mesa/src/gallium/drivers/d3d12/d3d12_fence.cpp
Caleb Cornett 97061dd7ee d3d12: Add support for Xbox GDK.
The big items in this patch:
- New screen file, to support the Xbox "windowing" system
- Lots of small macros/changes to support the Xbox D3D12 API without messing with the Win32 path too much
- A few changes to avoid requiring COM interfaces (the big one was QueryInterface which is unsupported)

Co-authored-by: Ethan Lee <flibitijibibo@gmail.com>
Co-authored-by: David Jacewicz <david.jacewicz@protonmail.com>
Co-authored-by: tieuchanlong <tieuchanlong@gmail.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19022>
2023-01-19 03:25:55 +00:00

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/*
* Copyright © Microsoft Corporation
*
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* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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*/
#include "d3d12_fence.h"
#include "d3d12_context.h"
#include "d3d12_screen.h"
#include "util/u_memory.h"
#include <dxguids/dxguids.h>
static void
destroy_fence(struct d3d12_fence *fence)
{
d3d12_fence_close_event(fence->event, fence->event_fd);
FREE(fence);
}
struct d3d12_fence *
d3d12_create_fence(struct d3d12_screen *screen)
{
struct d3d12_fence *ret = CALLOC_STRUCT(d3d12_fence);
if (!ret) {
debug_printf("CALLOC_STRUCT failed\n");
return NULL;
}
ret->cmdqueue_fence = screen->fence;
ret->value = ++screen->fence_value;
ret->event = d3d12_fence_create_event(&ret->event_fd);
if (FAILED(screen->cmdqueue->Signal(screen->fence, ret->value)))
goto fail;
if (FAILED(screen->fence->SetEventOnCompletion(ret->value, ret->event)))
goto fail;
pipe_reference_init(&ret->reference, 1);
return ret;
fail:
destroy_fence(ret);
return NULL;
}
struct d3d12_fence *
d3d12_open_fence(struct d3d12_screen *screen, HANDLE handle, const void *name)
{
struct d3d12_fence *ret = CALLOC_STRUCT(d3d12_fence);
if (!ret) {
debug_printf("CALLOC_STRUCT failed\n");
return NULL;
}
HANDLE handle_to_close = nullptr;
assert(!!handle ^ !!name);
if (name) {
screen->dev->OpenSharedHandleByName((LPCWSTR)name, GENERIC_ALL, &handle_to_close);
handle = handle_to_close;
}
screen->dev->OpenSharedHandle(handle, IID_PPV_ARGS(&ret->cmdqueue_fence));
if (!ret->cmdqueue_fence) {
free(ret);
return NULL;
}
/* A new value will be assigned later */
ret->value = 0;
pipe_reference_init(&ret->reference, 1);
return ret;
}
void
d3d12_fence_reference(struct d3d12_fence **ptr, struct d3d12_fence *fence)
{
if (pipe_reference(&(*ptr)->reference, &fence->reference))
destroy_fence((struct d3d12_fence *)*ptr);
*ptr = fence;
}
static void
fence_reference(struct pipe_screen *pscreen,
struct pipe_fence_handle **pptr,
struct pipe_fence_handle *pfence)
{
d3d12_fence_reference((struct d3d12_fence **)pptr, d3d12_fence(pfence));
}
bool
d3d12_fence_finish(struct d3d12_fence *fence, uint64_t timeout_ns)
{
if (fence->signaled)
return true;
bool complete = fence->cmdqueue_fence->GetCompletedValue() >= fence->value;
if (!complete && timeout_ns)
complete = d3d12_fence_wait_event(fence->event, fence->event_fd, timeout_ns);
fence->signaled = complete;
return complete;
}
static bool
fence_finish(struct pipe_screen *pscreen, struct pipe_context *pctx,
struct pipe_fence_handle *pfence, uint64_t timeout_ns)
{
bool ret = d3d12_fence_finish(d3d12_fence(pfence), timeout_ns);
if (ret && pctx) {
pctx = threaded_context_unwrap_sync(pctx);
struct d3d12_context *ctx = d3d12_context(pctx);
d3d12_foreach_submitted_batch(ctx, batch)
d3d12_reset_batch(ctx, batch, 0);
}
return ret;
}
void
d3d12_screen_fence_init(struct pipe_screen *pscreen)
{
pscreen->fence_reference = fence_reference;
pscreen->fence_finish = fence_finish;
}