mirror of
https://github.com/gnif/LookingGlass.git
synced 2025-04-25 08:06:30 +00:00
[idd] driver: fix deadlock caused by command queue completion callback
The callback runs in a random thread, we can't call directx methods safely from it, so move reset so it's called automatically when a free copy list is obtained.
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commit
cadcfe4b39
@ -1,7 +1,7 @@
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#include "CD3D12CommandQueue.h"
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#include "CDebug.h"
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bool CD3D12CommandQueue::Init(ID3D12Device3 * device, D3D12_COMMAND_LIST_TYPE type, const WCHAR* name)
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bool CD3D12CommandQueue::Init(ID3D12Device3 * device, D3D12_COMMAND_LIST_TYPE type, const WCHAR* name, CallbackMode callbackMode)
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{
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HRESULT hr;
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D3D12_COMMAND_QUEUE_DESC queueDesc = {};
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@ -54,6 +54,11 @@ bool CD3D12CommandQueue::Init(ID3D12Device3 * device, D3D12_COMMAND_LIST_TYPE ty
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return false;
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}
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if (callbackMode != DISABLED)
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{
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ULONG flags = (callbackMode == FAST) ?
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WT_EXECUTEINWAITTHREAD : WT_EXECUTEINPERSISTENTTHREAD;
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RegisterWaitForSingleObject(
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&m_waitHandle,
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m_event.Get(),
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@ -63,7 +68,8 @@ bool CD3D12CommandQueue::Init(ID3D12Device3 * device, D3D12_COMMAND_LIST_TYPE ty
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},
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this,
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INFINITE,
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WT_EXECUTEINPERSISTENTTHREAD);
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flags);
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}
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m_name = name;
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m_fenceValue = 0;
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@ -92,15 +98,18 @@ bool CD3D12CommandQueue::Execute()
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ID3D12CommandList * lists[] = { m_cmdList.Get() };
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m_queue->ExecuteCommandLists(1, lists);
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m_queue->Signal(m_fence.Get(), ++m_fenceValue);
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m_pending = true;
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m_needsReset = true;
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++m_fenceValue;
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m_fence->SetEventOnCompletion(m_fenceValue, m_event.Get());
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m_queue->Signal(m_fence.Get(), m_fenceValue);
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to set the fence signal (%ls)", m_name);
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return false;
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}
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m_fence->SetEventOnCompletion(m_fenceValue, m_event.Get());
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m_pending = true;
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return true;
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}
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@ -121,6 +130,9 @@ void CD3D12CommandQueue::Wait()
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bool CD3D12CommandQueue::Reset()
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{
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if (!m_needsReset)
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return true;
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HRESULT hr;
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hr = m_allocator->Reset();
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@ -137,6 +149,7 @@ bool CD3D12CommandQueue::Reset()
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return false;
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}
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m_needsReset = false;
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return true;
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}
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@ -4,7 +4,6 @@
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#include <wdf.h>
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#include <wrl.h>
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#include <d3d12.h>
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#include <functional>
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using namespace Microsoft::WRL;
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using namespace Microsoft::WRL::Wrappers;
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@ -25,27 +24,35 @@ class CD3D12CommandQueue
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HandleT<HANDLENullTraits> m_event;
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HANDLE m_waitHandle = INVALID_HANDLE_VALUE;
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UINT64 m_fenceValue = 0;
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bool m_needsReset = false;
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typedef std::function<void(CD3D12CommandQueue * queue, void * param1, void * param2)> CompletionFunction;
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typedef void (*CompletionFunction)(CD3D12CommandQueue * queue, void * param1, void * param2);
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CompletionFunction m_completionCallback = nullptr;
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void * m_completionParams[2];
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bool Reset();
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void OnCompletion()
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{
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Reset();
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m_pending = false;
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if (m_completionCallback)
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m_completionCallback(
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this,
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m_completionParams[0],
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m_completionParams[1]);
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m_pending = false;
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}
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public:
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~CD3D12CommandQueue() { DeInit(); }
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bool Init(ID3D12Device3 * device, D3D12_COMMAND_LIST_TYPE type, const WCHAR * name);
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enum CallbackMode
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{
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DISABLED, // no callbacks
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FAST, // callback is expected to return almost immediately
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NORMAL // normal callback
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};
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bool Init(ID3D12Device3 * device, D3D12_COMMAND_LIST_TYPE type, const WCHAR * name,
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CallbackMode callbackMode = DISABLED);
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void DeInit();
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void SetCompletionCallback(CompletionFunction fn, void * param1, void * param2)
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@ -55,6 +62,7 @@ class CD3D12CommandQueue
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m_completionParams[1] = param2;
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}
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bool Reset();
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bool Execute();
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//void Wait();
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@ -108,7 +108,8 @@ CD3D12Device::InitResult CD3D12Device::Init(CIVSHMEM &ivshmem, UINT64 &alignSize
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}
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for(int i = 0; i < ARRAYSIZE(m_copyQueue); ++i)
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if (!m_copyQueue[i].Init(m_device.Get(), D3D12_COMMAND_LIST_TYPE_COPY, L"Copy"))
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if (!m_copyQueue[i].Init(m_device.Get(), D3D12_COMMAND_LIST_TYPE_COPY, L"Copy",
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m_indirectCopy ? CD3D12CommandQueue::NORMAL : CD3D12CommandQueue::FAST))
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return InitResult::FAILURE;
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//if (!m_computeQueue.Init(m_device.Get(), D3D12_COMMAND_LIST_TYPE_COMPUTE, L"Compute"))
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@ -176,7 +177,10 @@ CD3D12CommandQueue * CD3D12Device::GetCopyQueue()
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for (int i = 0; i < ARRAYSIZE(m_copyQueue); ++i)
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{
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auto& queue = m_copyQueue[i];
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if (queue.IsReady())
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if (!queue.IsReady())
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continue;
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queue.Reset();
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return &queue;
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}
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Sleep(1);
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@ -145,6 +145,21 @@ void CSwapChainProcessor::SwapChainThreadCore()
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}
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}
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void CSwapChainProcessor::CompletionFunction(CD3D12CommandQueue * queue, void * param1, void * param2)
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{
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UNREFERENCED_PARAMETER(queue);
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auto sc = (CSwapChainProcessor *)param1;
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auto fbRes = (CFrameBufferResource*)param2;
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if (sc->m_dx12Device->IsIndirectCopy())
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sc->m_devContext->WriteFrameBuffer(
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fbRes->GetFrameIndex(),
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fbRes->GetMap(), 0, fbRes->GetFrameSize(), true);
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else
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sc->m_devContext->FinalizeFrameBuffer(fbRes->GetFrameIndex());
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}
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bool CSwapChainProcessor::SwapChainNewFrame(ComPtr<IDXGIResource> acquiredBuffer)
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{
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ComPtr<ID3D11Texture2D> texture;
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@ -212,23 +227,7 @@ bool CSwapChainProcessor::SwapChainNewFrame(ComPtr<IDXGIResource> acquiredBuffer
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return false;
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}
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copyQueue->SetCompletionCallback(
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[](CD3D12CommandQueue * copyQueue, void * param1, void * param2)
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{
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UNREFERENCED_PARAMETER(copyQueue);
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auto sc = (CSwapChainProcessor *)param1;
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auto fbRes = (CFrameBufferResource *)param2;
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if (sc->m_dx12Device->IsIndirectCopy())
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sc->m_devContext->WriteFrameBuffer(
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fbRes->GetFrameIndex(),
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fbRes->GetMap(), 0, fbRes->GetFrameSize(), true);
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else
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sc->m_devContext->FinalizeFrameBuffer(fbRes->GetFrameIndex());
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},
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this,
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fbRes);
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copyQueue->SetCompletionCallback(&CompletionFunction, this, fbRes);
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srcRes->Sync(*copyQueue);
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copyQueue->GetGfxList()->CopyTextureRegion(
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@ -54,6 +54,8 @@ private:
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void SwapChainThread();
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void SwapChainThreadCore();
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static void CompletionFunction(CD3D12CommandQueue * queue, void * param1, void * param2);
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bool SwapChainNewFrame(ComPtr<IDXGIResource> acquiredBuffer);
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public:
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