dawn-cmake/src/dawn/native/d3d12/DeviceD3D12.h
Austin Eng 00dbf0bf67 Add workarounds to blit a buffer to a depth/stencil texture
Works around issues on Metal Intel where CopyB2T and WriteTexture
with depth/stencil textures do not work correctly.
Fixes test failures with depth16unorm in the CTS.

Deletes UseTempTextureInStencilTextureToBufferCopy in favor of
the stencil blit. The former supposedly fixes a problem where
the stencil data is not flushed into the real stencil texture
by performing another T2T copy. This only works because the Metal
Intel backend also happens to allocate s8 as d32s8. Copying
the depth aspect as well seems to make the driver remember to
flush the data.
The stencil blit is a better fix for the problem since entirely
avoids getting the driver into a bad state where the stencil data
is not in sync.

Fixed: dawn:1389
Change-Id: If34b1d58996157036c164a5bc329e38b5e53f67a
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/117910
Reviewed-by: Loko Kung <lokokung@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Austin Eng <enga@chromium.org>
2023-01-30 17:13:12 +00:00

292 lines
12 KiB
C++

// 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.
#ifndef SRC_DAWN_NATIVE_D3D12_DEVICED3D12_H_
#define SRC_DAWN_NATIVE_D3D12_DEVICED3D12_H_
#include <memory>
#include <vector>
#include "dawn/common/SerialQueue.h"
#include "dawn/native/Device.h"
#include "dawn/native/d3d12/CommandRecordingContext.h"
#include "dawn/native/d3d12/D3D12Info.h"
#include "dawn/native/d3d12/Forward.h"
#include "dawn/native/d3d12/TextureD3D12.h"
namespace dawn::native::d3d12 {
class CommandAllocatorManager;
struct ExternalImageDescriptorDXGISharedHandle;
class ExternalImageDXGIImpl;
class PlatformFunctions;
class ResidencyManager;
class ResourceAllocatorManager;
class SamplerHeapCache;
class ShaderVisibleDescriptorAllocator;
class StagingDescriptorAllocator;
#define ASSERT_SUCCESS(hr) \
do { \
HRESULT succeeded = hr; \
ASSERT(SUCCEEDED(succeeded)); \
} while (0)
// Definition of backend types
class Device final : public DeviceBase {
public:
static ResultOrError<Ref<Device>> Create(Adapter* adapter,
const DeviceDescriptor* descriptor,
const TripleStateTogglesSet& userProvidedToggles);
~Device() override;
MaybeError Initialize(const DeviceDescriptor* descriptor);
ResultOrError<Ref<CommandBufferBase>> CreateCommandBuffer(
CommandEncoder* encoder,
const CommandBufferDescriptor* descriptor) override;
MaybeError TickImpl() override;
ID3D12Device* GetD3D12Device() const;
ComPtr<ID3D12CommandQueue> GetCommandQueue() const;
ID3D12SharingContract* GetSharingContract() const;
HANDLE GetFenceHandle() const;
ComPtr<ID3D12CommandSignature> GetDispatchIndirectSignature() const;
ComPtr<ID3D12CommandSignature> GetDrawIndirectSignature() const;
ComPtr<ID3D12CommandSignature> GetDrawIndexedIndirectSignature() const;
CommandAllocatorManager* GetCommandAllocatorManager() const;
ResidencyManager* GetResidencyManager() const;
const PlatformFunctions* GetFunctions() const;
ComPtr<IDXGIFactory4> GetFactory() const;
ComPtr<IDxcLibrary> GetDxcLibrary() const;
ComPtr<IDxcCompiler> GetDxcCompiler() const;
ComPtr<IDxcValidator> GetDxcValidator() const;
ResultOrError<CommandRecordingContext*> GetPendingCommandContext(
Device::SubmitMode submitMode = Device::SubmitMode::Normal);
MaybeError ClearBufferToZero(CommandRecordingContext* commandContext,
BufferBase* destination,
uint64_t destinationOffset,
uint64_t size);
const D3D12DeviceInfo& GetDeviceInfo() const;
MaybeError NextSerial();
MaybeError WaitForSerial(ExecutionSerial serial);
void ReferenceUntilUnused(ComPtr<IUnknown> object);
void ForceEventualFlushOfCommands() override;
MaybeError ExecutePendingCommandContext();
MaybeError CopyFromStagingToBufferImpl(BufferBase* source,
uint64_t sourceOffset,
BufferBase* destination,
uint64_t destinationOffset,
uint64_t size) override;
void CopyFromStagingToBufferHelper(CommandRecordingContext* commandContext,
BufferBase* source,
uint64_t sourceOffset,
BufferBase* destination,
uint64_t destinationOffset,
uint64_t size);
MaybeError CopyFromStagingToTextureImpl(const BufferBase* source,
const TextureDataLayout& src,
const TextureCopy& dst,
const Extent3D& copySizePixels) override;
ResultOrError<ResourceHeapAllocation> AllocateMemory(
D3D12_HEAP_TYPE heapType,
const D3D12_RESOURCE_DESC& resourceDescriptor,
D3D12_RESOURCE_STATES initialUsage,
uint32_t formatBytesPerBlock,
bool forceAllocateAsCommittedResource = false);
void DeallocateMemory(ResourceHeapAllocation& allocation);
ShaderVisibleDescriptorAllocator* GetViewShaderVisibleDescriptorAllocator() const;
ShaderVisibleDescriptorAllocator* GetSamplerShaderVisibleDescriptorAllocator() const;
// Returns nullptr when descriptor count is zero.
StagingDescriptorAllocator* GetViewStagingDescriptorAllocator(uint32_t descriptorCount) const;
StagingDescriptorAllocator* GetSamplerStagingDescriptorAllocator(
uint32_t descriptorCount) const;
SamplerHeapCache* GetSamplerHeapCache();
StagingDescriptorAllocator* GetRenderTargetViewAllocator() const;
StagingDescriptorAllocator* GetDepthStencilViewAllocator() const;
std::unique_ptr<ExternalImageDXGIImpl> CreateExternalImageDXGIImpl(
const ExternalImageDescriptorDXGISharedHandle* descriptor);
Ref<TextureBase> CreateD3D12ExternalTexture(const TextureDescriptor* descriptor,
ComPtr<ID3D12Resource> d3d12Texture,
std::vector<Ref<Fence>> waitFences,
Ref<D3D11on12ResourceCacheEntry> d3d11on12Resource,
bool isSwapChainTexture,
bool isInitialized);
ComPtr<ID3D11On12Device> GetOrCreateD3D11on12Device();
void InitTogglesFromDriver();
uint32_t GetOptimalBytesPerRowAlignment() const override;
uint64_t GetOptimalBufferToTextureCopyOffsetAlignment() const override;
float GetTimestampPeriodInNS() const override;
bool ShouldDuplicateNumWorkgroupsForDispatchIndirect(
ComputePipelineBase* computePipeline) const override;
bool MayRequireDuplicationOfIndirectParameters() const override;
bool ShouldDuplicateParametersForDrawIndirect(
const RenderPipelineBase* renderPipelineBase) const override;
uint64_t GetBufferCopyOffsetAlignmentForDepthStencil() const override;
// Dawn APIs
void SetLabelImpl() override;
private:
using DeviceBase::DeviceBase;
ResultOrError<Ref<BindGroupBase>> CreateBindGroupImpl(
const BindGroupDescriptor* descriptor) override;
ResultOrError<Ref<BindGroupLayoutBase>> CreateBindGroupLayoutImpl(
const BindGroupLayoutDescriptor* descriptor,
PipelineCompatibilityToken pipelineCompatibilityToken) override;
ResultOrError<Ref<BufferBase>> CreateBufferImpl(const BufferDescriptor* descriptor) override;
ResultOrError<Ref<PipelineLayoutBase>> CreatePipelineLayoutImpl(
const PipelineLayoutDescriptor* descriptor) override;
ResultOrError<Ref<QuerySetBase>> CreateQuerySetImpl(
const QuerySetDescriptor* descriptor) override;
ResultOrError<Ref<SamplerBase>> CreateSamplerImpl(const SamplerDescriptor* descriptor) override;
ResultOrError<Ref<ShaderModuleBase>> CreateShaderModuleImpl(
const ShaderModuleDescriptor* descriptor,
ShaderModuleParseResult* parseResult,
OwnedCompilationMessages* compilationMessages) override;
ResultOrError<Ref<SwapChainBase>> CreateSwapChainImpl(
const SwapChainDescriptor* descriptor) override;
ResultOrError<Ref<NewSwapChainBase>> CreateSwapChainImpl(
Surface* surface,
NewSwapChainBase* previousSwapChain,
const SwapChainDescriptor* descriptor) override;
ResultOrError<Ref<TextureBase>> CreateTextureImpl(const TextureDescriptor* descriptor) override;
ResultOrError<Ref<TextureViewBase>> CreateTextureViewImpl(
TextureBase* texture,
const TextureViewDescriptor* descriptor) override;
Ref<ComputePipelineBase> CreateUninitializedComputePipelineImpl(
const ComputePipelineDescriptor* descriptor) override;
Ref<RenderPipelineBase> CreateUninitializedRenderPipelineImpl(
const RenderPipelineDescriptor* descriptor) override;
void InitializeComputePipelineAsyncImpl(Ref<ComputePipelineBase> computePipeline,
WGPUCreateComputePipelineAsyncCallback callback,
void* userdata) override;
void InitializeRenderPipelineAsyncImpl(Ref<RenderPipelineBase> renderPipeline,
WGPUCreateRenderPipelineAsyncCallback callback,
void* userdata) override;
void DestroyImpl() override;
MaybeError WaitForIdleForDestruction() override;
bool HasPendingCommands() const override;
MaybeError CheckDebugLayerAndGenerateErrors();
void AppendDebugLayerMessages(ErrorData* error) override;
MaybeError ApplyUseDxcToggle();
MaybeError CreateZeroBuffer();
ComPtr<ID3D12Fence> mFence;
HANDLE mFenceEvent = nullptr;
HANDLE mFenceHandle = nullptr;
ResultOrError<ExecutionSerial> CheckAndUpdateCompletedSerials() override;
ComPtr<ID3D12Device> mD3d12Device; // Device is owned by adapter and will not be outlived.
ComPtr<ID3D12CommandQueue> mCommandQueue;
ComPtr<ID3D12SharingContract> mD3d12SharingContract;
// 11on12 device corresponding to mCommandQueue
ComPtr<ID3D11On12Device> mD3d11On12Device;
ComPtr<ID3D12CommandSignature> mDispatchIndirectSignature;
ComPtr<ID3D12CommandSignature> mDrawIndirectSignature;
ComPtr<ID3D12CommandSignature> mDrawIndexedIndirectSignature;
CommandRecordingContext mPendingCommands;
SerialQueue<ExecutionSerial, ComPtr<IUnknown>> mUsedComObjectRefs;
std::unique_ptr<CommandAllocatorManager> mCommandAllocatorManager;
std::unique_ptr<ResourceAllocatorManager> mResourceAllocatorManager;
std::unique_ptr<ResidencyManager> mResidencyManager;
static constexpr uint32_t kMaxSamplerDescriptorsPerBindGroup = 3 * kMaxSamplersPerShaderStage;
static constexpr uint32_t kMaxViewDescriptorsPerBindGroup =
kMaxBindingsPerPipelineLayout - kMaxSamplerDescriptorsPerBindGroup;
static constexpr uint32_t kNumSamplerDescriptorAllocators =
ConstexprLog2Ceil(kMaxSamplerDescriptorsPerBindGroup) + 1;
static constexpr uint32_t kNumViewDescriptorAllocators =
ConstexprLog2Ceil(kMaxViewDescriptorsPerBindGroup) + 1;
// Index corresponds to Log2Ceil(descriptorCount) where descriptorCount is in
// the range [0, kMaxSamplerDescriptorsPerBindGroup].
std::array<std::unique_ptr<StagingDescriptorAllocator>, kNumViewDescriptorAllocators + 1>
mViewAllocators;
// Index corresponds to Log2Ceil(descriptorCount) where descriptorCount is in
// the range [0, kMaxViewDescriptorsPerBindGroup].
std::array<std::unique_ptr<StagingDescriptorAllocator>, kNumSamplerDescriptorAllocators + 1>
mSamplerAllocators;
std::unique_ptr<StagingDescriptorAllocator> mRenderTargetViewAllocator;
std::unique_ptr<StagingDescriptorAllocator> mDepthStencilViewAllocator;
std::unique_ptr<ShaderVisibleDescriptorAllocator> mViewShaderVisibleDescriptorAllocator;
std::unique_ptr<ShaderVisibleDescriptorAllocator> mSamplerShaderVisibleDescriptorAllocator;
// Sampler cache needs to be destroyed before the CPU sampler allocator to ensure the final
// release is called.
std::unique_ptr<SamplerHeapCache> mSamplerHeapCache;
// A buffer filled with zeros that is used to copy into other buffers when they need to be
// cleared.
Ref<Buffer> mZeroBuffer;
// The number of nanoseconds required for a timestamp query to be incremented by 1
float mTimestampPeriod = 1.0f;
// List of external image resources opened using this device.
LinkedList<ExternalImageDXGIImpl> mExternalImageList;
};
} // namespace dawn::native::d3d12
#endif // SRC_DAWN_NATIVE_D3D12_DEVICED3D12_H_