[idd] transport: abstract LGMP implementation

Introduce transport, frame, and control interfaces with an LGMP factory
backend.

Move LGMP and IVSHMEM implementation details under transport/lgmp and
expose direct frame-buffer memory through a neutral capability.
This commit is contained in:
Geoffrey McRae
2026-08-07 16:39:07 +10:00
parent 30a1383d5e
commit 6725133375
46 changed files with 1026 additions and 480 deletions

View File

@@ -21,7 +21,7 @@
#include "d3d/CD3D12Device.h"
#include "CDebug.h"
bool CD3D12Device::m_indirectCopy = false;
bool CD3D12Device::s_directHeapFailed = false;
CD3D12Device::CD3D12Device(LUID adapterLuid) :
m_adapterLuid(adapterLuid),
@@ -60,12 +60,14 @@ static void CALLBACK _D3D12DebugCallback(
description);
}
CD3D12Device::InitResult CD3D12Device::Init(CIVSHMEM &ivshmem,
UINT64 &alignSize, bool enableCompute)
CD3D12Device::InitResult CD3D12Device::Init(
const DirectFrameBufferMemory& directMemory,
UINT64& alignSize, bool enableCompute)
{
HRESULT hr;
m_computeEnabled = enableCompute;
m_indirectCopy = !directMemory || s_directHeapFailed;
hr = CreateDXGIFactory2(m_debug ? DXGI_CREATE_FACTORY_DEBUG : 0, IID_PPV_ARGS(&m_factory));
if (FAILED(hr))
@@ -105,34 +107,37 @@ CD3D12Device::InitResult CD3D12Device::Init(CIVSHMEM &ivshmem,
if (!m_indirectCopy)
{
hr = m_device->OpenExistingHeapFromAddress(ivshmem.GetMem(), IID_PPV_ARGS(&m_ivshmemHeap));
hr = m_device->OpenExistingHeapFromAddress(
directMemory.address, IID_PPV_ARGS(&m_transportHeap));
if (FAILED(hr))
{
DEBUG_ERROR_HR(hr, "Failed to open IVSHMEM as a D3D12Heap");
m_indirectCopy = true;
DEBUG_ERROR_HR(hr,
"Failed to open transport memory as a D3D12 heap");
s_directHeapFailed = true;
return InitResult::RETRY;
}
m_ivshmemHeap->SetName(L"IVSHMEM");
m_transportHeap->SetName(L"Transport Memory");
D3D12_HEAP_DESC heapDesc = m_ivshmemHeap->GetDesc();
D3D12_HEAP_DESC heapDesc = m_transportHeap->GetDesc();
alignSize = heapDesc.Alignment;
m_ivshmemTextureSupported =
m_directTextureSupported =
(heapDesc.Flags & D3D12_HEAP_FLAG_SHARED_CROSS_ADAPTER) &&
!(heapDesc.Flags & D3D12_HEAP_FLAG_DENY_NON_RT_DS_TEXTURES);
// test that the heap is usable
if (!HeapTest())
{
DEBUG_WARN("Unable to create resources in the IVSHMEM heap, falling back to indirect copy");
DEBUG_WARN("Unable to create resources in transport memory, "
"falling back to indirect copy");
// failure often results in the device being removed and we need to completely reinit when this occurs
m_indirectCopy = true;
s_directHeapFailed = true;
return InitResult::RETRY;
}
DEBUG_INFO("Using IVSHMEM as a D3D12Heap");
if (!m_ivshmemTextureSupported)
DEBUG_WARN("IVSHMEM heap does not support placed textures");
DEBUG_INFO("Using transport memory as a D3D12 heap");
if (!m_directTextureSupported)
DEBUG_WARN("Transport memory does not support placed textures");
}
if (!m_copyQueue.Init(m_device.Get(), D3D12_COMMAND_LIST_TYPE_COPY,
@@ -182,7 +187,7 @@ bool CD3D12Device::HeapTest()
ComPtr<ID3D12Resource> resource;
hr = m_device->CreatePlacedResource(
m_ivshmemHeap.Get(),
m_transportHeap.Get(),
0,
&desc,
D3D12_RESOURCE_STATE_COPY_DEST,
@@ -190,7 +195,8 @@ bool CD3D12Device::HeapTest()
IID_PPV_ARGS(&resource));
if (FAILED(hr))
{
DEBUG_ERROR_HR(hr, "Failed to create the ivshmem ID3D12Resource");
DEBUG_ERROR_HR(hr,
"Failed to create the transport-memory ID3D12Resource");
return false;
}
resource->SetName(L"HeapTest");

View File

@@ -26,8 +26,8 @@
#include <dxgi1_5.h>
#include <d3d12.h>
#include "transport/CIVSHMEM.h"
#include "d3d/CD3D12CommandQueue.h"
#include "transport/TransportTypes.h"
using namespace Microsoft::WRL;
@@ -37,8 +37,9 @@ struct CD3D12Device
LUID m_adapterLuid;
bool m_debug;
// static as this needs to persist if set
static bool m_indirectCopy;
// A failed direct heap can remove the device. Preserve the fallback for
// the replacement device so initialization does not retry forever.
static bool s_directHeapFailed;
ComPtr<ID3D12Debug6 > m_dxDebug;
ComPtr<ID3D12InfoQueue1> m_infoQueue;
@@ -47,12 +48,13 @@ struct CD3D12Device
ComPtr<IDXGIFactory5> m_factory;
ComPtr<IDXGIAdapter1> m_adapter;
ComPtr<ID3D12Device3> m_device;
ComPtr<ID3D12Heap > m_ivshmemHeap;
ComPtr<ID3D12Heap > m_transportHeap;
CD3D12CommandQueue m_copyQueue;
CD3D12CommandQueue m_computeQueue;
bool m_computeEnabled = false;
bool m_ivshmemTextureSupported = false;
bool m_computeEnabled = false;
bool m_indirectCopy = true;
bool m_directTextureSupported = false;
bool HeapTest();
@@ -67,8 +69,8 @@ struct CD3D12Device
SUCCESS
};
InitResult Init(CIVSHMEM &ivshmem, UINT64 &alignSize,
bool enableCompute);
InitResult Init(const DirectFrameBufferMemory& directMemory,
UINT64& alignSize, bool enableCompute);
void DeInit();
// Wait for all command queues to finish in-flight GPU work and run their
@@ -77,9 +79,9 @@ struct CD3D12Device
void WaitForIdle();
ComPtr<ID3D12Device3> GetDevice() { return m_device; }
ComPtr<ID3D12Heap > GetHeap() { return m_ivshmemHeap; }
bool IsIndirectCopy() { return m_indirectCopy; }
bool CanUseIVSHMEMTexture() { return m_ivshmemTextureSupported; }
ComPtr<ID3D12Heap > GetTransportHeap() { return m_transportHeap; }
bool IsIndirectCopy() const { return m_indirectCopy; }
bool CanUseDirectTexture() const { return m_directTextureSupported; }
CD3D12CommandSlot * GetCopySlot ();
CD3D12CommandSlot * GetCopySlot (unsigned frameIndex);