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intel-hard-graphics/src/gallium/drivers/d3d12/d3d12_context.h
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/*
* Copyright © Microsoft Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* 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
* IN THE SOFTWARE.
*/
#ifndef D3D12_CONTEXT_H
#define D3D12_CONTEXT_H
#include "d3d12_batch.h"
#include "d3d12_descriptor_pool.h"
#include "d3d12_pipeline_state.h"
#ifdef HAVE_GALLIUM_D3D12_GRAPHICS
#include "dxil_nir_lower_int_samplers.h"
#endif // HAVE_GALLIUM_D3D12_GRAPHICS
#include "pipe/p_context.h"
#include "pipe/p_state.h"
#include "util/list.h"
#include "util/slab.h"
#include "util/u_framebuffer.h"
#include "util/u_suballoc.h"
#include "util/u_threaded_context.h"
struct d3d12_context_queue_priority_manager;
#define D3D12_GFX_SHADER_STAGES (MESA_SHADER_STAGES - 1)
enum d3d12_dirty_flags
{
D3D12_DIRTY_NONE = 0,
D3D12_DIRTY_BLEND = (1 << 0),
D3D12_DIRTY_RASTERIZER = (1 << 1),
D3D12_DIRTY_ZSA = (1 << 2),
D3D12_DIRTY_VERTEX_ELEMENTS = (1 << 3),
D3D12_DIRTY_BLEND_COLOR = (1 << 4),
D3D12_DIRTY_STENCIL_REF = (1 << 5),
D3D12_DIRTY_SAMPLE_MASK = (1 << 6),
D3D12_DIRTY_VIEWPORT = (1 << 7),
D3D12_DIRTY_FRAMEBUFFER = (1 << 8),
D3D12_DIRTY_SCISSOR = (1 << 9),
D3D12_DIRTY_VERTEX_BUFFERS = (1 << 10),
D3D12_DIRTY_INDEX_BUFFER = (1 << 11),
D3D12_DIRTY_PRIM_MODE = (1 << 12),
D3D12_DIRTY_SHADER = (1 << 13),
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
{
D3D12_SHADER_DIRTY_CONSTBUF = (1 << 0),
D3D12_SHADER_DIRTY_SAMPLER_VIEWS = (1 << 1),
D3D12_SHADER_DIRTY_SAMPLERS = (1 << 2),
D3D12_SHADER_DIRTY_SSBO = (1 << 3),
D3D12_SHADER_DIRTY_IMAGE = (1 << 4),
};
#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 | D3D12_DIRTY_STREAM_OUTPUT)
#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 | \
D3D12_SHADER_DIRTY_IMAGE)
enum d3d12_binding_type {
D3D12_BINDING_CONSTANT_BUFFER,
D3D12_BINDING_SHADER_RESOURCE_VIEW,
D3D12_BINDING_SAMPLER,
D3D12_BINDING_STATE_VARS,
D3D12_BINDING_SSBO,
D3D12_BINDING_IMAGE,
D3D12_NUM_BINDING_TYPES
};
struct d3d12_sampler_state {
struct d3d12_descriptor_handle handle, handle_without_shadow;
bool is_integer_texture;
bool is_shadow_sampler;
enum pipe_tex_wrap wrap_r;
enum pipe_tex_wrap wrap_s;
enum pipe_tex_wrap wrap_t;
enum pipe_tex_filter filter;
float lod_bias;
float min_lod, max_lod;
float border_color[4];
enum pipe_compare_func compare_func;
};
enum d3d12_blend_factor_flags {
D3D12_BLEND_FACTOR_NONE = 0,
D3D12_BLEND_FACTOR_COLOR = 1 << 0,
D3D12_BLEND_FACTOR_ALPHA = 1 << 1,
D3D12_BLEND_FACTOR_ANY = 1 << 2,
};
struct d3d12_sampler_view {
struct pipe_sampler_view base;
struct d3d12_descriptor_handle handle;
unsigned mip_levels;
unsigned array_size;
unsigned texture_generation_id;
unsigned swizzle_override_r:3; /**< PIPE_SWIZZLE_x for red component */
unsigned swizzle_override_g:3; /**< PIPE_SWIZZLE_x for green component */
unsigned swizzle_override_b:3; /**< PIPE_SWIZZLE_x for blue component */
unsigned swizzle_override_a:3; /**< PIPE_SWIZZLE_x for alpha component */
};
static inline struct d3d12_sampler_view *
d3d12_sampler_view(struct pipe_sampler_view *pview)
{
return (struct d3d12_sampler_view *)pview;
}
struct d3d12_stream_output_target {
struct pipe_stream_output_target base;
struct pipe_resource *fill_buffer;
unsigned fill_buffer_offset;
};
struct d3d12_shader_state {
struct d3d12_shader *current;
unsigned state_dirty;
};
struct blitter_context;
struct primconvert_context;
#ifdef _WIN32
struct dxil_validator;
#endif
#ifdef __cplusplus
class ResourceStateManager;
#endif
#define D3D12_CONTEXT_NO_ID 0xffffffff
struct d3d12_context {
struct pipe_context base;
unsigned id;
struct slab_child_pool transfer_pool;
struct slab_child_pool transfer_pool_unsync;
struct list_head context_list_entry;
struct threaded_context *threaded_context;
struct d3d12_batch batches[8];
unsigned current_batch_idx;
struct util_dynarray recently_destroyed_bos;
struct util_dynarray barrier_scratch;
struct set *pending_barriers_bos;
struct util_dynarray local_pending_barriers_bos;
uint64_t submit_id;
ID3D12GraphicsCommandList *cmdlist;
ID3D12GraphicsCommandList2 *cmdlist2;
ID3D12GraphicsCommandList8 *cmdlist8;
ID3D12GraphicsCommandList *state_fixup_cmdlist;
struct hash_table_u64 *bo_state_table;
struct set *local_state_bos;
struct blitter_context *blitter;
uint flags;
bool queries_disabled;
bool has_commands;
#ifdef __cplusplus
ResourceStateManager *resource_state_manager;
#else
void *resource_state_manager; /* opaque pointer; we don't know about classes in C */
#endif
#ifdef HAVE_GALLIUM_D3D12_GRAPHICS
struct primconvert_context *primconvert;
struct u_suballocator query_allocator;
struct u_suballocator so_allocator;
struct hash_table *pso_cache;
struct hash_table *compute_pso_cache;
struct hash_table *root_signature_cache;
struct hash_table *cmd_signature_cache;
struct hash_table *gs_variant_cache;
struct hash_table *tcs_variant_cache;
struct hash_table *compute_transform_cache;
struct pipe_constant_buffer cbufs[MESA_SHADER_STAGES][PIPE_MAX_CONSTANT_BUFFERS];
struct d3d12_surface *fb_cbufs[PIPE_MAX_COLOR_BUFS];
struct d3d12_surface *fb_zsbuf;
struct pipe_framebuffer_state fb;
struct pipe_vertex_buffer vbs[PIPE_MAX_ATTRIBS];
D3D12_VERTEX_BUFFER_VIEW vbvs[PIPE_MAX_ATTRIBS];
unsigned num_vbs;
float flip_y;
bool need_zero_one_depth_range;
enum mesa_prim initial_api_prim;
struct pipe_viewport_state viewport_states[PIPE_MAX_VIEWPORTS];
D3D12_VIEWPORT viewports[PIPE_MAX_VIEWPORTS];
unsigned num_viewports;
struct pipe_scissor_state scissor_states[PIPE_MAX_VIEWPORTS];
D3D12_RECT scissors[PIPE_MAX_VIEWPORTS];
float blend_factor[4];
struct pipe_stencil_ref stencil_ref;
struct pipe_sampler_view *sampler_views[MESA_SHADER_STAGES][PIPE_MAX_SHADER_SAMPLER_VIEWS];
unsigned num_sampler_views[MESA_SHADER_STAGES];
unsigned has_int_samplers;
struct pipe_shader_buffer ssbo_views[MESA_SHADER_STAGES][PIPE_MAX_SHADER_BUFFERS];
unsigned num_ssbo_views[MESA_SHADER_STAGES];
struct pipe_image_view image_views[MESA_SHADER_STAGES][PIPE_MAX_SHADER_IMAGES];
enum pipe_format image_view_emulation_formats[MESA_SHADER_STAGES][PIPE_MAX_SHADER_IMAGES];
unsigned num_image_views[MESA_SHADER_STAGES];
struct d3d12_sampler_state *samplers[MESA_SHADER_STAGES][PIPE_MAX_SAMPLERS];
unsigned num_samplers[MESA_SHADER_STAGES];
D3D12_INDEX_BUFFER_VIEW ibv;
dxil_wrap_sampler_state tex_wrap_states[MESA_SHADER_STAGES][PIPE_MAX_SHADER_SAMPLER_VIEWS];
dxil_wrap_sampler_state tex_wrap_states_shader_key[PIPE_MAX_SHADER_SAMPLER_VIEWS];
dxil_texture_swizzle_state tex_swizzle_state[MESA_SHADER_STAGES][PIPE_MAX_SHADER_SAMPLER_VIEWS];
enum compare_func tex_compare_func[MESA_SHADER_STAGES][PIPE_MAX_SHADER_SAMPLER_VIEWS];
struct {
bool enabled;
uint32_t pattern[32];
struct pipe_resource *texture;
struct pipe_sampler_view *sampler_view;
struct d3d12_sampler_state *sampler_cso;
} pstipple;
struct pipe_stream_output_target *so_targets[PIPE_MAX_SO_BUFFERS];
D3D12_STREAM_OUTPUT_BUFFER_VIEW so_buffer_views[PIPE_MAX_SO_BUFFERS];
struct pipe_stream_output_target *fake_so_targets[PIPE_MAX_SO_BUFFERS];
D3D12_STREAM_OUTPUT_BUFFER_VIEW fake_so_buffer_views[PIPE_MAX_SO_BUFFERS];
unsigned fake_so_buffer_factor;
uint8_t patch_vertices;
float default_outer_tess_factor[4];
float default_inner_tess_factor[2];
struct d3d12_shader_selector *gfx_stages[D3D12_GFX_SHADER_STAGES];
struct d3d12_shader_selector *compute_state;
bool has_flat_varyings;
bool missing_dual_src_outputs;
bool manual_depth_range;
struct d3d12_gfx_pipeline_state gfx_pipeline_state;
struct d3d12_compute_pipeline_state compute_pipeline_state;
unsigned shader_dirty[MESA_SHADER_STAGES];
unsigned state_dirty;
unsigned cmdlist_dirty;
ID3D12PipelineState *current_gfx_pso;
ID3D12PipelineState *current_compute_pso;
uint16_t reverse_depth_range;
struct list_head active_queries;
struct d3d12_descriptor_pool *sampler_pool;
struct d3d12_descriptor_handle null_sampler;
PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE D3D12SerializeVersionedRootSignature;
#ifndef _GAMING_XBOX
ID3D12DeviceConfiguration *dev_config;
#endif
#ifdef _WIN32
struct dxil_validator *dxil_validator;
#endif
struct d3d12_resource *current_predication;
bool predication_condition;
bool queries_suspended;
uint32_t transform_state_vars[8];
struct pipe_query *timestamp_query;
/* used by d3d12_blit.cpp */
void *stencil_resolve_vs, *stencil_resolve_fs, *stencil_resolve_fs_no_flip, *sampler_state;
#endif // HAVE_GALLIUM_D3D12_GRAPHICS
struct d3d12_context_queue_priority_manager* priority_manager; // Object passed and managed by frontend
mtx_t priority_manager_lock; // Mutex to protect access to priority_manager
uint32_t max_video_encoding_async_depth = 0u;
};
static inline struct d3d12_context *
d3d12_context(struct pipe_context *context)
{
return (struct d3d12_context *)context;
}
static inline struct d3d12_batch *
d3d12_current_batch(struct d3d12_context *ctx)
{
assert(ctx->current_batch_idx < ARRAY_SIZE(ctx->batches));
return ctx->batches + ctx->current_batch_idx;
}
#define d3d12_foreach_submitted_batch(ctx, batch) \
unsigned oldest = (ctx->current_batch_idx + 1) % ARRAY_SIZE(ctx->batches); \
while (ctx->batches[oldest].fence == NULL && oldest != ctx->current_batch_idx) \
oldest = (oldest + 1) % ARRAY_SIZE(ctx->batches); \
struct d3d12_batch *batch = &ctx->batches[oldest]; \
for (; oldest != ctx->current_batch_idx; \
oldest = (oldest + 1) % ARRAY_SIZE(ctx->batches), \
batch = &ctx->batches[oldest])
struct pipe_context *
d3d12_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags);
int
d3d12_context_set_queue_priority_manager(struct pipe_context *ctx, struct d3d12_context_queue_priority_manager *priority_manager);
#ifdef HAVE_GALLIUM_D3D12_VIDEO
int
d3d12_video_encoder_set_max_async_queue_depth(struct pipe_context *ctx, uint32_t max_async_depth);
int
d3d12_video_encoder_get_last_slice_completion_fence(struct pipe_video_codec *codec,
void *feedback,
pipe_fence_handle **last_slice_completion_fence);
#endif // HAVE_GALLIUM_D3D12_VIDEO
bool
d3d12_enable_fake_so_buffers(struct d3d12_context *ctx, unsigned factor);
bool
d3d12_disable_fake_so_buffers(struct d3d12_context *ctx);
bool
d3d12_flush_cmdlist(struct d3d12_context *ctx);
void
d3d12_flush_cmdlist_and_wait(struct d3d12_context *ctx);
enum d3d12_transition_flags {
D3D12_TRANSITION_FLAG_NONE = 0,
D3D12_TRANSITION_FLAG_INVALIDATE_BINDINGS = 1,
D3D12_TRANSITION_FLAG_ACCUMULATE_STATE = 2,
D3D12_TRANSITION_FLAG_PENDING_MEMORY_BARRIER = 4,
};
void
d3d12_transition_resource_state(struct d3d12_context* ctx,
struct d3d12_resource* res,
D3D12_RESOURCE_STATES state,
d3d12_transition_flags flags);
void
d3d12_transition_subresources_state(struct d3d12_context *ctx,
struct d3d12_resource *res,
unsigned start_level, unsigned num_levels,
unsigned start_layer, unsigned num_layers,
unsigned start_plane, unsigned num_planes,
D3D12_RESOURCE_STATES state,
d3d12_transition_flags flags);
void
d3d12_apply_resource_states(struct d3d12_context* ctx, bool is_implicit_dispatch);
void
d3d12_draw_vbo(struct pipe_context *pctx,
const struct pipe_draw_info *dinfo,
unsigned drawid_offset,
const struct pipe_draw_indirect_info *indirect,
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);
void
d3d12_context_query_init(struct pipe_context *pctx);
bool
d3d12_need_zero_one_depth_range(struct d3d12_context *ctx);
void
d3d12_init_sampler_view_descriptor(struct d3d12_sampler_view *sampler_view);
void
d3d12_invalidate_context_bindings(struct d3d12_context *ctx, struct d3d12_resource *res);
void
d3d12_rebind_buffer(struct d3d12_context *ctx, struct d3d12_resource *res);
void
d3d12_init_null_sampler(struct d3d12_context *ctx);
bool
d3d12_init_polygon_stipple(struct pipe_context *pctx);
void
d3d12_init_graphics_context_functions(struct d3d12_context *ctx);
#ifdef HAVE_GALLIUM_D3D12_VIDEO
struct pipe_video_codec* d3d12_video_create_codec( struct pipe_context *context,
const struct pipe_video_codec *t);
#endif
#endif