d3d12: Implement launch_grid

Some more refactoring in d3d12_draw.cpp to re-use a bunch of state
and descriptor management, and some refactoring of the dirty states.

Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14367>
This commit is contained in:
Jesse Natalie 2021-12-31 13:50:42 -08:00 committed by Marge Bot
parent 570a042a94
commit 65a16a568c
3 changed files with 181 additions and 73 deletions

View file

@ -2225,6 +2225,7 @@ d3d12_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
ctx->base.clear_render_target = d3d12_clear_render_target;
ctx->base.clear_depth_stencil = d3d12_clear_depth_stencil;
ctx->base.draw_vbo = d3d12_draw_vbo;
ctx->base.launch_grid = d3d12_launch_grid;
ctx->base.flush = d3d12_flush;
ctx->base.flush_resource = d3d12_flush_resource;

View file

@ -62,6 +62,8 @@ enum d3d12_dirty_flags
D3D12_DIRTY_ROOT_SIGNATURE = (1 << 14),
D3D12_DIRTY_STREAM_OUTPUT = (1 << 15),
D3D12_DIRTY_STRIP_CUT_VALUE = (1 << 16),
D3D12_DIRTY_COMPUTE_SHADER = (1 << 17),
D3D12_DIRTY_COMPUTE_ROOT_SIGNATURE = (1 << 18),
};
enum d3d12_shader_dirty_flags
@ -73,11 +75,16 @@ enum d3d12_shader_dirty_flags
D3D12_SHADER_DIRTY_IMAGE = (1 << 4),
};
#define D3D12_DIRTY_PSO (D3D12_DIRTY_BLEND | D3D12_DIRTY_RASTERIZER | D3D12_DIRTY_ZSA | \
D3D12_DIRTY_FRAMEBUFFER | D3D12_DIRTY_SAMPLE_MASK | \
D3D12_DIRTY_VERTEX_ELEMENTS | D3D12_DIRTY_PRIM_MODE | \
D3D12_DIRTY_SHADER | D3D12_DIRTY_ROOT_SIGNATURE | \
D3D12_DIRTY_STRIP_CUT_VALUE)
#define D3D12_DIRTY_GFX_PSO (D3D12_DIRTY_BLEND | D3D12_DIRTY_RASTERIZER | D3D12_DIRTY_ZSA | \
D3D12_DIRTY_FRAMEBUFFER | D3D12_DIRTY_SAMPLE_MASK | \
D3D12_DIRTY_VERTEX_ELEMENTS | D3D12_DIRTY_PRIM_MODE | \
D3D12_DIRTY_SHADER | D3D12_DIRTY_ROOT_SIGNATURE | \
D3D12_DIRTY_STRIP_CUT_VALUE)
#define D3D12_DIRTY_COMPUTE_PSO (D3D12_DIRTY_COMPUTE_SHADER | D3D12_DIRTY_COMPUTE_ROOT_SIGNATURE)
#define D3D12_DIRTY_COMPUTE_MASK (D3D12_DIRTY_COMPUTE_SHADER | D3D12_DIRTY_COMPUTE_ROOT_SIGNATURE)
#define D3D12_DIRTY_GFX_MASK ~D3D12_DIRTY_COMPUTE_MASK
#define D3D12_SHADER_DIRTY_ALL (D3D12_SHADER_DIRTY_CONSTBUF | D3D12_SHADER_DIRTY_SAMPLER_VIEWS | \
D3D12_SHADER_DIRTY_SAMPLERS | D3D12_SHADER_DIRTY_SSBO | \
@ -320,6 +327,10 @@ d3d12_draw_vbo(struct pipe_context *pctx,
const struct pipe_draw_start_count_bias *draws,
unsigned num_draws);
void
d3d12_launch_grid(struct pipe_context *pctx,
const struct pipe_grid_info *info);
void
d3d12_blit(struct pipe_context *pctx,
const struct pipe_blit_info *info);

View file

@ -338,11 +338,11 @@ fill_image_descriptors(struct d3d12_context *ctx,
}
static unsigned
fill_state_vars(struct d3d12_context *ctx,
const struct pipe_draw_info *dinfo,
const struct pipe_draw_start_count_bias *draw,
struct d3d12_shader *shader,
uint32_t *values)
fill_graphics_state_vars(struct d3d12_context *ctx,
const struct pipe_draw_info *dinfo,
const struct pipe_draw_start_count_bias *draw,
struct d3d12_shader *shader,
uint32_t *values)
{
unsigned size = 0;
@ -379,13 +379,14 @@ fill_state_vars(struct d3d12_context *ctx,
}
static bool
check_descriptors_left(struct d3d12_context *ctx)
check_descriptors_left(struct d3d12_context *ctx, bool compute)
{
struct d3d12_batch *batch = d3d12_current_batch(ctx);
unsigned needed_descs = 0;
for (unsigned i = 0; i < D3D12_GFX_SHADER_STAGES; ++i) {
struct d3d12_shader_selector *shader = ctx->gfx_stages[i];
unsigned count = compute ? 1 : D3D12_GFX_SHADER_STAGES;
for (unsigned i = 0; i < count; ++i) {
struct d3d12_shader_selector *shader = compute ? ctx->compute_state : ctx->gfx_stages[i];
if (!shader)
continue;
@ -400,8 +401,8 @@ check_descriptors_left(struct d3d12_context *ctx)
return false;
needed_descs = 0;
for (unsigned i = 0; i < D3D12_GFX_SHADER_STAGES; ++i) {
struct d3d12_shader_selector *shader = ctx->gfx_stages[i];
for (unsigned i = 0; i < count; ++i) {
struct d3d12_shader_selector *shader = compute ? ctx->compute_state : ctx->gfx_stages[i];
if (!shader)
continue;
@ -417,6 +418,59 @@ check_descriptors_left(struct d3d12_context *ctx)
#define MAX_DESCRIPTOR_TABLES (D3D12_GFX_SHADER_STAGES * 4)
static void
update_shader_stage_root_parameters(struct d3d12_context *ctx,
const struct d3d12_shader_selector *shader_sel,
unsigned &num_params,
unsigned &num_root_descriptors,
D3D12_GPU_DESCRIPTOR_HANDLE root_desc_tables[MAX_DESCRIPTOR_TABLES],
int root_desc_indices[MAX_DESCRIPTOR_TABLES])
{
auto stage = shader_sel->stage;
struct d3d12_shader *shader = shader_sel->current;
uint64_t dirty = ctx->shader_dirty[stage];
assert(shader);
if (shader->num_cb_bindings > 0) {
if (dirty & D3D12_SHADER_DIRTY_CONSTBUF) {
assert(num_root_descriptors < MAX_DESCRIPTOR_TABLES);
root_desc_tables[num_root_descriptors] = fill_cbv_descriptors(ctx, shader, stage);
root_desc_indices[num_root_descriptors++] = num_params;
}
num_params++;
}
if (shader->end_srv_binding > 0) {
if (dirty & D3D12_SHADER_DIRTY_SAMPLER_VIEWS) {
assert(num_root_descriptors < MAX_DESCRIPTOR_TABLES);
root_desc_tables[num_root_descriptors] = fill_srv_descriptors(ctx, shader, stage);
root_desc_indices[num_root_descriptors++] = num_params;
}
num_params++;
if (dirty & D3D12_SHADER_DIRTY_SAMPLERS) {
assert(num_root_descriptors < MAX_DESCRIPTOR_TABLES);
root_desc_tables[num_root_descriptors] = fill_sampler_descriptors(ctx, shader_sel, stage);
root_desc_indices[num_root_descriptors++] = num_params;
}
num_params++;
}
if (shader->nir->info.num_ssbos > 0) {
if (dirty & D3D12_SHADER_DIRTY_SSBO) {
assert(num_root_descriptors < MAX_DESCRIPTOR_TABLES);
root_desc_tables[num_root_descriptors] = fill_ssbo_descriptors(ctx, shader, stage);
root_desc_indices[num_root_descriptors++] = num_params;
}
num_params++;
}
if (shader->nir->info.num_images > 0) {
if (dirty & D3D12_SHADER_DIRTY_IMAGE) {
assert(num_root_descriptors < MAX_DESCRIPTOR_TABLES);
root_desc_tables[num_root_descriptors] = fill_image_descriptors(ctx, shader, stage);
root_desc_indices[num_root_descriptors++] = num_params;
}
num_params++;
}
}
static unsigned
update_graphics_root_parameters(struct d3d12_context *ctx,
const struct pipe_draw_info *dinfo,
@ -425,64 +479,39 @@ update_graphics_root_parameters(struct d3d12_context *ctx,
int root_desc_indices[MAX_DESCRIPTOR_TABLES])
{
unsigned num_params = 0;
unsigned num_root_desciptors = 0;
unsigned num_root_descriptors = 0;
for (unsigned i = 0; i < D3D12_GFX_SHADER_STAGES; ++i) {
if (!ctx->gfx_stages[i])
struct d3d12_shader_selector *shader_sel = ctx->gfx_stages[i];
if (!shader_sel)
continue;
struct d3d12_shader_selector *shader_sel = ctx->gfx_stages[i];
struct d3d12_shader *shader = shader_sel->current;
uint64_t dirty = ctx->shader_dirty[i];
assert(shader);
if (shader->num_cb_bindings > 0) {
if (dirty & D3D12_SHADER_DIRTY_CONSTBUF) {
assert(num_root_desciptors < MAX_DESCRIPTOR_TABLES);
root_desc_tables[num_root_desciptors] = fill_cbv_descriptors(ctx, shader, i);
root_desc_indices[num_root_desciptors++] = num_params;
}
num_params++;
}
if (shader->end_srv_binding > 0) {
if (dirty & D3D12_SHADER_DIRTY_SAMPLER_VIEWS) {
assert(num_root_desciptors < MAX_DESCRIPTOR_TABLES);
root_desc_tables[num_root_desciptors] = fill_srv_descriptors(ctx, shader, i);
root_desc_indices[num_root_desciptors++] = num_params;
}
num_params++;
if (dirty & D3D12_SHADER_DIRTY_SAMPLERS) {
assert(num_root_desciptors < MAX_DESCRIPTOR_TABLES);
root_desc_tables[num_root_desciptors] = fill_sampler_descriptors(ctx, shader_sel, i);
root_desc_indices[num_root_desciptors++] = num_params;
}
num_params++;
}
if (shader->nir->info.num_ssbos > 0) {
if (dirty & D3D12_SHADER_DIRTY_SSBO) {
assert(num_root_desciptors < MAX_DESCRIPTOR_TABLES);
root_desc_tables[num_root_desciptors] = fill_ssbo_descriptors(ctx, shader, i);
root_desc_indices[num_root_desciptors++] = num_params;
}
num_params++;
}
if (shader->nir->info.num_images > 0) {
if (dirty & D3D12_SHADER_DIRTY_IMAGE) {
assert(num_root_desciptors < MAX_DESCRIPTOR_TABLES);
root_desc_tables[num_root_desciptors] = fill_image_descriptors(ctx, shader, i);
root_desc_indices[num_root_desciptors++] = num_params;
}
num_params++;
}
update_shader_stage_root_parameters(ctx, shader_sel, num_params, num_root_descriptors, root_desc_tables, root_desc_indices);
/* TODO Don't always update state vars */
if (shader->num_state_vars > 0) {
if (shader_sel->current->num_state_vars > 0) {
uint32_t constants[D3D12_MAX_STATE_VARS * 4];
unsigned size = fill_state_vars(ctx, dinfo, draw, shader, constants);
unsigned size = fill_graphics_state_vars(ctx, dinfo, draw, shader_sel->current, constants);
ctx->cmdlist->SetGraphicsRoot32BitConstants(num_params, size, constants, 0);
num_params++;
}
}
return num_root_desciptors;
return num_root_descriptors;
}
static unsigned
update_compute_root_parameters(struct d3d12_context *ctx,
const struct pipe_grid_info *info,
D3D12_GPU_DESCRIPTOR_HANDLE root_desc_tables[MAX_DESCRIPTOR_TABLES],
int root_desc_indices[MAX_DESCRIPTOR_TABLES])
{
unsigned num_params = 0;
unsigned num_root_descriptors = 0;
struct d3d12_shader_selector *shader_sel = ctx->compute_state;
if (shader_sel) {
update_shader_stage_root_parameters(ctx, shader_sel, num_params, num_root_descriptors, root_desc_tables, root_desc_indices);
}
return num_root_descriptors;
}
static bool
@ -761,14 +790,14 @@ d3d12_draw_vbo(struct pipe_context *pctx,
}
}
if (!ctx->current_gfx_pso || ctx->state_dirty & D3D12_DIRTY_PSO) {
if (!ctx->current_gfx_pso || ctx->state_dirty & D3D12_DIRTY_GFX_PSO) {
ctx->current_gfx_pso = d3d12_get_gfx_pipeline_state(ctx);
assert(ctx->current_gfx_pso);
}
ctx->cmdlist_dirty |= ctx->state_dirty;
if (!check_descriptors_left(ctx))
if (!check_descriptors_left(ctx, false))
d3d12_flush_cmdlist(ctx);
batch = d3d12_current_batch(ctx);
@ -777,7 +806,7 @@ d3d12_draw_vbo(struct pipe_context *pctx,
ctx->cmdlist->SetGraphicsRootSignature(ctx->gfx_pipeline_state.root_signature);
}
if (ctx->cmdlist_dirty & D3D12_DIRTY_PSO) {
if (ctx->cmdlist_dirty & D3D12_DIRTY_GFX_PSO) {
assert(ctx->current_gfx_pso);
d3d12_batch_reference_object(batch, ctx->current_gfx_pso);
ctx->cmdlist->SetPipelineState(ctx->current_gfx_pso);
@ -785,7 +814,7 @@ d3d12_draw_vbo(struct pipe_context *pctx,
D3D12_GPU_DESCRIPTOR_HANDLE root_desc_tables[MAX_DESCRIPTOR_TABLES];
int root_desc_indices[MAX_DESCRIPTOR_TABLES];
unsigned num_root_desciptors = update_graphics_root_parameters(ctx, dinfo, &draws[0], root_desc_tables, root_desc_indices);
unsigned num_root_descriptors = update_graphics_root_parameters(ctx, dinfo, &draws[0], root_desc_tables, root_desc_indices);
bool need_zero_one_depth_range = d3d12_need_zero_one_depth_range(ctx);
if (need_zero_one_depth_range != ctx->need_zero_one_depth_range) {
@ -923,7 +952,7 @@ d3d12_draw_vbo(struct pipe_context *pctx,
d3d12_apply_resource_states(ctx);
for (unsigned i = 0; i < num_root_desciptors; ++i)
for (unsigned i = 0; i < num_root_descriptors; ++i)
ctx->cmdlist->SetGraphicsRootDescriptorTable(root_desc_indices[i], root_desc_tables[i]);
if (dinfo->index_size > 0)
@ -934,13 +963,14 @@ d3d12_draw_vbo(struct pipe_context *pctx,
ctx->cmdlist->DrawInstanced(draws[0].count, dinfo->instance_count,
draws[0].start, dinfo->start_instance);
ctx->state_dirty = 0;
ctx->state_dirty &= D3D12_DIRTY_COMPUTE_MASK;
batch->pending_memory_barrier = false;
if (index_buffer)
ctx->cmdlist_dirty = 0;
else
ctx->cmdlist_dirty &= D3D12_DIRTY_INDEX_BUFFER;
ctx->cmdlist_dirty &= D3D12_DIRTY_COMPUTE_MASK |
(index_buffer ? 0 : D3D12_DIRTY_INDEX_BUFFER);
/* The next dispatch needs to reassert the compute PSO */
ctx->cmdlist_dirty |= D3D12_DIRTY_COMPUTE_SHADER;
for (unsigned i = 0; i < D3D12_GFX_SHADER_STAGES; ++i)
ctx->shader_dirty[i] = 0;
@ -952,3 +982,69 @@ d3d12_draw_vbo(struct pipe_context *pctx,
}
}
}
void
d3d12_launch_grid(struct pipe_context *pctx, const struct pipe_grid_info *info)
{
struct d3d12_context *ctx = d3d12_context(pctx);
struct d3d12_batch *batch;
d3d12_select_compute_shader_variants(ctx, info);
d3d12_validate_queries(ctx);
struct d3d12_shader *shader = ctx->compute_state ? ctx->compute_state->current : NULL;
if (ctx->compute_pipeline_state.stage != shader) {
ctx->compute_pipeline_state.stage = shader;
ctx->state_dirty |= D3D12_DIRTY_COMPUTE_SHADER;
}
if (!ctx->compute_pipeline_state.root_signature || ctx->state_dirty & D3D12_DIRTY_COMPUTE_SHADER) {
ID3D12RootSignature *root_signature = d3d12_get_root_signature(ctx, true);
if (ctx->compute_pipeline_state.root_signature != root_signature) {
ctx->compute_pipeline_state.root_signature = root_signature;
ctx->state_dirty |= D3D12_DIRTY_COMPUTE_ROOT_SIGNATURE;
ctx->shader_dirty[PIPE_SHADER_COMPUTE] |= D3D12_SHADER_DIRTY_ALL;
}
}
if (!ctx->current_compute_pso || ctx->state_dirty & D3D12_DIRTY_COMPUTE_PSO) {
ctx->current_compute_pso = d3d12_get_compute_pipeline_state(ctx);
assert(ctx->current_compute_pso);
}
ctx->cmdlist_dirty |= ctx->state_dirty;
if (!check_descriptors_left(ctx, true))
d3d12_flush_cmdlist(ctx);
batch = d3d12_current_batch(ctx);
if (ctx->cmdlist_dirty & D3D12_DIRTY_COMPUTE_ROOT_SIGNATURE) {
d3d12_batch_reference_object(batch, ctx->compute_pipeline_state.root_signature);
ctx->cmdlist->SetComputeRootSignature(ctx->compute_pipeline_state.root_signature);
}
if (ctx->cmdlist_dirty & D3D12_DIRTY_COMPUTE_PSO) {
assert(ctx->current_compute_pso);
d3d12_batch_reference_object(batch, ctx->current_compute_pso);
ctx->cmdlist->SetPipelineState(ctx->current_compute_pso);
}
D3D12_GPU_DESCRIPTOR_HANDLE root_desc_tables[MAX_DESCRIPTOR_TABLES];
int root_desc_indices[MAX_DESCRIPTOR_TABLES];
unsigned num_root_descriptors = update_compute_root_parameters(ctx, info, root_desc_tables, root_desc_indices);
d3d12_apply_resource_states(ctx);
for (unsigned i = 0; i < num_root_descriptors; ++i)
ctx->cmdlist->SetComputeRootDescriptorTable(root_desc_indices[i], root_desc_tables[i]);
ctx->cmdlist->Dispatch(info->grid[0], info->grid[1], info->grid[2]);
ctx->state_dirty &= D3D12_DIRTY_GFX_MASK;
ctx->cmdlist_dirty &= D3D12_DIRTY_GFX_MASK;
/* The next draw needs to reassert the graphics PSO */
ctx->cmdlist_dirty |= D3D12_DIRTY_SHADER;
batch->pending_memory_barrier = false;
ctx->shader_dirty[PIPE_SHADER_COMPUTE] = 0;
}