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This was done with these two commands and a couple manual fixups for namespaces that had more than one space in the comment in the closing brace, as well as vulkan_platform.h git grep -l "namespace .* { namespace " | xargs sed -i "" "s/namespace \(.*\) { namespace /namespace \1::/" git grep -l "}} // namespace" | xargs sed -i "" "s%}} // namespace%} // namespace%" Bug: dawn:824 Change-Id: I6f448b820c12fc1004ea5270bf8e1f466b0c0aab Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/75400 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Loko Kung <lokokung@google.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
164 lines
6.3 KiB
C++
164 lines
6.3 KiB
C++
// Copyright 2021 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// D3D12Backend.cpp: contains the definition of symbols exported by D3D12Backend.h so that they
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// can be compiled twice: once export (shared library), once not exported (static library)
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#include "dawn_native/d3d12/D3D11on12Util.h"
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#include "common/HashUtils.h"
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#include "common/Log.h"
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#include "dawn_native/d3d12/DeviceD3D12.h"
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namespace dawn_native::d3d12 {
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void Flush11On12DeviceToAvoidLeaks(ComPtr<ID3D11On12Device> d3d11on12Device) {
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if (d3d11on12Device == nullptr) {
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return;
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}
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ComPtr<ID3D11Device> d3d11Device;
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if (FAILED(d3d11on12Device.As(&d3d11Device))) {
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return;
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}
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ComPtr<ID3D11DeviceContext> d3d11DeviceContext;
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d3d11Device->GetImmediateContext(&d3d11DeviceContext);
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ASSERT(d3d11DeviceContext != nullptr);
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// 11on12 has a bug where D3D12 resources used only for keyed shared mutexes
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// are not released until work is submitted to the device context and flushed.
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// The most minimal work we can get away with is issuing a TiledResourceBarrier.
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// ID3D11DeviceContext2 is available in Win8.1 and above. This suffices for a
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// D3D12 backend since both D3D12 and 11on12 first appeared in Windows 10.
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ComPtr<ID3D11DeviceContext2> d3d11DeviceContext2;
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if (FAILED(d3d11DeviceContext.As(&d3d11DeviceContext2))) {
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return;
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}
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d3d11DeviceContext2->TiledResourceBarrier(nullptr, nullptr);
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d3d11DeviceContext2->Flush();
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}
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D3D11on12ResourceCacheEntry::D3D11on12ResourceCacheEntry(
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ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex,
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ComPtr<ID3D11On12Device> d3d11On12Device)
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: mDXGIKeyedMutex(std::move(dxgiKeyedMutex)), mD3D11on12Device(std::move(d3d11On12Device)) {
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}
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D3D11on12ResourceCacheEntry::D3D11on12ResourceCacheEntry(
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ComPtr<ID3D11On12Device> d3d11On12Device)
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: mD3D11on12Device(std::move(d3d11On12Device)) {
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}
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D3D11on12ResourceCacheEntry::~D3D11on12ResourceCacheEntry() {
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if (mDXGIKeyedMutex == nullptr) {
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return;
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}
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ComPtr<ID3D11Resource> d3d11Resource;
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if (FAILED(mDXGIKeyedMutex.As(&d3d11Resource))) {
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return;
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}
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ASSERT(mD3D11on12Device != nullptr);
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ID3D11Resource* d3d11ResourceRaw = d3d11Resource.Get();
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mD3D11on12Device->ReleaseWrappedResources(&d3d11ResourceRaw, 1);
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d3d11Resource.Reset();
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mDXGIKeyedMutex.Reset();
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Flush11On12DeviceToAvoidLeaks(std::move(mD3D11on12Device));
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}
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ComPtr<IDXGIKeyedMutex> D3D11on12ResourceCacheEntry::GetDXGIKeyedMutex() const {
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ASSERT(mDXGIKeyedMutex != nullptr);
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return mDXGIKeyedMutex;
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}
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size_t D3D11on12ResourceCacheEntry::HashFunc::operator()(
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const Ref<D3D11on12ResourceCacheEntry> a) const {
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size_t hash = 0;
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HashCombine(&hash, a->mD3D11on12Device.Get());
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return hash;
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}
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bool D3D11on12ResourceCacheEntry::EqualityFunc::operator()(
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const Ref<D3D11on12ResourceCacheEntry> a,
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const Ref<D3D11on12ResourceCacheEntry> b) const {
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return a->mD3D11on12Device == b->mD3D11on12Device;
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}
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D3D11on12ResourceCache::D3D11on12ResourceCache() = default;
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D3D11on12ResourceCache::~D3D11on12ResourceCache() = default;
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Ref<D3D11on12ResourceCacheEntry> D3D11on12ResourceCache::GetOrCreateD3D11on12Resource(
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WGPUDevice device,
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ID3D12Resource* d3d12Resource) {
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Device* backendDevice = reinterpret_cast<Device*>(device);
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// The Dawn and 11on12 device share the same D3D12 command queue whereas this external image
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// could be accessed/produced with multiple Dawn devices. To avoid cross-queue sharing
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// restrictions, the 11 wrapped resource is forbidden to be shared between Dawn devices by
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// using the 11on12 device as the cache key.
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ComPtr<ID3D11On12Device> d3d11on12Device = backendDevice->GetOrCreateD3D11on12Device();
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if (d3d11on12Device == nullptr) {
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dawn::ErrorLog() << "Unable to create 11on12 device for external image";
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return nullptr;
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}
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D3D11on12ResourceCacheEntry blueprint(d3d11on12Device);
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auto iter = mCache.find(&blueprint);
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if (iter != mCache.end()) {
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return *iter;
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}
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// We use IDXGIKeyedMutexes to synchronize access between D3D11 and D3D12. D3D11/12 fences
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// are a viable alternative but are, unfortunately, not available on all versions of Windows
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// 10. Since D3D12 does not directly support keyed mutexes, we need to wrap the D3D12
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// resource using 11on12 and QueryInterface the D3D11 representation for the keyed mutex.
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ComPtr<ID3D11Texture2D> d3d11Texture;
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D3D11_RESOURCE_FLAGS resourceFlags;
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resourceFlags.BindFlags = 0;
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resourceFlags.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;
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resourceFlags.CPUAccessFlags = 0;
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resourceFlags.StructureByteStride = 0;
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if (FAILED(d3d11on12Device->CreateWrappedResource(
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d3d12Resource, &resourceFlags, D3D12_RESOURCE_STATE_COMMON,
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D3D12_RESOURCE_STATE_COMMON, IID_PPV_ARGS(&d3d11Texture)))) {
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return nullptr;
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}
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ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex;
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if (FAILED(d3d11Texture.As(&dxgiKeyedMutex))) {
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return nullptr;
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}
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// Keep this cache from growing unbounded.
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// TODO(dawn:625): Consider using a replacement policy based cache.
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if (mCache.size() > kMaxD3D11on12ResourceCacheSize) {
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mCache.clear();
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}
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Ref<D3D11on12ResourceCacheEntry> entry =
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AcquireRef(new D3D11on12ResourceCacheEntry(dxgiKeyedMutex, std::move(d3d11on12Device)));
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mCache.insert(entry);
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return entry;
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}
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} // namespace dawn_native::d3d12
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