uint32_t Device::GetOptimalBytesPerRowAlignment() const { return D3D12_TEXTURE_DATA_PITCH_ALIGNMENT; } // TODO(dawn:512): Once we optimize DynamicUploader allocation with offsets we // should make this return D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT = 512. // Current implementations would try to allocate additional 511 bytes, // so we return 1 and let ComputeTextureCopySplits take care of the alignment. uint64_t Device::GetOptimalBufferToTextureCopyOffsetAlignment() const { return 1; } float Device::GetTimestampPeriodInNS() const { return mTimestampPeriod; } bool Device::ShouldDuplicateNumWorkgroupsForDispatchIndirect( ComputePipelineBase* computePipeline) const { return ToBackend(computePipeline)->UsesNumWorkgroups(); } void Device::SetLabelImpl() { SetDebugName(this, mD3d12Device.Get(), "Dawn_Device", GetLabel()); } bool Device::MayRequireDuplicationOfIndirectParameters() const { return true; } bool Device::ShouldDuplicateParametersForDrawIndirect( const RenderPipelineBase* renderPipelineBase) const { return ToBackend(renderPipelineBase)->UsesVertexOrInstanceIndex(); } uint64_t Device::GetBufferCopyOffsetAlignmentForDepthStencil() const { // On the D3D12 platforms where programmable MSAA is not supported, the source box specifying a // portion of the depth texture must all be 0, or an error and a device lost will occur, so on // these platforms the buffer copy offset must be a multiple of 512 when the texture is created // with D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL. See https://crbug.com/dawn/727 for more // details. if (IsToggleEnabled( Toggle::D3D12UseTempBufferInDepthStencilTextureAndBufferCopyWithNonZeroBufferOffset)) { return D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT; } return DeviceBase::GetBufferCopyOffsetAlignmentForDepthStencil(); } } // namespace dawn::native::d3d12