Files
LookingGlass/idd/LGIdd/d3d/CD3D12CommandQueue.cpp
Geoffrey McRae 30a1383d5e [idd] project: organize driver sources by responsibility
Group the IDD sources and Visual Studio filters by subsystem.

Split the device and swap-chain implementations into focused units,
rename the context classes, and reduce header coupling.
2026-08-07 15:49:18 +10:00

680 lines
18 KiB
C++

/**
* Looking Glass
* Copyright © 2017-2026 The Looking Glass Authors
* https://looking-glass.io
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc., 59
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "d3d/CD3D12CommandQueue.h"
#include "CDebug.h"
static uint64_t ScaleTicks(uint64_t ticks, uint64_t targetFrequency,
uint64_t sourceFrequency)
{
return ticks / sourceFrequency * targetFrequency +
ticks % sourceFrequency * targetFrequency / sourceFrequency;
}
static uint64_t TicksToNanoseconds(uint64_t ticks, uint64_t frequency)
{
return ScaleTicks(ticks, 1000000000ULL, frequency);
}
static bool ConvertGPUTimestamp(UINT64 timestamp, UINT64 timestampFrequency,
UINT64 calibrationGPU, UINT64 calibrationCPU, UINT64 qpcFrequency,
uint64_t& result)
{
UINT64 cpuTimestamp;
if (timestamp < calibrationGPU)
{
const UINT64 delta = ScaleTicks(
calibrationGPU - timestamp, qpcFrequency, timestampFrequency);
if (delta > calibrationCPU)
return false;
cpuTimestamp = calibrationCPU - delta;
}
else
{
const UINT64 delta = ScaleTicks(
timestamp - calibrationGPU, qpcFrequency, timestampFrequency);
if (UINT64_MAX - calibrationCPU < delta)
return false;
cpuTimestamp = calibrationCPU + delta;
}
result = TicksToNanoseconds(cpuTimestamp, qpcFrequency);
return true;
}
bool CD3D12CommandSlot::Init(ID3D12Device3 * device,
CD3D12CommandQueue * queue, const WCHAR * name, UINT queryBase,
ULONG waitFlags)
{
m_queue = queue;
m_name = name;
m_queryBase = queryBase;
HRESULT hr = device->CreateCommandAllocator(
queue->m_queue->GetDesc().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, queue->m_queue->GetDesc().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("Failed to get the CommandList (%ls)", name);
return false;
}
m_event.Attach(CreateEvent(NULL, FALSE, FALSE, NULL));
if (!m_event.Get())
{
DEBUG_ERROR_HR(GetLastError(),
"Failed to create the completion event (%ls)", name);
return false;
}
m_availableEvent.Attach(CreateEvent(NULL, FALSE, FALSE, NULL));
if (!m_availableEvent.Get())
{
DEBUG_ERROR_HR(GetLastError(),
"Failed to create the availability event (%ls)", name);
return false;
}
if (!RegisterWaitForSingleObject(
&m_waitHandle,
m_event.Get(),
[](PVOID param, BOOLEAN timeout){
static_cast<CD3D12CommandSlot *>(param)->OnCompletion(!!timeout);
},
this,
INFINITE,
waitFlags))
{
DEBUG_ERROR_HR(GetLastError(),
"Failed to register the completion wait (%ls)", name);
m_waitHandle = INVALID_HANDLE_VALUE;
return false;
}
DEBUG_INFO("Created CD3D12CommandSlot(%ls)", name);
return true;
}
void CD3D12CommandSlot::DeInit()
{
if (m_waitHandle != INVALID_HANDLE_VALUE)
{
if (!UnregisterWaitEx(m_waitHandle, INVALID_HANDLE_VALUE))
DEBUG_WARN_HR(GetLastError(),
"Failed to unregister the completion wait (%ls)", m_name);
m_waitHandle = INVALID_HANDLE_VALUE;
}
m_event.Close();
m_availableEvent.Close();
m_cmdList.Reset();
m_gfxList.Reset();
m_allocator.Reset();
m_queue = nullptr;
}
bool CD3D12CommandSlot::Acquire()
{
if (!m_queue || m_queue->m_failed.load(std::memory_order_acquire))
return false;
State expected = STATE_FREE;
if (!m_state.compare_exchange_strong(expected, STATE_RECORDING,
std::memory_order_acq_rel))
return false;
m_completionCallback = nullptr;
m_completionParams[0] = nullptr;
m_completionParams[1] = nullptr;
m_completionResult = true;
m_fenceTarget = 0;
m_fenceWaitCount = 0;
m_timingActive = false;
m_timestampFrequency = 0;
m_calibrationGPU = 0;
m_calibrationCPU = 0;
m_submitted.store(false, std::memory_order_release);
for (UINT i = 0; i < MAX_FENCE_WAITS; ++i)
{
m_fenceWaits[i].fence.Reset();
m_fenceWaits[i].value = 0;
}
if (!m_needsReset)
return true;
HRESULT hr = m_allocator->Reset();
if (FAILED(hr))
{
DEBUG_ERROR_HR(hr, "Failed to reset the CommandAllocator (%ls)", m_name);
m_queue->m_failed.store(true, std::memory_order_release);
m_state.store(STATE_FAILED, std::memory_order_release);
return false;
}
hr = m_gfxList->Reset(m_allocator.Get(), NULL);
if (FAILED(hr))
{
DEBUG_ERROR_HR(hr, "Failed to reset the CommandList (%ls)", m_name);
m_queue->m_failed.store(true, std::memory_order_release);
m_state.store(STATE_FAILED, std::memory_order_release);
return false;
}
m_needsReset = false;
return true;
}
void CD3D12CommandSlot::Cancel()
{
State expected = STATE_RECORDING;
if (!m_state.compare_exchange_strong(expected, STATE_CANCELLING,
std::memory_order_acq_rel))
{
DEBUG_ERROR("Command slot cancelled while not recording (%ls)", m_name);
return;
}
const HRESULT hr = m_gfxList->Close();
m_needsReset = true;
m_timingActive = false;
for (UINT i = 0; i < m_fenceWaitCount; ++i)
{
m_fenceWaits[i].fence.Reset();
m_fenceWaits[i].value = 0;
}
m_fenceWaitCount = 0;
if (FAILED(hr))
{
DEBUG_ERROR_HR(hr, "Failed to close the cancelled CommandList (%ls)",
m_name);
m_queue->m_failed.store(true, std::memory_order_release);
m_state.store(STATE_FAILED, std::memory_order_release);
return;
}
m_completionCallback = nullptr;
m_completionParams[0] = nullptr;
m_completionParams[1] = nullptr;
m_submitted.store(false, std::memory_order_release);
m_state.store(STATE_FREE, std::memory_order_release);
SetEvent(m_availableEvent.Get());
}
bool CD3D12CommandSlot::Execute()
{
State expected = STATE_RECORDING;
if (!m_state.compare_exchange_strong(expected, STATE_SUBMITTED,
std::memory_order_acq_rel))
{
DEBUG_ERROR("Command slot executed while not recording (%ls)", m_name);
return false;
}
m_needsReset = true;
HRESULT hr = m_gfxList->Close();
if (FAILED(hr))
{
DEBUG_ERROR_HR(hr, "Failed to close the CommandList (%ls)", m_name);
m_queue->m_failed.store(true, std::memory_order_release);
m_state.store(STATE_FAILED, std::memory_order_release);
return false;
}
if (m_queue->Submit(*this))
return true;
if (!m_submitted.load(std::memory_order_acquire))
{
m_state.store(STATE_FREE, std::memory_order_release);
SetEvent(m_availableEvent.Get());
}
return false;
}
bool CD3D12CommandSlot::WaitFor(ID3D12Fence * fence, UINT64 value)
{
if (!fence || !value ||
m_state.load(std::memory_order_acquire) != STATE_RECORDING)
return false;
if (m_fenceWaitCount == MAX_FENCE_WAITS)
{
DEBUG_ERROR("Too many fence waits for CommandSlot(%ls)", m_name);
return false;
}
FenceWait& wait = m_fenceWaits[m_fenceWaitCount++];
wait.fence = fence;
wait.value = value;
return true;
}
bool CD3D12CommandSlot::WaitFor(const CD3D12CommandSlot& slot)
{
if (!slot.m_queue || !slot.m_fenceTarget)
return false;
return WaitFor(slot.m_queue->m_fence.Get(), slot.m_fenceTarget);
}
bool CD3D12CommandSlot::BeginTiming()
{
m_timingActive = m_queue && m_queue->m_timingSupported;
if (!m_timingActive)
return false;
m_gfxList->EndQuery(m_queue->m_timestampHeap.Get(),
D3D12_QUERY_TYPE_TIMESTAMP, m_queryBase);
return true;
}
void CD3D12CommandSlot::EndTiming()
{
if (!m_timingActive)
return;
if (!m_queue->SnapshotTiming(*this))
{
m_timingActive = false;
return;
}
m_gfxList->EndQuery(m_queue->m_timestampHeap.Get(),
D3D12_QUERY_TYPE_TIMESTAMP, m_queryBase + 1);
m_gfxList->ResolveQueryData(m_queue->m_timestampHeap.Get(),
D3D12_QUERY_TYPE_TIMESTAMP, m_queryBase, 2,
m_queue->m_timestampReadback.Get(),
(UINT64)m_queryBase * sizeof(UINT64));
}
bool CD3D12CommandSlot::GetGPUTimes(
uint64_t& start, uint64_t& end) const
{
return m_queue && m_queue->GetGPUTimes(*this, start, end);
}
void CD3D12CommandSlot::OnCompletion(bool timeout)
{
if (!m_queue || !m_submitted.load(std::memory_order_acquire))
return;
const UINT64 completed = m_queue->m_fence->GetCompletedValue();
if (completed != UINT64_MAX && completed < m_fenceTarget)
return;
State expected = STATE_SUBMITTED;
if (!m_state.compare_exchange_strong(expected, STATE_COMPLETING,
std::memory_order_acq_rel))
return;
m_completionResult = !timeout && completed != UINT64_MAX;
if (!m_completionResult)
m_queue->m_failed.store(true, std::memory_order_release);
if (m_completionCallback)
m_completionCallback(this, m_completionResult,
m_completionParams[0], m_completionParams[1]);
m_completionCallback = nullptr;
m_completionParams[0] = nullptr;
m_completionParams[1] = nullptr;
m_submitted.store(false, std::memory_order_release);
m_state.store(STATE_FREE, std::memory_order_release);
SetEvent(m_availableEvent.Get());
}
bool CD3D12CommandQueue::InitTiming(ID3D12Device3 * device, UINT slotCount)
{
D3D12_FEATURE_DATA_D3D12_OPTIONS3 options = {};
HRESULT hr = device->CheckFeatureSupport(
D3D12_FEATURE_D3D12_OPTIONS3, &options, sizeof(options));
if (FAILED(hr) || !options.CopyQueueTimestampQueriesSupported)
return false;
LARGE_INTEGER qpcFrequency;
if (!QueryPerformanceFrequency(&qpcFrequency))
return false;
m_qpcFrequency = (UINT64)qpcFrequency.QuadPart;
D3D12_QUERY_HEAP_DESC queryDesc = {};
queryDesc.Type = D3D12_QUERY_HEAP_TYPE_COPY_QUEUE_TIMESTAMP;
queryDesc.Count = slotCount * 2;
hr = device->CreateQueryHeap(&queryDesc,
IID_PPV_ARGS(&m_timestampHeap));
if (FAILED(hr))
return false;
D3D12_HEAP_PROPERTIES heapProps = {};
heapProps.Type = D3D12_HEAP_TYPE_READBACK;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resourceDesc.Width = sizeof(UINT64) * queryDesc.Count;
resourceDesc.Height = 1;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = 1;
resourceDesc.SampleDesc.Count = 1;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
hr = device->CreateCommittedResource(
&heapProps,
D3D12_HEAP_FLAG_NONE,
&resourceDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
IID_PPV_ARGS(&m_timestampReadback));
if (FAILED(hr))
{
m_timestampHeap.Reset();
return false;
}
const SIZE_T timingSize = sizeof(UINT64) * queryDesc.Count;
D3D12_RANGE readRange = { 0, timingSize };
void * timestampMap = nullptr;
hr = m_timestampReadback->Map(0, &readRange, &timestampMap);
if (FAILED(hr))
{
m_timestampReadback.Reset();
m_timestampHeap.Reset();
return false;
}
m_timestampMap = static_cast<UINT64 *>(timestampMap);
m_timingSupported = true;
return true;
}
bool CD3D12CommandQueue::Init(ID3D12Device3 * device,
D3D12_COMMAND_LIST_TYPE type, const WCHAR * name,
CD3D12CommandSlot::CallbackMode callbackMode, UINT slotCount,
bool enableTiming)
{
if (!slotCount || slotCount > MAX_SLOTS)
{
DEBUG_ERROR("Invalid slot count for CommandQueue(%ls): %u",
name, slotCount);
return false;
}
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Type = type;
queueDesc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_HIGH;
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
HRESULT 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->CreateFence(0, D3D12_FENCE_FLAG_NONE,
IID_PPV_ARGS(&m_fence));
if (FAILED(hr))
{
DEBUG_ERROR_HR(hr, "Failed to create the CommandQueue fence (%ls)", name);
return false;
}
if (enableTiming && !InitTiming(device, slotCount))
DEBUG_WARN("GPU timing is unavailable for CommandQueue(%ls)", name);
const ULONG waitFlags = callbackMode == CD3D12CommandSlot::FAST ?
WT_EXECUTEINWAITTHREAD : WT_EXECUTEINPERSISTENTTHREAD;
m_name = name;
for (UINT i = 0; i < slotCount; ++i)
{
if (!m_slots[i].Init(device, this, name, i * 2, waitFlags))
return false;
++m_slotCount;
}
DEBUG_INFO("Created CD3D12CommandQueue(%ls) with %u slots",
name, slotCount);
return true;
}
void CD3D12CommandQueue::DeInit()
{
WaitForIdle();
for (UINT i = 0; i < MAX_SLOTS; ++i)
m_slots[i].DeInit();
m_slotCount = 0;
if (m_timestampMap)
{
D3D12_RANGE writeRange = { 0, 0 };
m_timestampReadback->Unmap(0, &writeRange);
m_timestampMap = nullptr;
}
m_timestampReadback.Reset();
m_timestampHeap.Reset();
m_fence.Reset();
m_queue.Reset();
m_timingSupported = false;
m_qpcFrequency = 0;
}
CD3D12CommandSlot * CD3D12CommandQueue::Acquire(UINT slotIndex)
{
if (slotIndex >= m_slotCount)
return nullptr;
const ULONGLONG deadline = GetTickCount64() + 100;
for (;;)
{
if (m_slots[slotIndex].Acquire())
return &m_slots[slotIndex];
// The GPU may already be finished while its thread-pool callback is
// still pending. Complete it here before sleeping on callback dispatch.
m_slots[slotIndex].OnCompletion(false);
if (m_slots[slotIndex].Acquire())
return &m_slots[slotIndex];
if (m_failed.load(std::memory_order_acquire))
break;
const ULONGLONG now = GetTickCount64();
if (now >= deadline)
break;
const DWORD result =
WaitForSingleObject(m_slots[slotIndex].m_availableEvent.Get(),
static_cast<DWORD>(deadline - now));
if (result != WAIT_OBJECT_0)
break;
}
DEBUG_ERROR("Failed to acquire CommandSlot(%ls:%u)", m_name, slotIndex);
return nullptr;
}
CD3D12CommandSlot * CD3D12CommandQueue::Acquire()
{
if (!m_slotCount)
return nullptr;
// The unindexed path is used for immediate software publication. Keep at
// most one copy in flight so a newer frame is dropped instead of queued
// behind bandwidth-bound work which is already stale.
CD3D12CommandSlot& slot = m_slots[0];
if (slot.Acquire())
return &slot;
// Complete already-fenced work without waiting for callback dispatch.
slot.OnCompletion(false);
if (slot.Acquire())
return &slot;
return nullptr;
}
void CD3D12CommandQueue::WaitForIdle()
{
for (UINT slot = 0; slot < m_slotCount; ++slot)
{
while (!m_slots[slot].IsIdle())
{
// The callback may be delayed behind other thread-pool work. If its
// fence has completed, finish it here before releasing callback state.
m_slots[slot].OnCompletion(false);
if (m_slots[slot].IsIdle())
break;
Sleep(1);
}
}
}
bool CD3D12CommandQueue::Submit(CD3D12CommandSlot& slot)
{
bool result = false;
AcquireSRWLockExclusive(&m_submitLock);
do
{
if (m_failed.load(std::memory_order_relaxed))
break;
for (UINT i = 0; i < slot.m_fenceWaitCount; ++i)
{
const CD3D12CommandSlot::FenceWait& wait = slot.m_fenceWaits[i];
const HRESULT hr = m_queue->Wait(wait.fence.Get(), wait.value);
if (FAILED(hr))
{
DEBUG_ERROR_HR(hr, "Failed to queue a fence wait (%ls)", m_name);
m_failed.store(true, std::memory_order_release);
break;
}
}
if (m_failed.load(std::memory_order_relaxed))
break;
const UINT64 fenceTarget = ++m_fenceValue;
slot.m_fenceTarget = fenceTarget;
slot.m_submitted.store(true, std::memory_order_release);
ID3D12CommandList * lists[] = { slot.m_cmdList.Get() };
m_queue->ExecuteCommandLists(1, lists);
HRESULT hr = m_queue->Signal(m_fence.Get(), fenceTarget);
if (FAILED(hr))
{
DEBUG_ERROR_HR(hr, "Failed to signal the CommandQueue (%ls)", m_name);
m_failed.store(true, std::memory_order_release);
slot.OnCompletion(false);
break;
}
hr = m_fence->SetEventOnCompletion(fenceTarget, slot.m_event.Get());
if (FAILED(hr))
{
DEBUG_ERROR_HR(hr,
"Failed to register CommandSlot completion (%ls)", m_name);
// The work is already submitted and fenced. Poll only on this rare
// error path so allocator, callback, and framebuffer ownership remain
// valid until completion or confirmed device removal.
while (slot.m_submitted.load(std::memory_order_acquire))
{
slot.OnCompletion(false);
if (slot.m_submitted.load(std::memory_order_acquire))
Sleep(1);
}
result = slot.m_completionResult;
break;
}
result = true;
}
while (false);
ReleaseSRWLockExclusive(&m_submitLock);
return result;
}
bool CD3D12CommandQueue::SnapshotTiming(
CD3D12CommandSlot& slot) const
{
UINT64 frequency;
UINT64 gpu;
UINT64 cpu;
if (FAILED(m_queue->GetTimestampFrequency(&frequency)) || !frequency ||
FAILED(m_queue->GetClockCalibration(&gpu, &cpu)))
return false;
slot.m_timestampFrequency = frequency;
slot.m_calibrationGPU = gpu;
slot.m_calibrationCPU = cpu;
return true;
}
bool CD3D12CommandQueue::GetGPUTimes(const CD3D12CommandSlot& slot,
uint64_t& start, uint64_t& end) const
{
if (!slot.m_timingActive || !m_timestampMap ||
!slot.m_timestampFrequency || !m_qpcFrequency)
return false;
const UINT64 gpuStart = m_timestampMap[slot.m_queryBase];
const UINT64 gpuEnd = m_timestampMap[slot.m_queryBase + 1];
if (gpuEnd < gpuStart ||
!ConvertGPUTimestamp(gpuStart, slot.m_timestampFrequency,
slot.m_calibrationGPU, slot.m_calibrationCPU,
m_qpcFrequency, start) ||
!ConvertGPUTimestamp(gpuEnd, slot.m_timestampFrequency,
slot.m_calibrationGPU, slot.m_calibrationCPU,
m_qpcFrequency, end) ||
end < start)
return false;
return true;
}