#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& Device) : D3D11DeviceContext(pParent, Device, DxvkCsChunkFlag::SingleUse), m_csThread(Device->createContext()) { EmitCs([ cDevice = m_device, cRelaxedBarriers = pParent->GetOptions()->relaxedBarriers ] (DxvkContext* ctx) { ctx->beginRecording(cDevice->createCommandList()); if (cRelaxedBarriers) ctx->setBarrierControl(DxvkBarrierControl::IgnoreWriteAfterWrite); }); ClearState(); } D3D11ImmediateContext::~D3D11ImmediateContext() { 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; } 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; } // Ensure that all query commands actually get // executed before trying to access the query SynchronizeCsThread(); // Get query status directly from the query object auto query = static_cast(pAsync); HRESULT hr = query->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) { query->NotifyStall(); FlushImplicit(FALSE); } return hr; } void STDMETHODCALLTYPE D3D11ImmediateContext::End(ID3D11Asynchronous* pAsync) { D3D11DeviceContext::End(pAsync); auto query = static_cast(pAsync); if (unlikely(query && query->IsEvent())) { query->NotifyEnd(); query->IsStalling() ? Flush() : FlushImplicit(TRUE); } } 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(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 (unlikely(!pResource || !pMappedResource)) return E_INVALIDARG; D3D11_RESOURCE_DIMENSION resourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN; pResource->GetType(&resourceDim); HRESULT hr; if (likely(resourceDim == D3D11_RESOURCE_DIMENSION_BUFFER)) { hr = MapBuffer( static_cast(pResource), MapType, MapFlags, pMappedResource); } else { hr = MapImage( GetCommonTexture(pResource), Subresource, MapType, MapFlags, pMappedResource); } if (unlikely(FAILED(hr))) { pMappedResource->pData = nullptr; pMappedResource->RowPitch = 0; pMappedResource->DepthPitch = 0; } return hr; } void STDMETHODCALLTYPE D3D11ImmediateContext::Unmap( ID3D11Resource* pResource, UINT Subresource) { D3D11_RESOURCE_DIMENSION resourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN; pResource->GetType(&resourceDim); if (unlikely(resourceDim != D3D11_RESOURCE_DIMENSION_BUFFER)) { D3D10DeviceLock lock = LockContext(); UnmapImage(GetCommonTexture(pResource), Subresource); } } 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::OMSetRenderTargets( UINT NumViews, ID3D11RenderTargetView* const* ppRenderTargetViews, ID3D11DepthStencilView* pDepthStencilView) { FlushImplicit(TRUE); 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(TRUE); D3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews( NumRTVs, ppRenderTargetViews, pDepthStencilView, UAVStartSlot, NumUAVs, ppUnorderedAccessViews, pUAVInitialCounts); } HRESULT D3D11ImmediateContext::MapBuffer( D3D11Buffer* pResource, D3D11_MAP MapType, UINT MapFlags, D3D11_MAPPED_SUBRESOURCE* pMappedResource) { if (unlikely(pResource->GetMapMode() == D3D11_COMMON_BUFFER_MAP_MODE_NONE)) { 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; EmitCs([ cBuffer = pResource->GetBuffer(), cBufferSlice = physSlice ] (DxvkContext* ctx) { ctx->invalidateBuffer(cBuffer, cBufferSlice); }); return S_OK; } else { // Wait until the resource is no longer in use if (MapType != D3D11_MAP_WRITE_NO_OVERWRITE) { if (!WaitForResource(pResource->GetBuffer(), 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; } } HRESULT D3D11ImmediateContext::MapImage( D3D11CommonTexture* pResource, UINT Subresource, D3D11_MAP MapType, UINT MapFlags, D3D11_MAPPED_SUBRESOURCE* pMappedResource) { const Rc mappedImage = pResource->GetImage(); const Rc mappedBuffer = pResource->GetMappedBuffer(); if (unlikely(pResource->GetMapMode() == D3D11_COMMON_TEXTURE_MAP_MODE_NONE)) { Logger::err("D3D11: Cannot map a device-local image"); return E_INVALIDARG; } VkFormat packedFormat = m_parent->LookupPackedFormat( pResource->Desc()->Format, pResource->GetFormatMode()).Format; auto formatInfo = imageFormatInfo(packedFormat); auto subresource = pResource->GetSubresourceFromIndex( formatInfo->aspectMask, Subresource); pResource->SetMappedSubresource(subresource, MapType); 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 { 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. if (pResource->Desc()->Usage == D3D11_USAGE_STAGING) { auto subresourceLayers = vk::makeSubresourceLayers(subresource); EmitCs([ cImageBuffer = mappedBuffer, cImage = mappedImage, cSubresources = subresourceLayers, cLevelExtent = levelExtent, cPackedFormat = packedFormat ] (DxvkContext* ctx) { if (cSubresources.aspectMask != (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)) { ctx->copyImageToBuffer( cImageBuffer, 0, VkExtent2D { 0u, 0u }, cImage, cSubresources, VkOffset3D { 0, 0, 0 }, cLevelExtent); } else { ctx->copyDepthStencilImageToPackedBuffer( cImageBuffer, 0, cImage, cSubresources, VkOffset2D { 0, 0 }, VkExtent2D { cLevelExtent.width, cLevelExtent.height }, cPackedFormat); } }); } 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; } } void D3D11ImmediateContext::UnmapImage( D3D11CommonTexture* pResource, UINT Subresource) { if (pResource->GetMapType() == D3D11_MAP_READ) return; 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 const Rc mappedImage = pResource->GetImage(); const Rc mappedBuffer = pResource->GetMappedBuffer(); 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, cPackedFormat = GetPackedDepthStencilFormat(pResource->Desc()->Format) ] (DxvkContext* ctx) { if (cPackedFormat == VK_FORMAT_UNDEFINED) { ctx->copyBufferToImage(cDstImage, cDstLayers, VkOffset3D { 0, 0, 0 }, cDstLevelExtent, cSrcBuffer, 0, { 0u, 0u }); } else { ctx->copyPackedBufferToDepthStencilImage( cDstImage, cDstLayers, VkOffset2D { 0, 0 }, VkExtent2D { cDstLevelExtent.width, cDstLevelExtent.height }, cSrcBuffer, 0, cPackedFormat); } }); } pResource->ClearMappedSubresource(); } void STDMETHODCALLTYPE D3D11ImmediateContext::SwapDeviceContextState( ID3DDeviceContextState* pState, ID3DDeviceContextState** ppPreviousState) { InitReturnPtr(ppPreviousState); if (!pState) return; Com oldState = std::move(m_stateObject); Com newState = static_cast(pState); if (oldState == nullptr) oldState = new D3D11DeviceContextState(m_parent); if (ppPreviousState) *ppPreviousState = oldState.ref(); m_stateObject = newState; oldState->SetState(m_state); newState->GetState(m_state); RestoreState(); } 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& 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(); } } }