gstreamer/subprojects/gst-plugins-bad/gst-libs/gst/d3d12/gstd3d12commandqueue.cpp
Seungha Yang b37bfc02f5 d3d12: Remove unnecessary event handles
null event NT handle to ID3D12Fence::SetEventOnCompletion()
will block the calling CPU thread already, thus it has no point that
creating an event NT handle in order to immediate wait for fence at CPU-side.
Note that passing a valid event NT handle to the fence API might be useful
when we need to wait for the fence value later (or timeout is required),
or want to wait for multiple fences at once via WaitForMultipleObjects().
But it's not a considered use case for now.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/7176>
2024-07-16 19:17:15 +00:00

598 lines
16 KiB
C++

/* GStreamer
* Copyright (C) 2023 Seungha Yang <seungha@centricular.com>
*
* This library is free software; you cln redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library 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
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "gstd3d12.h"
#include "gstd3d12-private.h"
#include <wrl.h>
#include <queue>
#include <mutex>
#include <memory>
#include <condition_variable>
GST_DEBUG_CATEGORY_STATIC (gst_d3d12_command_queue_debug);
#define GST_CAT_DEFAULT gst_d3d12_command_queue_debug
/* *INDENT-OFF* */
using namespace Microsoft::WRL;
struct GCData
{
GCData (gpointer user_data, GDestroyNotify destroy_notify,
guint64 fence_value) : data (user_data),
notify(destroy_notify), fence_val (fence_value) {}
~GCData ()
{
if (notify)
notify (data);
}
gpointer data = nullptr;
GDestroyNotify notify = nullptr;
guint64 fence_val = 0;
};
typedef std::shared_ptr<GCData> GCDataPtr;
struct gc_cmp {
bool operator()(const GCDataPtr &a, const GCDataPtr &b)
{
return a->fence_val > b->fence_val;
}
};
struct _GstD3D12CommandQueuePrivate
{
~_GstD3D12CommandQueuePrivate ()
{
{
std::lock_guard <std::mutex> lk (lock);
shutdown = true;
cond.notify_one ();
}
g_clear_pointer (&gc_thread, g_thread_join);
auto completed = fence->GetCompletedValue ();
if (fence_val > completed)
fence->SetEventOnCompletion (completed, nullptr);
}
D3D12_COMMAND_QUEUE_DESC desc;
ComPtr<ID3D12Device> device;
ComPtr<ID3D12CommandQueue> cq;
ComPtr<ID3D12Fence> fence;
guint64 fence_val = 0;
GThread *gc_thread = nullptr;
std::priority_queue<GCDataPtr, std::vector<GCDataPtr>, gc_cmp> gc_list;
std::mutex execute_lock;
std::mutex lock;
std::condition_variable cond;
bool shutdown = false;
size_t queue_size = 0;
};
/* *INDENT-ON* */
static void gst_d3d12_command_queue_finalize (GObject * object);
#define gst_d3d12_command_queue_parent_class parent_class
G_DEFINE_TYPE (GstD3D12CommandQueue, gst_d3d12_command_queue, GST_TYPE_OBJECT);
static void
gst_d3d12_command_queue_class_init (GstD3D12CommandQueueClass * klass)
{
auto object_class = G_OBJECT_CLASS (klass);
object_class->finalize = gst_d3d12_command_queue_finalize;
}
static void
gst_d3d12_command_queue_init (GstD3D12CommandQueue * self)
{
self->priv = new GstD3D12CommandQueuePrivate ();
}
static void
gst_d3d12_command_queue_finalize (GObject * object)
{
auto self = GST_D3D12_COMMAND_QUEUE (object);
delete self->priv;
G_OBJECT_CLASS (parent_class)->finalize (object);
}
/**
* gst_d3d12_command_queue_new:
* @device: a #GstD3D12Device
* @desc: a D3D12_COMMAND_QUEUE_DESC
* @fence_flags: a D3D12_FENCE_FLAGS
* @queue_size: command queue size, Sets zero for unlimited queue size
*
* Creates GstD3D12CommandQueue with given parameters.
*
* Returns: (transfer full): a new #GstD3D12CommandQueue instance
*
* Since: 1.26
*/
GstD3D12CommandQueue *
gst_d3d12_command_queue_new (ID3D12Device * device,
const D3D12_COMMAND_QUEUE_DESC * desc, D3D12_FENCE_FLAGS fence_flags,
guint queue_size)
{
g_return_val_if_fail (device, nullptr);
g_return_val_if_fail (desc, nullptr);
GST_D3D12_CALL_ONCE_BEGIN {
GST_DEBUG_CATEGORY_INIT (gst_d3d12_command_queue_debug,
"d3d12commandqueue", 0, "d3d12commandqueue");
} GST_D3D12_CALL_ONCE_END;
ComPtr < ID3D12CommandQueue > cq;
auto hr = device->CreateCommandQueue (desc, IID_PPV_ARGS (&cq));
if (FAILED (hr)) {
GST_WARNING ("Couldn't create command queue, hr: 0x%x", (guint) hr);
return nullptr;
}
ComPtr < ID3D12Fence > fence;
hr = device->CreateFence (0, fence_flags, IID_PPV_ARGS (&fence));
if (FAILED (hr)) {
GST_ERROR ("Couldn't create fence, hr: 0x%x", (guint) hr);
return nullptr;
}
auto self = (GstD3D12CommandQueue *)
g_object_new (GST_TYPE_D3D12_COMMAND_QUEUE, nullptr);
gst_object_ref_sink (self);
auto priv = self->priv;
priv->device = device;
priv->cq = cq;
priv->fence = fence;
priv->queue_size = queue_size;
return self;
}
/**
* gst_d3d12_command_queue_get_handle:
* @queue: a #GstD3D12CommandQueue
*
* Gets command queue handle
*
* Return: (transfer none): ID3D12CommandQueue handle
*
* Since: 1.26
*/
ID3D12CommandQueue *
gst_d3d12_command_queue_get_handle (GstD3D12CommandQueue * queue)
{
g_return_val_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue), nullptr);
return queue->priv->cq.Get ();
}
/**
* gst_d3d12_command_queue_get_fence_handle:
* @queue: a #GstD3D12CommandQueue
*
* Gets fence handle handle
*
* Return: (transfer none): ID3D12Fence handle
*
* Since: 1.26
*/
ID3D12Fence *
gst_d3d12_command_queue_get_fence_handle (GstD3D12CommandQueue * queue)
{
g_return_val_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue), nullptr);
return queue->priv->fence.Get ();
}
static HRESULT
gst_d3d12_command_queue_execute_command_lists_unlocked (GstD3D12CommandQueue *
queue, guint num_command_lists, ID3D12CommandList ** command_lists,
guint64 * fence_value)
{
auto priv = queue->priv;
priv->fence_val++;
if (num_command_lists)
priv->cq->ExecuteCommandLists (num_command_lists, command_lists);
auto hr = priv->cq->Signal (priv->fence.Get (), priv->fence_val);
if (FAILED (hr)) {
GST_ERROR_OBJECT (queue, "Signal failed");
priv->fence_val--;
} else if (fence_value) {
*fence_value = priv->fence_val;
}
if (priv->queue_size > 0) {
auto completed = priv->fence->GetCompletedValue ();
if (completed == G_MAXUINT64) {
GST_ERROR_OBJECT (queue, "Device removed");
return DXGI_ERROR_DEVICE_REMOVED;
}
if (completed + priv->queue_size < priv->fence_val) {
hr = priv->fence->SetEventOnCompletion (priv->fence_val -
priv->queue_size, nullptr);
if (FAILED (hr)) {
GST_ERROR_OBJECT (queue, "SetEventOnCompletion failed");
return hr;
}
}
}
return hr;
}
/**
* gst_d3d12_command_queue_execute_command_lists:
* @queue: a #GstD3D12CommandQueue
* @num_command_lists: command list size
* @command_lists: (allow-none): array of ID3D12CommandList
* @fence_value: (out) (optional): fence value of submitted command
*
* Executes command list and signals queue. If @num_command_lists is zero,
* Only fence signal is executed with fence value increment.
*
* Return: HRESULT code
*
* Since: 1.26
*/
HRESULT
gst_d3d12_command_queue_execute_command_lists (GstD3D12CommandQueue * queue,
guint num_command_lists, ID3D12CommandList ** command_lists,
guint64 * fence_value)
{
g_return_val_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue), E_INVALIDARG);
auto priv = queue->priv;
std::lock_guard < std::mutex > lk (priv->execute_lock);
return gst_d3d12_command_queue_execute_command_lists_unlocked (queue,
num_command_lists, command_lists, fence_value);
}
/**
* gst_d3d12_command_queue_execute_command_lists_full:
* @queue: a #GstD3D12CommandQueue
* @num_fences_to_wait: the number of fences to wait
* @fences_to_wait: (allow-none): array of ID3D11Fence
* @fence_values_to_wait: (allow-none): array of fence value to wait
* @num_command_lists: command list size
* @command_lists: (allow-none): array of ID3D12CommandList
* @fence_value: (out) (optional): fence value of submitted command
*
* Executes wait if @num_fences_to_wait is non-zero, and executes command list.
*
* Return: HRESULT code
*
* Since: 1.26
*/
HRESULT
gst_d3d12_command_queue_execute_command_lists_full (GstD3D12CommandQueue *
queue, guint num_fences_to_wait, ID3D12Fence ** fences_to_wait,
const guint64 * fence_values_to_wait, guint num_command_lists,
ID3D12CommandList ** command_lists, guint64 * fence_value)
{
g_return_val_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue), E_INVALIDARG);
g_return_val_if_fail (num_fences_to_wait == 0 ||
(fences_to_wait && fence_values_to_wait), E_INVALIDARG);
auto priv = queue->priv;
std::lock_guard < std::mutex > lk (priv->execute_lock);
for (guint i = 0; i < num_fences_to_wait; i++) {
auto fence = fences_to_wait[i];
auto val = fence_values_to_wait[i];
if (fence != priv->fence.Get () && fence->GetCompletedValue () < val) {
auto hr = priv->cq->Wait (fence, val);
if (FAILED (hr))
return hr;
}
}
return gst_d3d12_command_queue_execute_command_lists_unlocked (queue,
num_command_lists, command_lists, fence_value);
}
/**
* gst_d3d12_command_queue_execute_wait:
* @queue: a #GstD3D12CommandQueue
* @fence: a ID3D12Fence
* @fence_value: fence value to wait
*
* Exectues ID3D12CommandQueue::Wait() operation
*
* Return: %TRUE if successful
*
* Since: 1.26
*/
HRESULT
gst_d3d12_command_queue_execute_wait (GstD3D12CommandQueue * queue,
ID3D12Fence * fence, guint64 fence_value)
{
g_return_val_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue), E_INVALIDARG);
g_return_val_if_fail (fence, E_INVALIDARG);
auto priv = queue->priv;
return priv->cq->Wait (fence, fence_value);
}
/**
* gst_d3d12_command_queue_get_completed_value:
* @queue: a #GstD3D12CommandQueue
*
* Gets completed fence value
*
* Returns: Completed fence value
*
* Since: 1.26
*/
guint64
gst_d3d12_command_queue_get_completed_value (GstD3D12CommandQueue * queue)
{
g_return_val_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue), G_MAXUINT64);
return queue->priv->fence->GetCompletedValue ();
}
/**
* gst_d3d12_command_queue_fence_wait:
* @queue: a #GstD3D12CommandQueue
* @fence_value: fence value to wait
*
* Blocks calling CPU thread until command corresponding @fence_value
* is completed. If @fence_value is %G_MAXUINT64, this method will block
* calling thread until all pending GPU operations are completed
*
* Returns: HRESULT code
*
* Since: 1.26
*/
HRESULT
gst_d3d12_command_queue_fence_wait (GstD3D12CommandQueue * queue,
guint64 fence_value)
{
g_return_val_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue), E_INVALIDARG);
auto priv = queue->priv;
guint64 fence_to_wait = fence_value;
HRESULT hr;
if (fence_value == G_MAXUINT64) {
std::lock_guard < std::mutex > lk (priv->execute_lock);
priv->fence_val++;
hr = priv->cq->Signal (priv->fence.Get (), priv->fence_val);
if (FAILED (hr)) {
GST_ERROR_OBJECT (queue, "Signal failed");
priv->fence_val--;
return hr;
}
fence_to_wait = priv->fence_val;
}
auto completed = priv->fence->GetCompletedValue ();
if (completed < fence_to_wait) {
hr = priv->fence->SetEventOnCompletion (fence_to_wait, nullptr);
if (FAILED (hr)) {
GST_ERROR_OBJECT (queue, "SetEventOnCompletion failed");
return hr;
}
}
return S_OK;
}
static gpointer
gst_d3d12_command_queue_gc_thread (GstD3D12CommandQueue * self)
{
auto priv = self->priv;
GST_INFO_OBJECT (self, "Entering GC thread");
while (true) {
GCDataPtr gc_data;
{
std::unique_lock < std::mutex > lk (priv->lock);
while (!priv->shutdown && priv->gc_list.empty ())
priv->cond.wait (lk);
if (priv->shutdown)
break;
auto completed = priv->fence->GetCompletedValue ();
while (!priv->gc_list.empty ()) {
auto top = priv->gc_list.top ();
if (top->fence_val > completed) {
gc_data = top;
priv->gc_list.pop ();
break;
}
GST_LOG_OBJECT (self, "Releasing fence data, completed %"
G_GUINT64_FORMAT ", fence value %" G_GUINT64_FORMAT,
completed, top->fence_val);
priv->gc_list.pop ();
}
}
if (gc_data) {
GST_LOG_OBJECT (self, "Waiting for fence data %" G_GUINT64_FORMAT,
gc_data->fence_val);
auto hr = priv->fence->SetEventOnCompletion (gc_data->fence_val, nullptr);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self, "SetEventOnCompletion failed");
} else {
GST_LOG_OBJECT (self, "Waiting done, %" G_GUINT64_FORMAT,
gc_data->fence_val);
}
}
}
GST_INFO_OBJECT (self, "Leaving GC thread");
return nullptr;
}
/**
* gst_d3d12_command_queue_set_notify:
* @queue: a #GstD3D12CommandQueue
* @fence_value: target fence value
* @fence_data: user data
* @notify: a #GDestroyNotify
*
* Schedules oneshot @notify callback.
*
* This method is designed for garbage collection task.
* Users can construct a storage which holds graphics command associated
* resources (e.g., command allocator, descriptors, and textures) and pass
* the storage with destructor, in order to keep resources alive during
* command execution.
*
* GstD3D12CommandQueue launches internal worker thread to monitor fence value
* and once it reaches the scheduled value, @notify will be called with @fence_data
*
* Since: 1.26
*/
void
gst_d3d12_command_queue_set_notify (GstD3D12CommandQueue * queue,
guint64 fence_value, gpointer fence_data, GDestroyNotify notify)
{
g_return_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue));
auto priv = queue->priv;
std::lock_guard < std::mutex > elk (priv->execute_lock);
auto gc_data = std::make_shared < GCData > (fence_data, notify, fence_value);
if (!priv->gc_thread) {
priv->gc_thread = g_thread_new ("GstD3D12Gc",
(GThreadFunc) gst_d3d12_command_queue_gc_thread, queue);
}
GST_LOG_OBJECT (queue, "Pushing GC data %" G_GUINT64_FORMAT, fence_value);
std::lock_guard < std::mutex > lk (priv->lock);
priv->gc_list.push (std::move (gc_data));
priv->cond.notify_one ();
}
/**
* gst_d3d12_command_queue_drain:
* @queue: a #GstD3D12CommandQueue
*
* Waits for all scheduled GPU commands to be finished
*
* Returns: HRESULT code
*
* Since: 1.26
*/
HRESULT
gst_d3d12_command_queue_drain (GstD3D12CommandQueue * queue)
{
g_return_val_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue), E_INVALIDARG);
auto priv = queue->priv;
std::priority_queue < GCDataPtr, std::vector < GCDataPtr >, gc_cmp > gc_list;
{
std::lock_guard < std::mutex > elk (priv->execute_lock);
priv->fence_val++;
auto hr = priv->cq->Signal (priv->fence.Get (), priv->fence_val);
if (FAILED (hr)) {
GST_ERROR_OBJECT (queue, "Signal failed");
priv->fence_val--;
return hr;
}
auto completed = priv->fence->GetCompletedValue ();
if (completed < priv->fence_val) {
hr = priv->fence->SetEventOnCompletion (priv->fence_val, nullptr);
if (FAILED (hr)) {
GST_ERROR_OBJECT (queue, "SetEventOnCompletion failed");
return hr;
}
}
{
if (priv->gc_thread != g_thread_self ()) {
std::lock_guard < std::mutex > lk (priv->lock);
gc_list = priv->gc_list;
priv->gc_list = { };
} else {
priv->gc_list = { };
}
}
}
return S_OK;
}
HRESULT
gst_d3d12_command_queue_idle_for_swapchain (GstD3D12CommandQueue * queue,
guint64 fence_value)
{
g_return_val_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue), E_INVALIDARG);
auto priv = queue->priv;
guint64 fence_to_wait = fence_value;
HRESULT hr;
{
std::lock_guard < std::mutex > lk (priv->execute_lock);
if (fence_value < priv->fence_val) {
fence_to_wait = fence_value + 1;
} else {
priv->fence_val++;
hr = priv->cq->Signal (priv->fence.Get (), priv->fence_val);
if (FAILED (hr)) {
GST_ERROR_OBJECT (queue, "Signal failed");
priv->fence_val--;
return hr;
}
fence_to_wait = priv->fence_val;
}
}
auto completed = priv->fence->GetCompletedValue ();
if (completed < fence_to_wait) {
hr = priv->fence->SetEventOnCompletion (fence_to_wait, nullptr);
if (FAILED (hr)) {
GST_ERROR_OBJECT (queue, "SetEventOnCompletion failed");
return hr;
}
}
return S_OK;
}