1/*
2 * Copyright © Microsoft Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24#include "d3d12_batch.h"
25#include "d3d12_context.h"
26#include "d3d12_fence.h"
27#include "d3d12_query.h"
28#include "d3d12_resource.h"
29#include "d3d12_screen.h"
30#include "d3d12_surface.h"
31
32#include "util/hash_table.h"
33#include "util/set.h"
34#include "util/u_inlines.h"
35
36#include <dxguids/dxguids.h>
37
38bool
39d3d12_init_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
40{
41   struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
42
43   batch->bos = _mesa_set_create(NULL, _mesa_hash_pointer,
44                                 _mesa_key_pointer_equal);
45   batch->sampler_views = _mesa_set_create(NULL, _mesa_hash_pointer,
46                                           _mesa_key_pointer_equal);
47   batch->surfaces = _mesa_set_create(NULL, _mesa_hash_pointer,
48                                      _mesa_key_pointer_equal);
49   batch->objects = _mesa_set_create(NULL,
50                                     _mesa_hash_pointer,
51                                     _mesa_key_pointer_equal);
52
53   if (!batch->bos || !batch->sampler_views || !batch->surfaces || !batch->objects)
54      return false;
55
56   util_dynarray_init(&batch->zombie_samplers, NULL);
57
58   if (FAILED(screen->dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
59                                                  IID_PPV_ARGS(&batch->cmdalloc))))
60      return false;
61
62
63   batch->sampler_heap =
64      d3d12_descriptor_heap_new(screen->dev,
65                                D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
66                                D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
67                                128);
68
69   batch->view_heap =
70      d3d12_descriptor_heap_new(screen->dev,
71                                D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
72                                D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
73                                1024);
74
75   if (!batch->sampler_heap && !batch->view_heap)
76      return false;
77
78   return true;
79}
80
81static void
82delete_bo(set_entry *entry)
83{
84   struct d3d12_bo *bo = (struct d3d12_bo *)entry->key;
85   d3d12_bo_unreference(bo);
86}
87
88static void
89delete_sampler_view(set_entry *entry)
90{
91   struct pipe_sampler_view *pres = (struct pipe_sampler_view *)entry->key;
92   pipe_sampler_view_reference(&pres, NULL);
93}
94
95static void
96delete_surface(set_entry *entry)
97{
98   struct pipe_surface *surf = (struct pipe_surface *)entry->key;
99   pipe_surface_reference(&surf, NULL);
100}
101
102static void
103delete_object(set_entry *entry)
104{
105   ID3D12Object *object = (ID3D12Object *)entry->key;
106   object->Release();
107}
108
109bool
110d3d12_reset_batch(struct d3d12_context *ctx, struct d3d12_batch *batch, uint64_t timeout_ns)
111{
112   // batch hasn't been submitted before
113   if (!batch->fence && !batch->has_errors)
114      return true;
115
116   if (batch->fence) {
117      if (!d3d12_fence_finish(batch->fence, timeout_ns))
118         return false;
119      d3d12_fence_reference(&batch->fence, NULL);
120   }
121
122   _mesa_set_clear(batch->bos, delete_bo);
123   _mesa_set_clear(batch->sampler_views, delete_sampler_view);
124   _mesa_set_clear(batch->surfaces, delete_surface);
125   _mesa_set_clear(batch->objects, delete_object);
126
127   util_dynarray_foreach(&batch->zombie_samplers, d3d12_descriptor_handle, handle)
128      d3d12_descriptor_handle_free(handle);
129   util_dynarray_clear(&batch->zombie_samplers);
130
131   d3d12_descriptor_heap_clear(batch->view_heap);
132   d3d12_descriptor_heap_clear(batch->sampler_heap);
133
134   if (FAILED(batch->cmdalloc->Reset())) {
135      debug_printf("D3D12: resetting ID3D12CommandAllocator failed\n");
136      return false;
137   }
138   batch->has_errors = false;
139   return true;
140}
141
142void
143d3d12_destroy_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
144{
145   d3d12_reset_batch(ctx, batch, PIPE_TIMEOUT_INFINITE);
146   batch->cmdalloc->Release();
147   d3d12_descriptor_heap_free(batch->sampler_heap);
148   d3d12_descriptor_heap_free(batch->view_heap);
149   _mesa_set_destroy(batch->bos, NULL);
150   _mesa_set_destroy(batch->sampler_views, NULL);
151   _mesa_set_destroy(batch->surfaces, NULL);
152   _mesa_set_destroy(batch->objects, NULL);
153   util_dynarray_fini(&batch->zombie_samplers);
154}
155
156void
157d3d12_start_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
158{
159   struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
160   ID3D12DescriptorHeap* heaps[2] = { d3d12_descriptor_heap_get(batch->view_heap),
161                                      d3d12_descriptor_heap_get(batch->sampler_heap) };
162
163   d3d12_reset_batch(ctx, batch, PIPE_TIMEOUT_INFINITE);
164
165   /* Create or reset global command list */
166   if (ctx->cmdlist) {
167      if (FAILED(ctx->cmdlist->Reset(batch->cmdalloc, NULL))) {
168         debug_printf("D3D12: resetting ID3D12GraphicsCommandList failed\n");
169         batch->has_errors = true;
170         return;
171      }
172   } else {
173      if (FAILED(screen->dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT,
174                                                batch->cmdalloc, NULL,
175                                                IID_PPV_ARGS(&ctx->cmdlist)))) {
176         debug_printf("D3D12: creating ID3D12GraphicsCommandList failed\n");
177         batch->has_errors = true;
178         return;
179      }
180   }
181
182   ctx->cmdlist->SetDescriptorHeaps(2, heaps);
183   ctx->cmdlist_dirty = ~0;
184   for (int i = 0; i < D3D12_GFX_SHADER_STAGES; ++i)
185      ctx->shader_dirty[i] = ~0;
186
187   if (!ctx->queries_disabled)
188      d3d12_resume_queries(ctx);
189}
190
191void
192d3d12_end_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
193{
194   struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
195
196   if (!ctx->queries_disabled)
197      d3d12_suspend_queries(ctx);
198
199   if (FAILED(ctx->cmdlist->Close())) {
200      debug_printf("D3D12: closing ID3D12GraphicsCommandList failed\n");
201      batch->has_errors = true;
202      return;
203   }
204
205   ID3D12CommandList* cmdlists[] = { ctx->cmdlist };
206   screen->cmdqueue->ExecuteCommandLists(1, cmdlists);
207   batch->fence = d3d12_create_fence(screen, ctx);
208}
209
210bool
211d3d12_batch_has_references(struct d3d12_batch *batch,
212                           struct d3d12_bo *bo)
213{
214   return (_mesa_set_search(batch->bos, bo) != NULL);
215}
216
217void
218d3d12_batch_reference_resource(struct d3d12_batch *batch,
219                               struct d3d12_resource *res)
220{
221   bool found = false;
222   _mesa_set_search_and_add(batch->bos, res->bo, &found);
223   if (!found)
224      d3d12_bo_reference(res->bo);
225}
226
227void
228d3d12_batch_reference_sampler_view(struct d3d12_batch *batch,
229                                   struct d3d12_sampler_view *sv)
230{
231   struct set_entry *entry = _mesa_set_search(batch->sampler_views, sv);
232   if (!entry) {
233      entry = _mesa_set_add(batch->sampler_views, sv);
234      pipe_reference(NULL, &sv->base.reference);
235   }
236}
237
238void
239d3d12_batch_reference_surface_texture(struct d3d12_batch *batch,
240                                      struct d3d12_surface *surf)
241{
242   d3d12_batch_reference_resource(batch, d3d12_resource(surf->base.texture));
243}
244
245void
246d3d12_batch_reference_object(struct d3d12_batch *batch,
247                             ID3D12Object *object)
248{
249   struct set_entry *entry = _mesa_set_search(batch->objects, object);
250   if (!entry) {
251      entry = _mesa_set_add(batch->objects, object);
252      object->AddRef();
253   }
254}
255