LookingGlass/idd/LGIdd/CD3D12CommandQueue.cpp
Geoffrey McRae cadcfe4b39 [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.
2025-03-30 16:52:58 +00:00

164 lines
3.8 KiB
C++

#include "CD3D12CommandQueue.h"
#include "CDebug.h"
bool CD3D12CommandQueue::Init(ID3D12Device3 * device, D3D12_COMMAND_LIST_TYPE type, const WCHAR* name, CallbackMode callbackMode)
{
HRESULT hr;
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Type = type;
queueDesc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_HIGH;
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
hr = device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_queue));
if (FAILED(hr))
{
DEBUG_ERROR_HR(hr, "Failed to create the CommandQueue (%ls)", name);
return false;
}
m_queue->SetName(name);
hr = device->CreateCommandAllocator(type, IID_PPV_ARGS(&m_allocator));
if (FAILED(hr))
{
DEBUG_ERROR_HR(hr, "Failed to create the CommandAllocator (%ls)", name);
return false;
}
hr = device->CreateCommandList(0, type, m_allocator.Get(), NULL, IID_PPV_ARGS(&m_gfxList));
if (FAILED(hr))
{
DEBUG_ERROR_HR(hr, "Failed to create the Graphics CommandList (%ls)", name);
return false;
}
m_gfxList->SetName(name);
m_cmdList = m_gfxList;
if (!m_cmdList)
{
DEBUG_ERROR_HR(hr, "Failed to get the CommandList (%ls)", name);
return false;
}
hr = device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence));
if (FAILED(hr))
{
DEBUG_ERROR_HR(hr, "Failed to create the Fence (%ls)", name);
return false;
}
m_event.Attach(CreateEvent(NULL, FALSE, FALSE, NULL));
if (m_event.Get() == INVALID_HANDLE_VALUE)
{
DEBUG_ERROR_HR(GetLastError(), "Failed to create the completion event (%ls)", name);
return false;
}
if (callbackMode != DISABLED)
{
ULONG flags = (callbackMode == FAST) ?
WT_EXECUTEINWAITTHREAD : WT_EXECUTEINPERSISTENTTHREAD;
RegisterWaitForSingleObject(
&m_waitHandle,
m_event.Get(),
[](PVOID param, BOOLEAN timeout){
CD3D12CommandQueue * queue = (CD3D12CommandQueue*)param;
if (timeout)
queue->m_completionResult = false;
queue->OnCompletion();
},
this,
INFINITE,
flags);
}
m_name = name;
m_fenceValue = 0;
DEBUG_INFO("Created CD3D12CommandQueue(%ls)", name);
return true;
}
void CD3D12CommandQueue::DeInit()
{
if (m_waitHandle != INVALID_HANDLE_VALUE)
{
UnregisterWait(m_waitHandle);
m_waitHandle = INVALID_HANDLE_VALUE;
}
}
bool CD3D12CommandQueue::Execute()
{
m_needsReset = true;
m_completionResult = true;
HRESULT hr = m_gfxList->Close();
if (FAILED(hr))
{
m_completionResult = false;
SetEvent(m_event.Get());
DEBUG_ERROR_HR(hr, "Failed to close the command list (%ls)", m_name);
return false;
}
ID3D12CommandList * lists[] = { m_cmdList.Get() };
m_queue->ExecuteCommandLists(1, lists);
++m_fenceValue;
hr = m_fence->SetEventOnCompletion(m_fenceValue, m_event.Get());
if (FAILED(hr))
{
m_completionResult = false;
SetEvent(m_event.Get());
DEBUG_ERROR_HR(hr, "Failed to set the fence signal (%ls)", m_name);
return false;
}
m_pending = true;
m_queue->Signal(m_fence.Get(), m_fenceValue);
return true;
}
#if 0
void CD3D12CommandQueue::Wait()
{
if (m_fence->GetCompletedValue() >= m_fenceValue)
{
m_pending = false;
return;
}
m_fence->SetEventOnCompletion(m_fenceValue, m_event.Get());
WaitForSingleObject(m_event.Get(), INFINITE);
m_pending = false;
}
#endif
bool CD3D12CommandQueue::Reset()
{
if (!m_needsReset)
return true;
HRESULT hr;
hr = m_allocator->Reset();
if (FAILED(hr))
{
DEBUG_ERROR_HR(hr, "Failed to reset the command allocator (%ls)", m_name);
return false;
}
hr = m_gfxList->Reset(m_allocator.Get(), NULL);
if (FAILED(hr))
{
DEBUG_ERROR_HR(hr, "Failed to reset the graphics command list (%ls)", m_name);
return false;
}
m_needsReset = false;
return true;
}