Mesa (main): d3d12: Swap the remainder of state tracking to new method
GitLab Mirror
gitlab-mirror at kemper.freedesktop.org
Fri Jul 22 14:58:07 UTC 2022
Module: Mesa
Branch: main
Commit: c6f01d6c45fd82bc07a68ec3a90f0f56c05fde01
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=c6f01d6c45fd82bc07a68ec3a90f0f56c05fde01
Author: Jesse Natalie <jenatali at microsoft.com>
Date: Wed Jul 20 20:25:29 2022 -0700
d3d12: Swap the remainder of state tracking to new method
Uses a set of d3d12_bo on the context to track which bos are pending
a transition instead of an intrusive linked list, since the bo may
need to be pending on multiple contexts at once.
Reviewed-by: Bill Kristiansen <billkris at microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17688>
---
src/gallium/drivers/d3d12/D3D12ResourceState.cpp | 282 ---------------------
src/gallium/drivers/d3d12/D3D12ResourceState.h | 201 ---------------
src/gallium/drivers/d3d12/d3d12_bufmgr.cpp | 8 +-
src/gallium/drivers/d3d12/d3d12_bufmgr.h | 2 -
src/gallium/drivers/d3d12/d3d12_context.cpp | 56 +---
src/gallium/drivers/d3d12/d3d12_context.h | 4 +
src/gallium/drivers/d3d12/d3d12_resource.h | 9 -
src/gallium/drivers/d3d12/d3d12_resource_state.cpp | 141 +++++++++++
src/gallium/drivers/d3d12/meson.build | 1 -
9 files changed, 147 insertions(+), 557 deletions(-)
diff --git a/src/gallium/drivers/d3d12/D3D12ResourceState.cpp b/src/gallium/drivers/d3d12/D3D12ResourceState.cpp
deleted file mode 100644
index ad777507294..00000000000
--- a/src/gallium/drivers/d3d12/D3D12ResourceState.cpp
+++ /dev/null
@@ -1,282 +0,0 @@
-/*
- * Copyright © Microsoft Corporation
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice (including the next
- * paragraph) shall be included in all copies or substantial portions of the
- * Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- * IN THE SOFTWARE.
- */
-
-#include "D3D12ResourceState.h"
-#define UNKNOWN_RESOURCE_STATE (D3D12_RESOURCE_STATES) 0x8000u
-
-//----------------------------------------------------------------------------------------------------------------------------------
-ResourceStateManager::ResourceStateManager()
-{
- list_inithead(&m_TransitionListHead);
- // Reserve some space in these vectors upfront. Values are arbitrary.
- m_vResourceBarriers.reserve(50);
-}
-
-//----------------------------------------------------------------------------------------------------------------------------------
-void ResourceStateManager::TransitionResource(TransitionableResourceState& Resource,
- D3D12_RESOURCE_STATES state)
-{
- d3d12_set_desired_resource_state(&Resource.m_DesiredState, state);
- if (!Resource.IsTransitionPending())
- {
- list_add(&Resource.m_TransitionListEntry, &m_TransitionListHead);
- }
-}
-
-//----------------------------------------------------------------------------------------------------------------------------------
-void ResourceStateManager::TransitionSubresource(TransitionableResourceState& Resource,
- UINT SubresourceIndex,
- D3D12_RESOURCE_STATES state)
-{
- d3d12_set_desired_subresource_state(&Resource.m_DesiredState, SubresourceIndex, state);
- if (!Resource.IsTransitionPending())
- {
- list_add(&Resource.m_TransitionListEntry, &m_TransitionListHead);
- }
-}
-
-//----------------------------------------------------------------------------------------------------------------------------------
-void ResourceStateManager::ApplyResourceTransitionsPreamble(bool IsImplicitDispatch)
-{
- m_IsImplicitDispatch = IsImplicitDispatch;
- m_vResourceBarriers.clear();
-}
-
-//----------------------------------------------------------------------------------------------------------------------------------
-/*static*/ bool ResourceStateManager::TransitionRequired(D3D12_RESOURCE_STATES CurrentState, D3D12_RESOURCE_STATES& DestinationState)
-{
- // An exact match never needs a transition.
- if (CurrentState == DestinationState)
- {
- return false;
- }
-
- if (
- CurrentState == D3D12_RESOURCE_STATE_COMMON ||
- DestinationState == D3D12_RESOURCE_STATE_COMMON)
- {
- return true;
- }
-
- // Current state already contains the destination state, we're good.
- if ((CurrentState & DestinationState) == DestinationState)
- {
- DestinationState = CurrentState;
- return false;
- }
-
- // If the transition involves a write state, then the destination should just be the requested destination.
- // Otherwise, accumulate read states to minimize future transitions (by triggering the above condition).
- if (!d3d12_is_write_state(DestinationState) && !d3d12_is_write_state(CurrentState))
- {
- DestinationState |= CurrentState;
- }
- return true;
-}
-
-//----------------------------------------------------------------------------------------------------------------------------------
-void ResourceStateManager::AddCurrentStateUpdate(TransitionableResourceState& Resource,
- d3d12_resource_state *CurrentState,
- UINT SubresourceIndex,
- const d3d12_subresource_state *NewLogicalState)
-{
- if (SubresourceIndex == D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES)
- {
- d3d12_set_resource_state(CurrentState, NewLogicalState);
- }
- else
- {
- d3d12_set_subresource_state(CurrentState, SubresourceIndex, NewLogicalState);
- }
-}
-
-//----------------------------------------------------------------------------------------------------------------------------------
-void ResourceStateManager::ProcessTransitioningResource(ID3D12Resource* pTransitioningResource,
- TransitionableResourceState& TransitionableResourceState,
- d3d12_resource_state *CurrentState,
- UINT NumTotalSubresources,
- UINT64 ExecutionId)
-{
- // Figure out the set of subresources that are transitioning
- auto& DestinationState = TransitionableResourceState.m_DesiredState;
- bool bAllSubresourcesAtOnce = CurrentState->homogenous && DestinationState.homogenous;
-
- D3D12_RESOURCE_BARRIER TransitionDesc;
- memset(&TransitionDesc, 0, sizeof(TransitionDesc));
- TransitionDesc.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
- TransitionDesc.Transition.pResource = pTransitioningResource;
-
- UINT numSubresources = bAllSubresourcesAtOnce ? 1 : NumTotalSubresources;
- for (UINT i = 0; i < numSubresources; ++i)
- {
- D3D12_RESOURCE_STATES after = d3d12_get_desired_subresource_state(&DestinationState, i);
- TransitionDesc.Transition.Subresource = bAllSubresourcesAtOnce ? D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES : i;
-
- // Is this subresource currently being used, or is it just being iterated over?
- if (after == UNKNOWN_RESOURCE_STATE)
- {
- // This subresource doesn't have any transition requested - move on to the next.
- continue;
- }
-
- // This is a transition into a state that is both write and non-write.
- // This is invalid according to D3D12. We're venturing into undefined behavior
- // land, but let's just pick the write state.
- if (d3d12_is_write_state(after) &&
- (after & ~RESOURCE_STATE_ALL_WRITE_BITS) != 0)
- {
- after &= RESOURCE_STATE_ALL_WRITE_BITS;
-
- // For now, this is the only way I've seen where this can happen.
- assert(after == D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
- }
-
- ProcessTransitioningSubresourceExplicit(
- CurrentState,
- i,
- after,
- TransitionableResourceState,
- TransitionDesc,
- ExecutionId); // throw( bad_alloc )
- }
-
- // Update destination states.
- // Coalesce destination state to ensure that it's set for the entire resource.
- d3d12_reset_desired_resource_state(&DestinationState);
-
-}
-
-//----------------------------------------------------------------------------------------------------------------------------------
-void ResourceStateManager::ProcessTransitioningSubresourceExplicit(
- d3d12_resource_state *CurrentState,
- UINT SubresourceIndex,
- D3D12_RESOURCE_STATES after,
- TransitionableResourceState& TransitionableResourceState,
- D3D12_RESOURCE_BARRIER& TransitionDesc,
- UINT64 ExecutionId)
-{
- // Simultaneous access resources currently in the COMMON
- // state can be implicitly promoted to any state other state.
- // Any non-simultaneous-access resources currently in the
- // COMMON state can still be implicitly promoted to SRV,
- // NON_PS_SRV, COPY_SRC, or COPY_DEST.
- d3d12_subresource_state CurrentLogicalState = *d3d12_get_subresource_state(CurrentState, SubresourceIndex);
-
- // If the last time this logical state was set was in a different
- // execution period and is decayable then decay the current state
- // to COMMON
- if(ExecutionId != CurrentLogicalState.execution_id && CurrentLogicalState.may_decay)
- {
- CurrentLogicalState.state = D3D12_RESOURCE_STATE_COMMON;
- CurrentLogicalState.is_promoted = false;
- }
- bool MayDecay = false;
- bool IsPromotion = false;
-
- // If not promotable then StateIfPromoted will be D3D12_RESOURCE_STATE_COMMON
- auto StateIfPromoted =
- d3d12_resource_state_if_promoted(after, CurrentState->supports_simultaneous_access, &CurrentLogicalState);
-
- if (D3D12_RESOURCE_STATE_COMMON == StateIfPromoted)
- {
- if (CurrentLogicalState.state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS &&
- after == D3D12_RESOURCE_STATE_UNORDERED_ACCESS &&
- m_IsImplicitDispatch)
- {
- D3D12_RESOURCE_BARRIER UAVBarrier = { D3D12_RESOURCE_BARRIER_TYPE_UAV };
- UAVBarrier.UAV.pResource = TransitionDesc.Transition.pResource;
- m_vResourceBarriers.push_back(UAVBarrier);
- }
- else if (TransitionRequired(CurrentLogicalState.state, /*inout*/ after))
- {
- // Insert a single concrete barrier (for non-simultaneous access resources).
- TransitionDesc.Transition.StateBefore = D3D12_RESOURCE_STATES(CurrentLogicalState.state);
- TransitionDesc.Transition.StateAfter = D3D12_RESOURCE_STATES(after);
- assert(TransitionDesc.Transition.StateBefore != TransitionDesc.Transition.StateAfter);
- m_vResourceBarriers.push_back(TransitionDesc); // throw( bad_alloc )
-
- MayDecay = CurrentState->supports_simultaneous_access && !d3d12_is_write_state(after);
- IsPromotion = false;
- }
- }
- else
- {
- // Handle identity state transition
- if(after != StateIfPromoted)
- {
- after = StateIfPromoted;
- MayDecay = !d3d12_is_write_state(after);
- IsPromotion = true;
- }
- }
-
- d3d12_subresource_state NewLogicalState{after, ExecutionId, IsPromotion, MayDecay};
- AddCurrentStateUpdate(TransitionableResourceState,
- CurrentState,
- TransitionDesc.Transition.Subresource,
- &NewLogicalState);
-}
-
-//----------------------------------------------------------------------------------------------------------------------------------
-void ResourceStateManager::SubmitResourceTransitions(ID3D12GraphicsCommandList *pCommandList)
-{
- // Submit any pending barriers on source command lists that are not the destination.
- if (!m_vResourceBarriers.empty())
- {
- pCommandList->ResourceBarrier((UINT)m_vResourceBarriers.size(), m_vResourceBarriers.data());
- }
-}
-
-//----------------------------------------------------------------------------------------------------------------------------------
-void ResourceStateManager::TransitionResource(TransitionableResourceState* pResource, D3D12_RESOURCE_STATES State)
-{
- ResourceStateManager::TransitionResource(*pResource, State);
-}
-
-//----------------------------------------------------------------------------------------------------------------------------------
-void ResourceStateManager::TransitionSubresource(TransitionableResourceState* pResource, UINT SubresourceIndex, D3D12_RESOURCE_STATES State)
-{
- ResourceStateManager::TransitionSubresource(*pResource, SubresourceIndex, State);
-}
-
-//----------------------------------------------------------------------------------------------------------------------------------
-void ResourceStateManager::ApplyAllResourceTransitions(ID3D12GraphicsCommandList *pCommandList, UINT64 ExecutionId, bool IsImplicitDispatch)
-{
- ApplyResourceTransitionsPreamble(IsImplicitDispatch);
-
- ForEachTransitioningResource([=](TransitionableResourceState& ResourceBase)
- {
- TransitionableResourceState& CurResource = static_cast<TransitionableResourceState&>(ResourceBase);
-
- ID3D12Resource *pResource = CurResource.GetD3D12Resource();
-
- ProcessTransitioningResource(
- pResource,
- CurResource,
- &CurResource.m_currentState,
- CurResource.NumSubresources(),
- ExecutionId);
- });
-
- SubmitResourceTransitions(pCommandList);
-}
diff --git a/src/gallium/drivers/d3d12/D3D12ResourceState.h b/src/gallium/drivers/d3d12/D3D12ResourceState.h
deleted file mode 100644
index 83ad793013d..00000000000
--- a/src/gallium/drivers/d3d12/D3D12ResourceState.h
+++ /dev/null
@@ -1,201 +0,0 @@
-/*
- * Copyright © Microsoft Corporation
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice (including the next
- * paragraph) shall be included in all copies or substantial portions of the
- * Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- * IN THE SOFTWARE.
- */
-
-#ifndef D3D12RESOURCESTATE_H
-#define D3D12RESOURCESTATE_H
-
-#include <vector>
-#include <assert.h>
-
-#include "util/list.h"
-
-#include "d3d12_common.h"
-#include "d3d12_resource_state.h"
-
-#if defined(__GNUC__)
-#pragma GCC diagnostic ignored "-Winvalid-offsetof"
-#endif
-
-#define RESOURCE_STATE_VALID_BITS 0x2f3fff
-#define RESOURCE_STATE_VALID_INTERNAL_BITS 0x2fffff
-
-//---------------------------------------------------------------------------------------------------------------------------------
-
-//==================================================================================================================================
-// TransitionableResourceState
-// A base class that transitionable resources should inherit from.
-//==================================================================================================================================
-struct TransitionableResourceState
-{
- struct list_head m_TransitionListEntry;
- struct d3d12_desired_resource_state m_DesiredState;
- struct d3d12_resource_state m_currentState;
-
- TransitionableResourceState(ID3D12Resource *pResource, UINT TotalSubresources, bool SupportsSimultaneousAccess) :
- m_TotalSubresources(TotalSubresources),
- m_pResource(pResource)
- {
- list_inithead(&m_TransitionListEntry);
- d3d12_desired_resource_state_init(&m_DesiredState, TotalSubresources);
- d3d12_resource_state_init(&m_currentState, TotalSubresources, SupportsSimultaneousAccess);
- }
-
- ~TransitionableResourceState()
- {
- d3d12_desired_resource_state_cleanup(&m_DesiredState);
- if (IsTransitionPending())
- {
- list_del(&m_TransitionListEntry);
- }
- }
-
- bool IsTransitionPending() const { return !list_is_empty(&m_TransitionListEntry); }
-
- UINT NumSubresources() { return m_TotalSubresources; }
-
- inline ID3D12Resource* GetD3D12Resource() const { return m_pResource; }
-
-private:
- unsigned m_TotalSubresources;
-
- ID3D12Resource* m_pResource;
-};
-
-//==================================================================================================================================
-// ResourceStateManager
-// The main business logic for handling resource transitions, including multi-queue sync and shared/exclusive state changes.
-//
-// Requesting a resource to transition simply updates destination state, and ensures it's in a list to be processed later.
-//
-// When processing ApplyAllResourceTransitions, we build up sets of vectors.
-// There's a source one for each command list type, and a single one for the dest because we are applying
-// the resource transitions for a single operation.
-// There's also a vector for "tentative" barriers, which are merged into the destination vector if
-// no flushing occurs as a result of submitting the final barrier operation.
-// 99% of the time, there will only be the source being populated, but sometimes there will be a destination as well.
-// If the source and dest of a transition require different types, we put a (source->COMMON) in the approriate source vector,
-// and a (COMMON->dest) in the destination vector.
-//
-// Once all resources are processed, we:
-// 1. Submit all source barriers, except ones belonging to the destination queue.
-// 2. Flush all source command lists, except ones belonging to the destination queue.
-// 3. Determine if the destination queue is going to be flushed.
-// If so: Submit source barriers on that command list first, then flush it.
-// If not: Accumulate source, dest, and tentative barriers so they can be sent to D3D12 in a single API call.
-// 4. Insert waits on the destination queue - deferred waits, and waits for work on other queues.
-// 5. Insert destination barriers.
-//
-// Only once all of this has been done do we update the "current" state of resources,
-// because this is the only way that we know whether or not the destination queue has been flushed,
-// and therefore, we can get the correct fence values to store in the subresources.
-//==================================================================================================================================
-class ResourceStateManager
-{
-protected:
-
- struct list_head m_TransitionListHead;
-
- std::vector<D3D12_RESOURCE_BARRIER> m_vResourceBarriers;
- bool m_IsImplicitDispatch;
-
-public:
- ResourceStateManager();
-
- ~ResourceStateManager()
- {
- // All resources should be gone by this point, and each resource ensures it is no longer in this list.
- assert(list_is_empty(&m_TransitionListHead));
- }
-
- // Call the D3D12 APIs to perform the resource barriers, command list submission, and command queue sync
- // that was determined by previous calls to ProcessTransitioningResource.
- void SubmitResourceTransitions(ID3D12GraphicsCommandList *pCommandList);
-
- // Transition the entire resource to a particular destination state on a particular command list.
- void TransitionResource(TransitionableResourceState* pResource,
- D3D12_RESOURCE_STATES State);
- // Transition a single subresource to a particular destination state.
- void TransitionSubresource(TransitionableResourceState* pResource,
- UINT SubresourceIndex,
- D3D12_RESOURCE_STATES State);
-
- // Submit all barriers and queue sync.
- void ApplyAllResourceTransitions(ID3D12GraphicsCommandList *pCommandList, UINT64 ExecutionId, bool IsImplicitDispatch);
-
-private:
- // These methods set the destination state of the resource/subresources and ensure it's in the transition list.
- void TransitionResource(TransitionableResourceState& Resource,
- D3D12_RESOURCE_STATES State);
- void TransitionSubresource(TransitionableResourceState& Resource,
- UINT SubresourceIndex,
- D3D12_RESOURCE_STATES State);
-
- // Clear out any state from previous iterations.
- void ApplyResourceTransitionsPreamble(bool IsImplicitDispatch);
-
- // What to do with the resource, in the context of the transition list, after processing it.
- enum class TransitionResult
- {
- // There are no more pending transitions that may be processed at a later time (i.e. draw time),
- // so remove it from the pending transition list.
- Remove,
- // There are more transitions to be done, so keep it in the list.
- Keep
- };
-
- // For every entry in the transition list, call a routine.
- // This routine must return a TransitionResult which indicates what to do with the list.
- template <typename TFunc>
- void ForEachTransitioningResource(TFunc&& func)
- {
- list_for_each_entry_safe(TransitionableResourceState, pResource, &m_TransitionListHead, m_TransitionListEntry)
- {
- func(*pResource);
- list_delinit(&pResource->m_TransitionListEntry);
- }
- }
-
- // Updates vectors with the operations that should be applied to the requested resource.
- // May update the destination state of the resource.
- void ProcessTransitioningResource(ID3D12Resource* pTransitioningResource,
- TransitionableResourceState& TransitionableResourceState,
- d3d12_resource_state *CurrentState,
- UINT NumTotalSubresources,
- UINT64 ExecutionId);
-
-private:
- // Helpers
- static bool TransitionRequired(D3D12_RESOURCE_STATES CurrentState, D3D12_RESOURCE_STATES& DestinationState);
- void AddCurrentStateUpdate(TransitionableResourceState& Resource,
- d3d12_resource_state *CurrentState,
- UINT SubresourceIndex,
- const d3d12_subresource_state *NewLogicalState);
- void ProcessTransitioningSubresourceExplicit(d3d12_resource_state *CurrentState,
- UINT i,
- D3D12_RESOURCE_STATES after,
- TransitionableResourceState& TransitionableResourceState,
- D3D12_RESOURCE_BARRIER& TransitionDesc,
- UINT64 ExecutionId);
-};
-
-#endif // D3D12RESOURCESTATEH
diff --git a/src/gallium/drivers/d3d12/d3d12_bufmgr.cpp b/src/gallium/drivers/d3d12/d3d12_bufmgr.cpp
index 2f5110e37d1..8d009305474 100644
--- a/src/gallium/drivers/d3d12/d3d12_bufmgr.cpp
+++ b/src/gallium/drivers/d3d12/d3d12_bufmgr.cpp
@@ -26,8 +26,6 @@
#include "d3d12_format.h"
#include "d3d12_screen.h"
-#include "D3D12ResourceState.h"
-
#include "pipebuffer/pb_buffer.h"
#include "pipebuffer/pb_bufmgr.h"
@@ -95,14 +93,13 @@ d3d12_bo_wrap_res(struct d3d12_screen *screen, ID3D12Resource *res, enum d3d12_r
pipe_reference_init(&bo->reference, 1);
bo->screen = screen;
bo->res = res;
- bo->trans_state = new TransitionableResourceState(res, total_subresources, supports_simultaneous_access);
bo->unique_id = p_atomic_inc_return(&screen->resource_id_generator);
if (!supports_simultaneous_access)
d3d12_resource_state_init(&bo->global_state, total_subresources, false);
bo->residency_status = residency;
bo->last_used_timestamp = 0;
- screen->dev->GetCopyableFootprints(&desc, 0, bo->trans_state->NumSubresources(), 0, nullptr, nullptr, nullptr, &bo->estimated_size);
+ screen->dev->GetCopyableFootprints(&desc, 0, total_subresources, 0, nullptr, nullptr, nullptr, &bo->estimated_size);
if (residency != d3d12_evicted) {
mtx_lock(&screen->submit_mutex);
list_add(&bo->residency_list_entry, &screen->residency_list);
@@ -168,7 +165,6 @@ d3d12_bo_wrap_buffer(struct d3d12_screen *screen, struct pb_buffer *buf)
pipe_reference_init(&bo->reference, 1);
bo->screen = screen;
bo->buffer = buf;
- bo->trans_state = NULL; /* State from base BO will be used */
bo->unique_id = p_atomic_inc_return(&screen->resource_id_generator);
bo->residency_status = d3d12_evicted;
@@ -202,8 +198,6 @@ d3d12_bo_unreference(struct d3d12_bo *bo)
mtx_unlock(&bo->screen->submit_mutex);
d3d12_resource_state_cleanup(&bo->global_state);
- if (bo->trans_state)
- delete bo->trans_state;
if (bo->res)
bo->res->Release();
FREE(bo);
diff --git a/src/gallium/drivers/d3d12/d3d12_bufmgr.h b/src/gallium/drivers/d3d12/d3d12_bufmgr.h
index a84df2cd255..d34076f96e6 100644
--- a/src/gallium/drivers/d3d12/d3d12_bufmgr.h
+++ b/src/gallium/drivers/d3d12/d3d12_bufmgr.h
@@ -34,7 +34,6 @@
struct d3d12_bufmgr;
struct d3d12_screen;
struct pb_manager;
-struct TransitionableResourceState;
enum d3d12_residency_status {
d3d12_evicted,
@@ -47,7 +46,6 @@ struct d3d12_bo {
struct d3d12_screen *screen;
ID3D12Resource *res;
struct pb_buffer *buffer;
- struct TransitionableResourceState *trans_state;
struct d3d12_resource_state global_state;
/* Used as a key in per-context resource state maps,
diff --git a/src/gallium/drivers/d3d12/d3d12_context.cpp b/src/gallium/drivers/d3d12/d3d12_context.cpp
index 4bdd7fe1f01..e36c1bcc84f 100644
--- a/src/gallium/drivers/d3d12/d3d12_context.cpp
+++ b/src/gallium/drivers/d3d12/d3d12_context.cpp
@@ -52,8 +52,6 @@
#include "util/u_dl.h"
#include "nir_to_dxil.h"
-#include "D3D12ResourceState.h"
-
#include <dxguids/dxguids.h>
extern "C" {
@@ -113,8 +111,6 @@ d3d12_context_destroy(struct pipe_context *pctx)
if (pctx->const_uploader)
u_upload_destroy(pctx->const_uploader);
- delete ctx->resource_state_manager;
-
FREE(ctx);
}
@@ -1760,7 +1756,7 @@ d3d12_set_shader_images(struct pipe_context *pctx,
ctx->shader_dirty[shader] |= D3D12_SHADER_DIRTY_IMAGE;
}
-static void
+void
d3d12_invalidate_context_bindings(struct d3d12_context *ctx, struct d3d12_resource *res) {
// For each shader type, if the resource is currently bound as CBV, SRV, or UAV
// set the context shader_dirty bit.
@@ -1968,54 +1964,6 @@ d3d12_flush_cmdlist_and_wait(struct d3d12_context *ctx)
d3d12_reset_batch(ctx, batch, PIPE_TIMEOUT_INFINITE);
}
-void
-d3d12_transition_resource_state(struct d3d12_context *ctx,
- struct d3d12_resource *res,
- D3D12_RESOURCE_STATES state,
- d3d12_bind_invalidate_option bind_invalidate)
-{
- TransitionableResourceState *xres = d3d12_transitionable_resource_state(res);
-
- if (bind_invalidate == D3D12_BIND_INVALIDATE_FULL)
- d3d12_invalidate_context_bindings(ctx, res);
-
- ctx->resource_state_manager->TransitionResource(xres, state);
-}
-
-void
-d3d12_transition_subresources_state(struct d3d12_context *ctx,
- struct d3d12_resource *res,
- uint32_t start_level, uint32_t num_levels,
- uint32_t start_layer, uint32_t num_layers,
- uint32_t start_plane, uint32_t num_planes,
- D3D12_RESOURCE_STATES state,
- d3d12_bind_invalidate_option bind_invalidate)
-{
- TransitionableResourceState *xres = d3d12_transitionable_resource_state(res);
-
- if(bind_invalidate == D3D12_BIND_INVALIDATE_FULL)
- d3d12_invalidate_context_bindings(ctx, res);
-
- for (uint32_t l = 0; l < num_levels; l++) {
- const uint32_t level = start_level + l;
- for (uint32_t a = 0; a < num_layers; a++) {
- const uint32_t layer = start_layer + a;
- for( uint32_t p = 0; p < num_planes; p++) {
- const uint32_t plane = start_plane + p;
- uint32_t subres_id = level + (layer * res->mip_levels) + plane * (res->mip_levels * res->base.b.array_size);
- assert(subres_id < xres->NumSubresources());
- ctx->resource_state_manager->TransitionSubresource(xres, subres_id, state);
- }
- }
- }
-}
-
-void
-d3d12_apply_resource_states(struct d3d12_context *ctx, bool is_implicit_dispatch)
-{
- ctx->resource_state_manager->ApplyAllResourceTransitions(ctx->cmdlist, ctx->submit_id, is_implicit_dispatch);
-}
-
static void
d3d12_clear_render_target(struct pipe_context *pctx,
struct pipe_surface *psurf,
@@ -2631,8 +2579,6 @@ d3d12_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
if (!ctx->blitter)
return NULL;
- ctx->resource_state_manager = new ResourceStateManager();
-
if (!d3d12_init_polygon_stipple(&ctx->base)) {
debug_printf("D3D12: failed to initialize polygon stipple resources\n");
FREE(ctx);
diff --git a/src/gallium/drivers/d3d12/d3d12_context.h b/src/gallium/drivers/d3d12/d3d12_context.h
index 84465ff2932..2a2643458f1 100644
--- a/src/gallium/drivers/d3d12/d3d12_context.h
+++ b/src/gallium/drivers/d3d12/d3d12_context.h
@@ -182,6 +182,7 @@ struct d3d12_context {
struct util_dynarray recently_destroyed_bos;
struct util_dynarray barrier_scratch;
+ struct set *pending_barriers_bos;
struct pipe_constant_buffer cbufs[PIPE_SHADER_TYPES][PIPE_MAX_CONSTANT_BUFFERS];
struct pipe_framebuffer_state fb;
@@ -359,6 +360,9 @@ d3d12_need_zero_one_depth_range(struct d3d12_context *ctx);
void
d3d12_init_sampler_view_descriptor(struct d3d12_sampler_view *sampler_view);
+void
+d3d12_invalidate_context_bindings(struct d3d12_context *ctx, struct d3d12_resource *res);
+
#ifdef HAVE_GALLIUM_D3D12_VIDEO
struct pipe_video_codec* d3d12_video_create_codec( struct pipe_context *context,
const struct pipe_video_codec *t);
diff --git a/src/gallium/drivers/d3d12/d3d12_resource.h b/src/gallium/drivers/d3d12/d3d12_resource.h
index b9abe42ea7e..956eb75e6ea 100644
--- a/src/gallium/drivers/d3d12/d3d12_resource.h
+++ b/src/gallium/drivers/d3d12/d3d12_resource.h
@@ -101,15 +101,6 @@ d3d12_resource_resource(struct d3d12_resource *res)
return ret;
}
-static inline struct TransitionableResourceState *
-d3d12_transitionable_resource_state(struct d3d12_resource *res)
-{
- uint64_t offset;
- if (!res->bo)
- return NULL;
- return d3d12_bo_get_base(res->bo, &offset)->trans_state;
-}
-
static inline D3D12_GPU_VIRTUAL_ADDRESS
d3d12_resource_gpu_virtual_address(struct d3d12_resource *res)
{
diff --git a/src/gallium/drivers/d3d12/d3d12_resource_state.cpp b/src/gallium/drivers/d3d12/d3d12_resource_state.cpp
index 091025723c2..ad19c7f8382 100644
--- a/src/gallium/drivers/d3d12/d3d12_resource_state.cpp
+++ b/src/gallium/drivers/d3d12/d3d12_resource_state.cpp
@@ -24,6 +24,7 @@
#include "d3d12_bufmgr.h"
#include "d3d12_context.h"
#include "d3d12_format.h"
+#include "d3d12_resource.h"
#include "d3d12_resource_state.h"
#include "d3d12_screen.h"
@@ -205,6 +206,7 @@ void
d3d12_context_state_table_init(struct d3d12_context *ctx)
{
ctx->bo_state_table = _mesa_hash_table_u64_create(nullptr);
+ ctx->pending_barriers_bos = _mesa_pointer_set_create(nullptr);
}
void
@@ -216,6 +218,7 @@ d3d12_context_state_table_destroy(struct d3d12_context *ctx)
util_dynarray_fini(&ctx->barrier_scratch);
if (ctx->state_fixup_cmdlist)
ctx->state_fixup_cmdlist->Release();
+ _mesa_set_destroy(ctx->pending_barriers_bos, nullptr);
}
static unsigned
@@ -367,3 +370,141 @@ d3d12_context_state_resolve_submission(struct d3d12_context *ctx, struct d3d12_b
}
return needs_execute_fixup;
}
+
+void
+d3d12_transition_resource_state(struct d3d12_context *ctx,
+ struct d3d12_resource *res,
+ D3D12_RESOURCE_STATES state,
+ d3d12_bind_invalidate_option bind_invalidate)
+{
+ if (bind_invalidate == D3D12_BIND_INVALIDATE_FULL)
+ d3d12_invalidate_context_bindings(ctx, res);
+
+ d3d12_context_state_table_entry *state_entry = find_or_create_state_entry(ctx->bo_state_table, res->bo);
+ d3d12_set_desired_resource_state(&state_entry->desired, state);
+ _mesa_set_add(ctx->pending_barriers_bos, res->bo);
+}
+
+void
+d3d12_transition_subresources_state(struct d3d12_context *ctx,
+ struct d3d12_resource *res,
+ uint32_t start_level, uint32_t num_levels,
+ uint32_t start_layer, uint32_t num_layers,
+ uint32_t start_plane, uint32_t num_planes,
+ D3D12_RESOURCE_STATES state,
+ d3d12_bind_invalidate_option bind_invalidate)
+{
+ if(bind_invalidate == D3D12_BIND_INVALIDATE_FULL)
+ d3d12_invalidate_context_bindings(ctx, res);
+
+ d3d12_context_state_table_entry *state_entry = find_or_create_state_entry(ctx->bo_state_table, res->bo);
+ for (uint32_t l = 0; l < num_levels; l++) {
+ const uint32_t level = start_level + l;
+ for (uint32_t a = 0; a < num_layers; a++) {
+ const uint32_t layer = start_layer + a;
+ for( uint32_t p = 0; p < num_planes; p++) {
+ const uint32_t plane = start_plane + p;
+ uint32_t subres_id = level + (layer * res->mip_levels) + plane * (res->mip_levels * res->base.b.array_size);
+ assert(subres_id < state_entry->desired.num_subresources);
+ d3d12_set_desired_subresource_state(&state_entry->desired, subres_id, state);
+ }
+ }
+ }
+
+ _mesa_set_add(ctx->pending_barriers_bos, res->bo);
+}
+
+void
+d3d12_apply_resource_states(struct d3d12_context *ctx, bool is_implicit_dispatch)
+{
+ set_foreach_remove(ctx->pending_barriers_bos, entry) {
+ d3d12_bo *bo = (d3d12_bo *)entry->key;
+ uint64_t offset;
+ ID3D12Resource *res = d3d12_bo_get_base(bo, &offset)->res;
+
+ d3d12_context_state_table_entry *state_entry = find_or_create_state_entry(ctx->bo_state_table, bo);
+ d3d12_desired_resource_state *destination_state = &state_entry->desired;
+ d3d12_resource_state *current_state = &state_entry->batch_end;
+
+ // Figure out the set of subresources that are transitioning
+ bool all_resources_at_once = current_state->homogenous && destination_state->homogenous;
+
+ D3D12_RESOURCE_BARRIER transition_desc = { D3D12_RESOURCE_BARRIER_TYPE_TRANSITION };
+ transition_desc.Transition.pResource = res;
+
+ UINT num_subresources = all_resources_at_once ? 1 : current_state->num_subresources;
+ for (UINT i = 0; i < num_subresources; ++i) {
+ D3D12_RESOURCE_STATES after = d3d12_get_desired_subresource_state(destination_state, i);
+ transition_desc.Transition.Subresource = num_subresources == 1 ? D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES : i;
+
+ // Is this subresource currently being used, or is it just being iterated over?
+ if (after == UNKNOWN_RESOURCE_STATE) {
+ // This subresource doesn't have any transition requested - move on to the next.
+ continue;
+ }
+
+ // This is a transition into a state that is both write and non-write.
+ // This is invalid according to D3D12. We're venturing into undefined behavior
+ // land, but let's just pick the write state.
+ if (d3d12_is_write_state(after) && (after & ~RESOURCE_STATE_ALL_WRITE_BITS) != 0) {
+ after &= RESOURCE_STATE_ALL_WRITE_BITS;
+
+ // For now, this is the only way I've seen where this can happen.
+ assert(after == D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
+ }
+
+ d3d12_subresource_state current_subresource_state = *d3d12_get_subresource_state(current_state, i);
+
+ // If the last time this state was set was in a different execution
+ // period and is decayable then decay the current state to COMMON
+ if (ctx->submit_id != current_subresource_state.execution_id && current_subresource_state.may_decay) {
+ current_subresource_state.state = D3D12_RESOURCE_STATE_COMMON;
+ current_subresource_state.is_promoted = false;
+ }
+ bool may_decay = false;
+ bool is_promotion = false;
+
+ D3D12_RESOURCE_STATES state_if_promoted =
+ d3d12_resource_state_if_promoted(after, current_state->supports_simultaneous_access, ¤t_subresource_state);
+
+ if (D3D12_RESOURCE_STATE_COMMON == state_if_promoted) {
+ // No promotion
+ if (current_subresource_state.state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS &&
+ after == D3D12_RESOURCE_STATE_UNORDERED_ACCESS &&
+ is_implicit_dispatch) {
+ D3D12_RESOURCE_BARRIER uav_barrier = { D3D12_RESOURCE_BARRIER_TYPE_UAV };
+ uav_barrier.UAV.pResource = res;
+ util_dynarray_append(&ctx->barrier_scratch, D3D12_RESOURCE_BARRIER, uav_barrier);
+ } else if (transition_required(current_subresource_state.state, /*inout*/ &after)) {
+ // Insert a single concrete barrier (for non-simultaneous access resources).
+ transition_desc.Transition.StateBefore = current_subresource_state.state;
+ transition_desc.Transition.StateAfter = after;
+ assert(transition_desc.Transition.StateBefore != transition_desc.Transition.StateAfter);
+ util_dynarray_append(&ctx->barrier_scratch, D3D12_RESOURCE_BARRIER, transition_desc);
+
+ may_decay = current_state->supports_simultaneous_access && !d3d12_is_write_state(after);
+ is_promotion = false;
+ }
+ } else if (after != state_if_promoted) {
+ after = state_if_promoted;
+ may_decay = !d3d12_is_write_state(after);
+ is_promotion = true;
+ }
+
+ d3d12_subresource_state new_subresource_state { after, ctx->submit_id, is_promotion, may_decay };
+ if (num_subresources == 1)
+ d3d12_set_resource_state(current_state, &new_subresource_state);
+ else
+ d3d12_set_subresource_state(current_state, i, &new_subresource_state);
+ }
+
+ // Update destination states.
+ d3d12_reset_desired_resource_state(destination_state);
+ }
+
+ if (ctx->barrier_scratch.size) {
+ ctx->cmdlist->ResourceBarrier(util_dynarray_num_elements(&ctx->barrier_scratch, D3D12_RESOURCE_BARRIER),
+ (D3D12_RESOURCE_BARRIER *) ctx->barrier_scratch.data);
+ util_dynarray_clear(&ctx->barrier_scratch);
+ }
+}
diff --git a/src/gallium/drivers/d3d12/meson.build b/src/gallium/drivers/d3d12/meson.build
index 2f09dc250f6..6368735d075 100644
--- a/src/gallium/drivers/d3d12/meson.build
+++ b/src/gallium/drivers/d3d12/meson.build
@@ -45,7 +45,6 @@ files_libd3d12 = files(
'd3d12_screen.cpp',
'd3d12_surface.cpp',
'd3d12_tcs_variant.cpp',
- 'D3D12ResourceState.cpp',
)
if with_gallium_d3d12_video
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