dawn-cmake/src/dawn_native/d3d12/DeviceD3D12.cpp
Jiawei Shao b6e141afb8 D3D12: Search the default path of Windows SDK for DXC DLLs
This patch adds another way to get DXC DLLs (dxcompiler.dll and
dxil.dll) by searching the default installation path of Windows x64
SDK (C:\Program Files (x86)\Windows Kits\10\\bin\10.0.[version].0\x64)
so that now Dawn can find these two DLLs when Windows SDK is correctly
installed at the default location.

This patch also forces enabling the "use_dxc" toggle when Dawn can
find DXC DLLs and the device is created with "ShaderFloat16" extension
enabled because currently the HLSL shaders with float16_t can only be
compiled with DXC DLLs.

BUG=dawn:402

Change-Id: I410195d9e079f54faebbca71fff77a71f489f08e
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/33180
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
2020-11-20 08:27:29 +00:00

658 lines
28 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.
#include "dawn_native/d3d12/DeviceD3D12.h"
#include "common/Assert.h"
#include "dawn_native/BackendConnection.h"
#include "dawn_native/ErrorData.h"
#include "dawn_native/Format.h"
#include "dawn_native/Instance.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/BufferD3D12.h"
#include "dawn_native/d3d12/CommandAllocatorManager.h"
#include "dawn_native/d3d12/CommandBufferD3D12.h"
#include "dawn_native/d3d12/ComputePipelineD3D12.h"
#include "dawn_native/d3d12/D3D12Error.h"
#include "dawn_native/d3d12/PipelineLayoutD3D12.h"
#include "dawn_native/d3d12/PlatformFunctions.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/StagingBufferD3D12.h"
#include "dawn_native/d3d12/StagingDescriptorAllocatorD3D12.h"
#include "dawn_native/d3d12/SwapChainD3D12.h"
#include "dawn_native/d3d12/TextureD3D12.h"
#include "dawn_native/d3d12/UtilsD3D12.h"
#include <sstream>
namespace dawn_native { namespace d3d12 {
// TODO(dawn:155): Figure out these values.
static constexpr uint16_t kShaderVisibleDescriptorHeapSize = 1024;
static constexpr uint8_t kAttachmentDescriptorHeapSize = 64;
static constexpr uint64_t kMaxDebugMessagesToPrint = 5;
// static
ResultOrError<Device*> Device::Create(Adapter* adapter, const DeviceDescriptor* descriptor) {
Ref<Device> device = AcquireRef(new Device(adapter, descriptor));
DAWN_TRY(device->Initialize());
return device.Detach();
}
MaybeError Device::Initialize() {
InitTogglesFromDriver();
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 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_NONE, IID_PPV_ARGS(&mFence)),
"D3D12 create fence"));
mFenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
ASSERT(mFenceEvent != nullptr);
// Initialize backend services
mCommandAllocatorManager = std::make_unique<CommandAllocatorManager>(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<StagingDescriptorAllocator>(
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<StagingDescriptorAllocator>(
this, 1u << countIndex, kShaderVisibleDescriptorHeapSize,
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
}
mRenderTargetViewAllocator = std::make_unique<StagingDescriptorAllocator>(
this, 1, kAttachmentDescriptorHeapSize, D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
mDepthStencilViewAllocator = std::make_unique<StagingDescriptorAllocator>(
this, 1, kAttachmentDescriptorHeapSize, D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
mSamplerHeapCache = std::make_unique<SamplerHeapCache>(this);
mResidencyManager = std::make_unique<ResidencyManager>(this);
mResourceAllocatorManager = std::make_unique<ResourceAllocatorManager>(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, NULL,
IID_PPV_ARGS(&mDispatchIndirectSignature));
argumentDesc.Type = D3D12_INDIRECT_ARGUMENT_TYPE_DRAW;
programDesc.ByteStride = 4 * sizeof(uint32_t);
GetD3D12Device()->CreateCommandSignature(&programDesc, NULL,
IID_PPV_ARGS(&mDrawIndirectSignature));
argumentDesc.Type = D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED;
programDesc.ByteStride = 5 * sizeof(uint32_t);
GetD3D12Device()->CreateCommandSignature(&programDesc, NULL,
IID_PPV_ARGS(&mDrawIndexedIndirectSignature));
DAWN_TRY(DeviceBase::Initialize(new Queue(this)));
// Device shouldn't be used until after DeviceBase::Initialize so we must wait until after
// device initialization to call NextSerial
DAWN_TRY(NextSerial());
// The environment can only use DXC when it's available. Override the decision if it is not
// applicable.
ApplyUseDxcToggle();
return {};
}
Device::~Device() {
ShutDownBase();
}
ID3D12Device* Device::GetD3D12Device() const {
return mD3d12Device.Get();
}
ComPtr<ID3D12CommandQueue> Device::GetCommandQueue() const {
return mCommandQueue;
}
ID3D12SharingContract* Device::GetSharingContract() const {
return mD3d12SharingContract.Get();
}
ComPtr<ID3D12CommandSignature> Device::GetDispatchIndirectSignature() const {
return mDispatchIndirectSignature;
}
ComPtr<ID3D12CommandSignature> Device::GetDrawIndirectSignature() const {
return mDrawIndirectSignature;
}
ComPtr<ID3D12CommandSignature> Device::GetDrawIndexedIndirectSignature() const {
return mDrawIndexedIndirectSignature;
}
ComPtr<IDXGIFactory4> Device::GetFactory() const {
return ToBackend(GetAdapter())->GetBackend()->GetFactory();
}
void Device::ApplyUseDxcToggle() {
if (!ToBackend(GetAdapter())->GetBackend()->GetFunctions()->IsDXCAvailable()) {
ForceSetToggle(Toggle::UseDXC, false);
} else if (IsExtensionEnabled(Extension::ShaderFloat16)) {
// Currently we can only use DXC to compile HLSL shaders using float16.
ForceSetToggle(Toggle::UseDXC, true);
}
}
ResultOrError<IDxcLibrary*> Device::GetOrCreateDxcLibrary() const {
return ToBackend(GetAdapter())->GetBackend()->GetOrCreateDxcLibrary();
}
ResultOrError<IDxcCompiler*> Device::GetOrCreateDxcCompiler() const {
return ToBackend(GetAdapter())->GetBackend()->GetOrCreateDxcCompiler();
}
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<CommandRecordingContext*> Device::GetPendingCommandContext() {
// 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()));
}
return &mPendingCommands;
}
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()) {
DAWN_TRY(ExecutePendingCommandContext());
DAWN_TRY(NextSerial());
}
DAWN_TRY(CheckDebugLayerAndGenerateErrors());
return {};
}
MaybeError Device::NextSerial() {
IncrementLastSubmittedCommandSerial();
return CheckHRESULT(
mCommandQueue->Signal(mFence.Get(), uint64_t(GetLastSubmittedCommandSerial())),
"D3D12 command queue signal fence");
}
MaybeError Device::WaitForSerial(ExecutionSerial serial) {
CheckPassedSerials();
if (GetCompletedCommandSerial() < serial) {
DAWN_TRY(CheckHRESULT(mFence->SetEventOnCompletion(uint64_t(serial), mFenceEvent),
"D3D12 set event on completion"));
WaitForSingleObject(mFenceEvent, INFINITE);
CheckPassedSerials();
}
return {};
}
ExecutionSerial Device::CheckAndUpdateCompletedSerials() {
ExecutionSerial completeSerial = ExecutionSerial(mFence->GetCompletedValue());
if (completeSerial <= GetCompletedCommandSerial()) {
return ExecutionSerial(0);
}
return completeSerial;
}
void Device::ReferenceUntilUnused(ComPtr<IUnknown> object) {
mUsedComObjectRefs.Enqueue(object, GetPendingCommandSerial());
}
MaybeError Device::ExecutePendingCommandContext() {
return mPendingCommands.ExecuteCommandList(this);
}
ResultOrError<BindGroupBase*> Device::CreateBindGroupImpl(
const BindGroupDescriptor* descriptor) {
return BindGroup::Create(this, descriptor);
}
ResultOrError<BindGroupLayoutBase*> Device::CreateBindGroupLayoutImpl(
const BindGroupLayoutDescriptor* descriptor) {
return new BindGroupLayout(this, descriptor);
}
ResultOrError<Ref<BufferBase>> Device::CreateBufferImpl(const BufferDescriptor* descriptor) {
Ref<Buffer> buffer = AcquireRef(new Buffer(this, descriptor));
DAWN_TRY(buffer->Initialize(descriptor->mappedAtCreation));
return std::move(buffer);
}
CommandBufferBase* Device::CreateCommandBuffer(CommandEncoder* encoder,
const CommandBufferDescriptor* descriptor) {
return new CommandBuffer(encoder, descriptor);
}
ResultOrError<ComputePipelineBase*> Device::CreateComputePipelineImpl(
const ComputePipelineDescriptor* descriptor) {
return ComputePipeline::Create(this, descriptor);
}
ResultOrError<PipelineLayoutBase*> Device::CreatePipelineLayoutImpl(
const PipelineLayoutDescriptor* descriptor) {
return PipelineLayout::Create(this, descriptor);
}
ResultOrError<QuerySetBase*> Device::CreateQuerySetImpl(const QuerySetDescriptor* descriptor) {
return QuerySet::Create(this, descriptor);
}
ResultOrError<RenderPipelineBase*> Device::CreateRenderPipelineImpl(
const RenderPipelineDescriptor* descriptor) {
return RenderPipeline::Create(this, descriptor);
}
ResultOrError<SamplerBase*> Device::CreateSamplerImpl(const SamplerDescriptor* descriptor) {
return new Sampler(this, descriptor);
}
ResultOrError<ShaderModuleBase*> Device::CreateShaderModuleImpl(
const ShaderModuleDescriptor* descriptor) {
return ShaderModule::Create(this, descriptor);
}
ResultOrError<SwapChainBase*> Device::CreateSwapChainImpl(
const SwapChainDescriptor* descriptor) {
return new SwapChain(this, descriptor);
}
ResultOrError<NewSwapChainBase*> Device::CreateSwapChainImpl(
Surface* surface,
NewSwapChainBase* previousSwapChain,
const SwapChainDescriptor* descriptor) {
return DAWN_VALIDATION_ERROR("New swapchains not implemented.");
}
ResultOrError<Ref<TextureBase>> Device::CreateTextureImpl(const TextureDescriptor* descriptor) {
return Texture::Create(this, descriptor);
}
ResultOrError<TextureViewBase*> Device::CreateTextureViewImpl(
TextureBase* texture,
const TextureViewDescriptor* descriptor) {
return new TextureView(texture, descriptor);
}
ResultOrError<std::unique_ptr<StagingBufferBase>> Device::CreateStagingBuffer(size_t size) {
std::unique_ptr<StagingBufferBase> stagingBuffer =
std::make_unique<StagingBuffer>(size, this);
DAWN_TRY(stagingBuffer->Initialize());
return std::move(stagingBuffer);
}
MaybeError Device::CopyFromStagingToBuffer(StagingBufferBase* source,
uint64_t sourceOffset,
BufferBase* destination,
uint64_t destinationOffset,
uint64_t size) {
CommandRecordingContext* commandRecordingContext;
DAWN_TRY_ASSIGN(commandRecordingContext, GetPendingCommandContext());
Buffer* dstBuffer = ToBackend(destination);
DAWN_TRY(dstBuffer->EnsureDataInitializedAsDestination(commandRecordingContext,
destinationOffset, size));
CopyFromStagingToBufferImpl(commandRecordingContext, source, sourceOffset, destination,
destinationOffset, size);
return {};
}
void Device::CopyFromStagingToBufferImpl(CommandRecordingContext* commandContext,
StagingBufferBase* source,
uint64_t sourceOffset,
BufferBase* destination,
uint64_t destinationOffset,
uint64_t size) {
ASSERT(commandContext != nullptr);
Buffer* dstBuffer = ToBackend(destination);
StagingBuffer* srcBuffer = ToBackend(source);
dstBuffer->TrackUsageAndTransitionNow(commandContext, wgpu::BufferUsage::CopyDst);
commandContext->GetCommandList()->CopyBufferRegion(
dstBuffer->GetD3D12Resource(), destinationOffset, srcBuffer->GetResource(),
sourceOffset, size);
}
MaybeError Device::CopyFromStagingToTexture(const StagingBufferBase* source,
const TextureDataLayout& src,
TextureCopy* dst,
const Extent3D& copySizePixels) {
CommandRecordingContext* commandContext;
DAWN_TRY_ASSIGN(commandContext, GetPendingCommandContext());
Texture* texture = ToBackend(dst->texture.Get());
ASSERT(texture->GetDimension() == wgpu::TextureDimension::e2D);
SubresourceRange range = GetSubresourcesAffectedByCopy(*dst, copySizePixels);
if (IsCompleteSubresourceCopiedTo(texture, copySizePixels, dst->mipLevel)) {
texture->SetIsSubresourceContentInitialized(true, range);
} else {
texture->EnsureSubresourceContentInitialized(commandContext, range);
}
texture->TrackUsageAndTransitionNow(commandContext, wgpu::TextureUsage::CopyDst, range);
// compute the copySplits and record the CopyTextureRegion commands
CopyBufferToTextureWithCopySplit(commandContext, *dst, copySizePixels, texture,
ToBackend(source)->GetResource(), src.offset,
src.bytesPerRow, src.rowsPerImage, range.aspects);
return {};
}
void Device::DeallocateMemory(ResourceHeapAllocation& allocation) {
mResourceAllocatorManager->DeallocateMemory(allocation);
}
ResultOrError<ResourceHeapAllocation> Device::AllocateMemory(
D3D12_HEAP_TYPE heapType,
const D3D12_RESOURCE_DESC& resourceDescriptor,
D3D12_RESOURCE_STATES initialUsage) {
return mResourceAllocatorManager->AllocateMemory(heapType, resourceDescriptor,
initialUsage);
}
Ref<TextureBase> Device::WrapSharedHandle(const ExternalImageDescriptor* descriptor,
HANDLE sharedHandle,
ExternalMutexSerial acquireMutexKey,
bool isSwapChainTexture) {
Ref<TextureBase> dawnTexture;
if (ConsumedError(Texture::Create(this, descriptor, sharedHandle, acquireMutexKey,
isSwapChainTexture),
&dawnTexture))
return nullptr;
return dawnTexture;
}
// 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.
ResultOrError<ComPtr<IDXGIKeyedMutex>> Device::CreateKeyedMutexForTexture(
ID3D12Resource* d3d12Resource) {
if (mD3d11On12Device == nullptr) {
ComPtr<ID3D11Device> d3d11Device;
ComPtr<ID3D11DeviceContext> d3d11DeviceContext;
D3D_FEATURE_LEVEL d3dFeatureLevel;
IUnknown* const iUnknownQueue = mCommandQueue.Get();
DAWN_TRY(CheckHRESULT(GetFunctions()->d3d11on12CreateDevice(
mD3d12Device.Get(), 0, nullptr, 0, &iUnknownQueue, 1, 1,
&d3d11Device, &d3d11DeviceContext, &d3dFeatureLevel),
"D3D12 11on12 device create"));
ComPtr<ID3D11On12Device> d3d11on12Device;
DAWN_TRY(CheckHRESULT(d3d11Device.As(&d3d11on12Device),
"D3D12 QueryInterface ID3D11Device to ID3D11On12Device"));
ComPtr<ID3D11DeviceContext2> d3d11DeviceContext2;
DAWN_TRY(
CheckHRESULT(d3d11DeviceContext.As(&d3d11DeviceContext2),
"D3D12 QueryInterface ID3D11DeviceContext to ID3D11DeviceContext2"));
mD3d11On12DeviceContext = std::move(d3d11DeviceContext2);
mD3d11On12Device = std::move(d3d11on12Device);
}
ComPtr<ID3D11Texture2D> d3d11Texture;
D3D11_RESOURCE_FLAGS resourceFlags;
resourceFlags.BindFlags = 0;
resourceFlags.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;
resourceFlags.CPUAccessFlags = 0;
resourceFlags.StructureByteStride = 0;
DAWN_TRY(CheckHRESULT(mD3d11On12Device->CreateWrappedResource(
d3d12Resource, &resourceFlags, D3D12_RESOURCE_STATE_COMMON,
D3D12_RESOURCE_STATE_COMMON, IID_PPV_ARGS(&d3d11Texture)),
"D3D12 creating a wrapped resource"));
ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex;
DAWN_TRY(CheckHRESULT(d3d11Texture.As(&dxgiKeyedMutex),
"D3D12 QueryInterface ID3D11Texture2D to IDXGIKeyedMutex"));
return std::move(dxgiKeyedMutex);
}
void Device::ReleaseKeyedMutexForTexture(ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex) {
ComPtr<ID3D11Resource> d3d11Resource;
HRESULT hr = dxgiKeyedMutex.As(&d3d11Resource);
if (FAILED(hr)) {
return;
}
ID3D11Resource* d3d11ResourceRaw = d3d11Resource.Get();
mD3d11On12Device->ReleaseWrappedResources(&d3d11ResourceRaw, 1);
d3d11Resource.Reset();
dxgiKeyedMutex.Reset();
// 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.
mD3d11On12DeviceContext->TiledResourceBarrier(nullptr, nullptr);
mD3d11On12DeviceContext->Flush();
}
const D3D12DeviceInfo& Device::GetDeviceInfo() const {
return ToBackend(GetAdapter())->GetDeviceInfo();
}
void Device::InitTogglesFromDriver() {
const bool useResourceHeapTier2 = (GetDeviceInfo().resourceHeapTier >= 2);
SetToggle(Toggle::UseD3D12ResourceHeapTier2, useResourceHeapTier2);
SetToggle(Toggle::UseD3D12RenderPass, GetDeviceInfo().supportsRenderPass);
SetToggle(Toggle::UseD3D12ResidencyManagement, true);
SetToggle(Toggle::UseDXC, false);
SetToggle(Toggle::UseTintGenerator, false);
// By default use the maximum shader-visible heap size allowed.
SetToggle(Toggle::UseD3D12SmallShaderVisibleHeapForTesting, false);
}
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 {};
}
MaybeError Device::CheckDebugLayerAndGenerateErrors() {
if (!GetAdapter()->GetInstance()->IsBackendValidationEnabled()) {
return {};
}
ComPtr<ID3D12InfoQueue> infoQueue;
ASSERT_SUCCESS(mD3d12Device.As(&infoQueue));
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 {};
}
std::ostringstream messages;
uint64_t errorsToPrint = std::min(kMaxDebugMessagesToPrint, totalErrors);
for (uint64_t i = 0; i < errorsToPrint; ++i) {
SIZE_T messageLength = 0;
HRESULT hr = infoQueue->GetMessage(i, nullptr, &messageLength);
if (FAILED(hr)) {
messages << " ID3D12InfoQueue::GetMessage failed with " << hr << '\n';
continue;
}
std::unique_ptr<uint8_t[]> messageData(new uint8_t[messageLength]);
D3D12_MESSAGE* message = reinterpret_cast<D3D12_MESSAGE*>(messageData.get());
hr = infoQueue->GetMessage(i, message, &messageLength);
if (FAILED(hr)) {
messages << " ID3D12InfoQueue::GetMessage failed with " << hr << '\n';
continue;
}
messages << message->pDescription << " (" << message->ID << ")\n";
}
if (errorsToPrint < totalErrors) {
messages << (totalErrors - errorsToPrint) << " messages silenced\n";
}
// We only print up to the first kMaxDebugMessagesToPrint errors
infoQueue->ClearStoredMessages();
return DAWN_INTERNAL_ERROR(messages.str());
}
void Device::ShutDownImpl() {
ASSERT(GetState() == State::Disconnected);
// 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.
if (mResourceAllocatorManager != nullptr) {
mResourceAllocatorManager->DestroyPool();
}
// We need to handle clearing up com object refs that were enqeued after TickImpl
mUsedComObjectRefs.ClearUpTo(std::numeric_limits<ExecutionSerial>::max());
ASSERT(mUsedComObjectRefs.Empty());
ASSERT(!mPendingCommands.IsOpen());
}
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;
}
}} // namespace dawn_native::d3d12