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dxvk/src/d3d11/d3d11_context_imm.cpp

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#include "d3d11_cmdlist.h"
#include "d3d11_context_imm.h"
#include "d3d11_device.h"
#include "d3d11_texture.h"
constexpr static uint32_t MinFlushIntervalUs = 1250;
constexpr static uint32_t MaxPendingSubmits = 3;
namespace dxvk {
D3D11ImmediateContext::D3D11ImmediateContext(
D3D11Device* pParent,
const Rc<DxvkDevice>& Device)
: D3D11DeviceContext(pParent, Device, DxvkCsChunkFlag::SingleUse),
m_csThread(Device->createContext()) {
EmitCs([cDevice = m_device] (DxvkContext* ctx) {
ctx->beginRecording(cDevice->createCommandList());
});
ClearState();
}
D3D11ImmediateContext::~D3D11ImmediateContext() {
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Flush();
SynchronizeCsThread();
SynchronizeDevice();
}
ULONG STDMETHODCALLTYPE D3D11ImmediateContext::AddRef() {
return m_parent->AddRef();
}
ULONG STDMETHODCALLTYPE D3D11ImmediateContext::Release() {
return m_parent->Release();
}
D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE D3D11ImmediateContext::GetType() {
return D3D11_DEVICE_CONTEXT_IMMEDIATE;
}
UINT STDMETHODCALLTYPE D3D11ImmediateContext::GetContextFlags() {
return 0;
}
void STDMETHODCALLTYPE D3D11ImmediateContext::End(
ID3D11Asynchronous* pAsync) {
D3D11DeviceContext::End(pAsync);
if (pAsync) {
D3D11_QUERY_DESC desc;
static_cast<D3D11Query*>(pAsync)->GetDesc(&desc);
if (desc.Query == D3D11_QUERY_EVENT)
FlushImplicit(TRUE);
}
}
HRESULT STDMETHODCALLTYPE D3D11ImmediateContext::GetData(
ID3D11Asynchronous* pAsync,
void* pData,
UINT DataSize,
UINT GetDataFlags) {
if (!pAsync)
return E_INVALIDARG;
// Make sure that we can safely write to the memory
// location pointed to by pData if it is specified.
if (DataSize == 0)
pData = nullptr;
if (pData && pAsync->GetDataSize() != DataSize) {
Logger::err(str::format(
"D3D11: GetData: Data size mismatch",
"\n Expected: ", pAsync->GetDataSize(),
"\n Got: ", DataSize));
return E_INVALIDARG;
}
// Get query status directly from the query object
HRESULT hr = static_cast<D3D11Query*>(pAsync)->GetData(pData, GetDataFlags);
// If we're likely going to spin on the asynchronous object,
// flush the context so that we're keeping the GPU busy
if (hr == S_FALSE)
FlushImplicit(FALSE);
return hr;
}
void STDMETHODCALLTYPE D3D11ImmediateContext::Flush() {
m_parent->FlushInitContext();
D3D10DeviceLock lock = LockContext();
if (m_csIsBusy || m_csChunk->commandCount() != 0) {
// Add commands to flush the threaded
// context, then flush the command list
EmitCs([] (DxvkContext* ctx) {
ctx->flushCommandList();
});
FlushCsChunk();
// Reset flush timer used for implicit flushes
m_lastFlush = std::chrono::high_resolution_clock::now();
m_csIsBusy = false;
}
}
void STDMETHODCALLTYPE D3D11ImmediateContext::ExecuteCommandList(
ID3D11CommandList* pCommandList,
BOOL RestoreContextState) {
D3D10DeviceLock lock = LockContext();
auto commandList = static_cast<D3D11CommandList*>(pCommandList);
// Flush any outstanding commands so that
// we don't mess up the execution order
FlushCsChunk();
// As an optimization, flush everything if the
// number of pending draw calls is high enough.
FlushImplicit(FALSE);
// Dispatch command list to the CS thread and
// restore the immediate context's state
commandList->EmitToCsThread(&m_csThread);
if (RestoreContextState)
RestoreState();
else
ClearState();
// Mark CS thread as busy so that subsequent
// flush operations get executed correctly.
m_csIsBusy = true;
}
HRESULT STDMETHODCALLTYPE D3D11ImmediateContext::FinishCommandList(
BOOL RestoreDeferredContextState,
ID3D11CommandList **ppCommandList) {
InitReturnPtr(ppCommandList);
Logger::err("D3D11: FinishCommandList called on immediate context");
return DXGI_ERROR_INVALID_CALL;
}
HRESULT STDMETHODCALLTYPE D3D11ImmediateContext::Map(
ID3D11Resource* pResource,
UINT Subresource,
D3D11_MAP MapType,
UINT MapFlags,
D3D11_MAPPED_SUBRESOURCE* pMappedResource) {
D3D10DeviceLock lock = LockContext();
if (!pResource || !pMappedResource)
return E_INVALIDARG;
D3D11_RESOURCE_DIMENSION resourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
pResource->GetType(&resourceDim);
HRESULT hr;
if (resourceDim == D3D11_RESOURCE_DIMENSION_BUFFER) {
hr = MapBuffer(
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static_cast<D3D11Buffer*>(pResource),
MapType, MapFlags, pMappedResource);
} else {
hr = MapImage(
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GetCommonTexture(pResource),
Subresource, MapType, MapFlags,
pMappedResource);
}
if (FAILED(hr)) {
pMappedResource->pData = nullptr;
pMappedResource->RowPitch = 0;
pMappedResource->DepthPitch = 0;
}
return hr;
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}
void STDMETHODCALLTYPE D3D11ImmediateContext::Unmap(
ID3D11Resource* pResource,
UINT Subresource) {
D3D10DeviceLock lock = LockContext();
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D3D11_RESOURCE_DIMENSION resourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
pResource->GetType(&resourceDim);
if (resourceDim != D3D11_RESOURCE_DIMENSION_BUFFER)
UnmapImage(GetCommonTexture(pResource), Subresource);
}
void STDMETHODCALLTYPE D3D11ImmediateContext::CopySubresourceRegion(
ID3D11Resource* pDstResource,
UINT DstSubresource,
UINT DstX,
UINT DstY,
UINT DstZ,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
const D3D11_BOX* pSrcBox) {
FlushImplicit(FALSE);
D3D11DeviceContext::CopySubresourceRegion(
pDstResource, DstSubresource, DstX, DstY, DstZ,
pSrcResource, SrcSubresource, pSrcBox);
}
void STDMETHODCALLTYPE D3D11ImmediateContext::CopySubresourceRegion1(
ID3D11Resource* pDstResource,
UINT DstSubresource,
UINT DstX,
UINT DstY,
UINT DstZ,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
const D3D11_BOX* pSrcBox,
UINT CopyFlags) {
FlushImplicit(FALSE);
D3D11DeviceContext::CopySubresourceRegion1(
pDstResource, DstSubresource, DstX, DstY, DstZ,
pSrcResource, SrcSubresource, pSrcBox, CopyFlags);
}
void STDMETHODCALLTYPE D3D11ImmediateContext::CopyResource(
ID3D11Resource* pDstResource,
ID3D11Resource* pSrcResource) {
FlushImplicit(FALSE);
D3D11DeviceContext::CopyResource(
pDstResource, pSrcResource);
}
void STDMETHODCALLTYPE D3D11ImmediateContext::GenerateMips(
ID3D11ShaderResourceView* pShaderResourceView) {
FlushImplicit(FALSE);
D3D11DeviceContext::GenerateMips(
pShaderResourceView);
}
void STDMETHODCALLTYPE D3D11ImmediateContext::UpdateSubresource(
ID3D11Resource* pDstResource,
UINT DstSubresource,
const D3D11_BOX* pDstBox,
const void* pSrcData,
UINT SrcRowPitch,
UINT SrcDepthPitch) {
FlushImplicit(FALSE);
D3D11DeviceContext::UpdateSubresource(
pDstResource, DstSubresource, pDstBox,
pSrcData, SrcRowPitch, SrcDepthPitch);
}
void STDMETHODCALLTYPE D3D11ImmediateContext::UpdateSubresource1(
ID3D11Resource* pDstResource,
UINT DstSubresource,
const D3D11_BOX* pDstBox,
const void* pSrcData,
UINT SrcRowPitch,
UINT SrcDepthPitch,
UINT CopyFlags) {
FlushImplicit(FALSE);
D3D11DeviceContext::UpdateSubresource1(
pDstResource, DstSubresource, pDstBox,
pSrcData, SrcRowPitch, SrcDepthPitch,
CopyFlags);
}
void STDMETHODCALLTYPE D3D11ImmediateContext::ResolveSubresource(
ID3D11Resource* pDstResource,
UINT DstSubresource,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
DXGI_FORMAT Format) {
FlushImplicit(FALSE);
D3D11DeviceContext::ResolveSubresource(
pDstResource, DstSubresource,
pSrcResource, SrcSubresource,
Format);
}
void STDMETHODCALLTYPE D3D11ImmediateContext::OMSetRenderTargets(
UINT NumViews,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView) {
FlushImplicit(FALSE);
D3D11DeviceContext::OMSetRenderTargets(
NumViews, ppRenderTargetViews, pDepthStencilView);
}
void STDMETHODCALLTYPE D3D11ImmediateContext::OMSetRenderTargetsAndUnorderedAccessViews(
UINT NumRTVs,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView,
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts) {
FlushImplicit(FALSE);
D3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews(
NumRTVs, ppRenderTargetViews, pDepthStencilView,
UAVStartSlot, NumUAVs, ppUnorderedAccessViews,
pUAVInitialCounts);
}
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HRESULT D3D11ImmediateContext::MapBuffer(
D3D11Buffer* pResource,
D3D11_MAP MapType,
UINT MapFlags,
D3D11_MAPPED_SUBRESOURCE* pMappedResource) {
Rc<DxvkBuffer> buffer = pResource->GetBuffer();
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if (!(buffer->memFlags() & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT)) {
Logger::err("D3D11: Cannot map a device-local buffer");
return E_INVALIDARG;
}
if (MapType == D3D11_MAP_WRITE_DISCARD) {
// Allocate a new backing slice for the buffer and set
// it as the 'new' mapped slice. This assumes that the
// only way to invalidate a buffer is by mapping it.
auto physSlice = pResource->DiscardSlice();
pMappedResource->pData = physSlice.mapPtr;
pMappedResource->RowPitch = pResource->Desc()->ByteWidth;
pMappedResource->DepthPitch = pResource->Desc()->ByteWidth;
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EmitCs([
cBuffer = std::move(buffer),
cBufferSlice = std::move(physSlice)
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] (DxvkContext* ctx) {
ctx->invalidateBuffer(cBuffer, cBufferSlice);
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});
return S_OK;
} else {
// Wait until the resource is no longer in use
if (MapType != D3D11_MAP_WRITE_NO_OVERWRITE) {
if (!WaitForResource(buffer, MapFlags))
return DXGI_ERROR_WAS_STILL_DRAWING;
}
// Use map pointer from previous map operation. This
// way we don't have to synchronize with the CS thread
// if the map mode is D3D11_MAP_WRITE_NO_OVERWRITE.
DxvkBufferSliceHandle physSlice = pResource->GetMappedSlice();
pMappedResource->pData = physSlice.mapPtr;
pMappedResource->RowPitch = pResource->Desc()->ByteWidth;
pMappedResource->DepthPitch = pResource->Desc()->ByteWidth;
return S_OK;
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}
}
HRESULT D3D11ImmediateContext::MapImage(
D3D11CommonTexture* pResource,
UINT Subresource,
D3D11_MAP MapType,
UINT MapFlags,
D3D11_MAPPED_SUBRESOURCE* pMappedResource) {
const Rc<DxvkImage> mappedImage = pResource->GetImage();
const Rc<DxvkBuffer> mappedBuffer = pResource->GetMappedBuffer();
if (pResource->GetMapMode() == D3D11_COMMON_TEXTURE_MAP_MODE_NONE) {
Logger::err("D3D11: Cannot map a device-local image");
return E_INVALIDARG;
}
auto formatInfo = imageFormatInfo(mappedImage->info().format);
auto subresource = pResource->GetSubresourceFromIndex(
formatInfo->aspectMask, Subresource);
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pResource->SetMappedSubresource(subresource, MapType);
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if (pResource->GetMapMode() == D3D11_COMMON_TEXTURE_MAP_MODE_DIRECT) {
const VkImageType imageType = mappedImage->info().type;
// Wait for the resource to become available
if (!WaitForResource(mappedImage, MapFlags))
return DXGI_ERROR_WAS_STILL_DRAWING;
// Query the subresource's memory layout and hope that
// the application respects the returned pitch values.
VkSubresourceLayout layout = mappedImage->querySubresourceLayout(subresource);
pMappedResource->pData = mappedImage->mapPtr(layout.offset);
pMappedResource->RowPitch = imageType >= VK_IMAGE_TYPE_2D ? layout.rowPitch : layout.size;
pMappedResource->DepthPitch = imageType >= VK_IMAGE_TYPE_3D ? layout.depthPitch : layout.size;
return S_OK;
} else if (formatInfo->aspectMask == (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)) {
VkExtent3D levelExtent = mappedImage->mipLevelExtent(subresource.mipLevel);
if (MapType != D3D11_MAP_READ) {
Logger::err(str::format("D3D11: Map type ", MapType, " not supported for depth-stencil images"));
return E_INVALIDARG;
}
// The actual Vulkan image format may differ
// from the format requested by the application
VkFormat packFormat = GetPackedDepthStencilFormat(pResource->Desc()->Format);
auto packFormatInfo = imageFormatInfo(packFormat);
// This is slow, but we have to dispatch a pack
// operation and then immediately synchronize.
EmitCs([
cImageBuffer = mappedBuffer,
cImage = mappedImage,
cSubresource = subresource,
cFormat = packFormat
] (DxvkContext* ctx) {
auto layers = vk::makeSubresourceLayers(cSubresource);
auto x = cImage->mipLevelExtent(cSubresource.mipLevel);
VkOffset2D offset = { 0, 0 };
VkExtent2D extent = { x.width, x.height };
ctx->copyDepthStencilImageToPackedBuffer(
cImageBuffer, 0, cImage, layers, offset, extent, cFormat);
});
WaitForResource(mappedBuffer, 0);
DxvkBufferSliceHandle physSlice = mappedBuffer->getSliceHandle();
pMappedResource->pData = physSlice.mapPtr;
pMappedResource->RowPitch = packFormatInfo->elementSize * levelExtent.width;
pMappedResource->DepthPitch = packFormatInfo->elementSize * levelExtent.width * levelExtent.height;
return S_OK;
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} else {
VkExtent3D levelExtent = mappedImage->mipLevelExtent(subresource.mipLevel);
VkExtent3D blockCount = util::computeBlockCount(levelExtent, formatInfo->blockSize);
DxvkBufferSliceHandle physSlice;
if (MapType == D3D11_MAP_WRITE_DISCARD) {
// We do not have to preserve the contents of the
// buffer if the entire image gets discarded.
physSlice = mappedBuffer->allocSlice();
EmitCs([
cImageBuffer = mappedBuffer,
cBufferSlice = physSlice
] (DxvkContext* ctx) {
ctx->invalidateBuffer(cImageBuffer, cBufferSlice);
});
} else {
// When using any map mode which requires the image contents
// to be preserved, and if the GPU has write access to the
// image, copy the current image contents into the buffer.
const bool copyExistingData = pResource->Desc()->Usage == D3D11_USAGE_STAGING;
if (copyExistingData) {
auto subresourceLayers = vk::makeSubresourceLayers(subresource);
EmitCs([
cImageBuffer = mappedBuffer,
cImage = mappedImage,
cSubresources = subresourceLayers,
cLevelExtent = levelExtent
] (DxvkContext* ctx) {
ctx->copyImageToBuffer(
cImageBuffer, 0, VkExtent2D { 0u, 0u },
cImage, cSubresources, VkOffset3D { 0, 0, 0 },
cLevelExtent);
});
}
WaitForResource(mappedBuffer, 0);
physSlice = mappedBuffer->getSliceHandle();
}
// Set up map pointer. Data is tightly packed within the mapped buffer.
pMappedResource->pData = physSlice.mapPtr;
pMappedResource->RowPitch = formatInfo->elementSize * blockCount.width;
pMappedResource->DepthPitch = formatInfo->elementSize * blockCount.width * blockCount.height;
return S_OK;
}
}
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void D3D11ImmediateContext::UnmapImage(
D3D11CommonTexture* pResource,
UINT Subresource) {
if (pResource->GetMapType() == D3D11_MAP_READ)
return;
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if (pResource->GetMapMode() == D3D11_COMMON_TEXTURE_MAP_MODE_BUFFER) {
// Now that data has been written into the buffer,
// we need to copy its contents into the image
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const Rc<DxvkImage> mappedImage = pResource->GetImage();
const Rc<DxvkBuffer> mappedBuffer = pResource->GetMappedBuffer();
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VkImageSubresource subresource = pResource->GetMappedSubresource();
VkExtent3D levelExtent = mappedImage
->mipLevelExtent(subresource.mipLevel);
VkImageSubresourceLayers subresourceLayers = {
subresource.aspectMask,
subresource.mipLevel,
subresource.arrayLayer, 1 };
EmitCs([
cSrcBuffer = mappedBuffer,
cDstImage = mappedImage,
cDstLayers = subresourceLayers,
cDstLevelExtent = levelExtent
] (DxvkContext* ctx) {
ctx->copyBufferToImage(cDstImage, cDstLayers,
VkOffset3D { 0, 0, 0 }, cDstLevelExtent,
cSrcBuffer, 0, { 0u, 0u });
});
}
pResource->ClearMappedSubresource();
}
void D3D11ImmediateContext::SynchronizeCsThread() {
D3D10DeviceLock lock = LockContext();
// Dispatch current chunk so that all commands
// recorded prior to this function will be run
FlushCsChunk();
m_csThread.synchronize();
}
void D3D11ImmediateContext::SynchronizeDevice() {
m_device->waitForIdle();
}
bool D3D11ImmediateContext::WaitForResource(
const Rc<DxvkResource>& Resource,
UINT MapFlags) {
// Some games (e.g. The Witcher 3) do not work correctly
// when a map fails with D3D11_MAP_FLAG_DO_NOT_WAIT set
if (!m_parent->GetOptions()->allowMapFlagNoWait)
MapFlags &= ~D3D11_MAP_FLAG_DO_NOT_WAIT;
// Wait for the any pending D3D11 command to be executed
// on the CS thread so that we can determine whether the
// resource is currently in use or not.
SynchronizeCsThread();
if (Resource->isInUse()) {
if (MapFlags & D3D11_MAP_FLAG_DO_NOT_WAIT) {
// We don't have to wait, but misbehaving games may
// still try to spin on `Map` until the resource is
// idle, so we should flush pending commands
FlushImplicit(FALSE);
return false;
} else {
// Make sure pending commands using the resource get
// executed on the the GPU if we have to wait for it
Flush();
SynchronizeCsThread();
while (Resource->isInUse())
dxvk::this_thread::yield();
}
}
return true;
}
void D3D11ImmediateContext::EmitCsChunk(DxvkCsChunkRef&& chunk) {
m_csThread.dispatchChunk(std::move(chunk));
m_csIsBusy = true;
}
void D3D11ImmediateContext::FlushImplicit(BOOL StrongHint) {
// Flush only if the GPU is about to go idle, in
// order to keep the number of submissions low.
if (StrongHint || m_device->pendingSubmissions() <= MaxPendingSubmits) {
auto now = std::chrono::high_resolution_clock::now();
// Prevent flushing too often in short intervals.
if (now - m_lastFlush >= std::chrono::microseconds(MinFlushIntervalUs))
Flush();
}
}
}