// Copyright 2019 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifdef UNSAFE_BUFFERS_BUILD
// TODO(crbug.com/40285824): Remove this and convert code to safer constructs.
#pragma allow_unsafe_buffers
#endif
#include "gpu/command_buffer/service/shared_image/d3d_image_backing.h"
#include <d3d11_3.h>
#include <functional>
// clang-format off
#include <dawn/native/D3D11Backend.h>
#include <dawn/native/D3DBackend.h>
// clang-format on
#include "base/functional/bind.h"
#include "base/functional/callback_helpers.h"
#include "base/memory/ptr_util.h"
#include "base/memory/raw_ptr.h"
#include "base/synchronization/waitable_event.h"
#include "gpu/command_buffer/common/shared_image_trace_utils.h"
#include "gpu/command_buffer/common/shared_image_usage.h"
#include "gpu/command_buffer/service/dxgi_shared_handle_manager.h"
#include "gpu/command_buffer/service/shared_image/copy_image_plane.h"
#include "gpu/command_buffer/service/shared_image/d3d_image_representation.h"
#include "gpu/command_buffer/service/shared_image/d3d_image_utils.h"
#include "gpu/command_buffer/service/shared_image/shared_image_format_service_utils.h"
#include "gpu/command_buffer/service/shared_image/skia_gl_image_representation.h"
#include "gpu/command_buffer/service/shared_image/skia_graphite_dawn_image_representation.h"
#include "gpu/config/gpu_finch_features.h"
#include "ui/gl/egl_util.h"
#include "ui/gl/gl_angle_util_win.h"
#include "ui/gl/gl_bindings.h"
#include "ui/gl/gl_surface_egl.h"
#include "ui/gl/scoped_restore_texture.h"
#if BUILDFLAG(SKIA_USE_DAWN)
#include "gpu/command_buffer/service/dawn_context_provider.h"
#endif
#if BUILDFLAG(DAWN_ENABLE_BACKEND_OPENGLES)
#include "gpu/command_buffer/service/shared_image/dawn_egl_image_representation.h"
#endif
#ifndef EGL_ANGLE_image_d3d11_texture
#define EGL_D3D11_TEXTURE_ANGLE 0x3484
#define EGL_TEXTURE_INTERNAL_FORMAT_ANGLE 0x345D
#define EGL_D3D11_TEXTURE_PLANE_ANGLE 0x3492
#define EGL_D3D11_TEXTURE_ARRAY_SLICE_ANGLE 0x3493
#endif /* EGL_ANGLE_image_d3d11_texture */
namespace gpu {
namespace {
bool BindEGLImageToTexture(GLenum texture_target, void* egl_image) {
if (!egl_image) {
LOG(ERROR) << "EGL image is null";
return false;
}
glEGLImageTargetTexture2DOES(texture_target, egl_image);
if (eglGetError() != static_cast<EGLint>(EGL_SUCCESS)) {
LOG(ERROR) << "Failed to bind EGL image to the texture"
<< ui::GetLastEGLErrorString();
return false;
}
return true;
}
bool CanUseUpdateSubresource(const std::vector<SkPixmap>& pixmaps) {
if (pixmaps.size() == 1u) {
return true;
}
const uint8_t* addr = static_cast<const uint8_t*>(pixmaps[0].addr());
size_t plane_offset = pixmaps[0].computeByteSize();
for (size_t i = 1; i < pixmaps.size(); ++i) {
// UpdateSubresource() cannot update planes individually, so the planes'
// data has to be packed in one memory block.
if (static_cast<const uint8_t*>(pixmaps[i].addr()) != addr + plane_offset) {
return false;
}
plane_offset += pixmaps[i].computeByteSize();
}
return true;
}
// Get the availability fence for |dcomp_texture|. Returns a fence if the
// texture is soon-to-be available, meaning that the caller must wait on the
// fence. Returns null if it would be immediately available, meaning there is no
// need to wait. The return value is only valid until the next DComp commit
// call.
//
// |dcomp_texture| must not be "unavailable", i.e. attached to a DComp tree.
scoped_refptr<gfx::D3DSharedFence>
DCompTextureGetAvailabilityFenceForCurrentFrame(
IDCompositionTexture* dcomp_texture) {
Microsoft::WRL::ComPtr<ID3D11Fence> d3d11_fence;
uint64_t fence_value = 0;
HRESULT hr = dcomp_texture->GetAvailableFence(&fence_value,
IID_PPV_ARGS(&d3d11_fence));
CHECK_EQ(hr, S_OK) << ", GetAvailableFence failed: "
<< logging::SystemErrorCodeToString(hr);
// |GetAvailableFence| will return a null fence if the texture is still
// attached to the DComp tree. We cannot end the read access at this point
// since DWM can still scanout from the texture. This is probably a bug where
// the output device returned an overlay access while the overlay image was
// still in the DComp tree.
//
// This can also trigger if we have multiple concurrent outstanding overlay
// read accesses, which is not currently supported.
CHECK(d3d11_fence) << "Overlay access is still in use by DWM.";
// If the fence is already passed the wait value, we don't need to wait on it.
if (d3d11_fence->GetCompletedValue() >= fence_value) {
return nullptr;
}
// Note we're passing a null device since the DWM internal device will signal
// this fence.
return gfx::D3DSharedFence::CreateFromD3D11Fence(
/*d3d11_signal_device=*/nullptr, std::move(d3d11_fence), fence_value);
}
} // namespace
D3DImageBacking::GLTextureHolder::GLTextureHolder(
base::PassKey<D3DImageBacking>,
scoped_refptr<gles2::TexturePassthrough> texture_passthrough,
gl::ScopedEGLImage egl_image)
: texture_passthrough_(std::move(texture_passthrough)),
egl_image_(std::move(egl_image)) {}
bool D3DImageBacking::GLTextureHolder::BindEGLImageToTexture() {
if (!needs_rebind_) {
return true;
}
gl::GLApi* const api = gl::g_current_gl_context;
gl::ScopedRestoreTexture scoped_restore(api, GL_TEXTURE_2D);
DCHECK_EQ(texture_passthrough_->target(),
static_cast<unsigned>(GL_TEXTURE_2D));
api->glBindTextureFn(GL_TEXTURE_2D, texture_passthrough_->service_id());
if (!::gpu::BindEGLImageToTexture(GL_TEXTURE_2D, egl_image_.get())) {
return false;
}
needs_rebind_ = false;
return true;
}
void D3DImageBacking::GLTextureHolder::MarkContextLost() {
if (texture_passthrough_) {
texture_passthrough_->MarkContextLost();
}
}
D3DImageBacking::GLTextureHolder::~GLTextureHolder() = default;
// static
scoped_refptr<D3DImageBacking::GLTextureHolder>
D3DImageBacking::CreateGLTexture(
const GLFormatDesc& gl_format_desc,
const gfx::Size& size,
const gfx::ColorSpace& color_space,
Microsoft::WRL::ComPtr<ID3D11Texture2D> d3d11_texture,
GLenum texture_target,
unsigned array_slice,
unsigned plane_index,
Microsoft::WRL::ComPtr<IDXGISwapChain1> swap_chain) {
gl::GLApi* const api = gl::g_current_gl_context;
gl::ScopedRestoreTexture scoped_restore(api, texture_target);
GLuint service_id = 0;
api->glGenTexturesFn(1, &service_id);
api->glBindTextureFn(texture_target, service_id);
// These need to be set for the texture to be considered mipmap complete.
api->glTexParameteriFn(texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
api->glTexParameteriFn(texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// These are not strictly required but guard against some checks if NPOT
// texture support is disabled.
api->glTexParameteriFn(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
api->glTexParameteriFn(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
const EGLint egl_attrib_list[] = {
EGL_TEXTURE_INTERNAL_FORMAT_ANGLE,
static_cast<EGLint>(gl_format_desc.image_internal_format),
EGL_D3D11_TEXTURE_ARRAY_SLICE_ANGLE,
static_cast<EGLint>(array_slice),
EGL_D3D11_TEXTURE_PLANE_ANGLE,
static_cast<EGLint>(plane_index),
EGL_NONE};
auto egl_image = gl::MakeScopedEGLImage(
EGL_NO_CONTEXT, EGL_D3D11_TEXTURE_ANGLE,
static_cast<EGLClientBuffer>(d3d11_texture.Get()), egl_attrib_list);
if (!egl_image.get()) {
LOG(ERROR) << "Failed to create an EGL image";
api->glDeleteTexturesFn(1, &service_id);
return nullptr;
}
if (!BindEGLImageToTexture(texture_target, egl_image.get())) {
return nullptr;
}
auto texture = base::MakeRefCounted<gles2::TexturePassthrough>(
service_id, texture_target);
GLint texture_memory_size = 0;
api->glGetTexParameterivFn(texture_target, GL_MEMORY_SIZE_ANGLE,
&texture_memory_size);
texture->SetEstimatedSize(texture_memory_size);
return base::MakeRefCounted<GLTextureHolder>(base::PassKey<D3DImageBacking>(),
std::move(texture),
std::move(egl_image));
}
// static
std::unique_ptr<D3DImageBacking> D3DImageBacking::CreateFromSwapChainBuffer(
const Mailbox& mailbox,
viz::SharedImageFormat format,
const gfx::Size& size,
const gfx::ColorSpace& color_space,
GrSurfaceOrigin surface_origin,
SkAlphaType alpha_type,
gpu::SharedImageUsageSet usage,
Microsoft::WRL::ComPtr<ID3D11Texture2D> d3d11_texture,
Microsoft::WRL::ComPtr<IDXGISwapChain1> swap_chain,
const GLFormatCaps& gl_format_caps,
bool is_back_buffer) {
DCHECK(format.is_single_plane());
return base::WrapUnique(new D3DImageBacking(
mailbox, format, size, color_space, surface_origin, alpha_type, usage,
"SwapChainBuffer", std::move(d3d11_texture), /*dcomp_texture=*/nullptr,
/*dxgi_shared_handle_state=*/nullptr, gl_format_caps, GL_TEXTURE_2D,
/*array_slice=*/0u, std::move(swap_chain), is_back_buffer));
}
// static
std::unique_ptr<D3DImageBacking> D3DImageBacking::Create(
const Mailbox& mailbox,
viz::SharedImageFormat format,
const gfx::Size& size,
const gfx::ColorSpace& color_space,
GrSurfaceOrigin surface_origin,
SkAlphaType alpha_type,
gpu::SharedImageUsageSet usage,
std::string debug_label,
Microsoft::WRL::ComPtr<ID3D11Texture2D> d3d11_texture,
Microsoft::WRL::ComPtr<IDCompositionTexture> dcomp_texture,
scoped_refptr<DXGISharedHandleState> dxgi_shared_handle_state,
const GLFormatCaps& gl_format_caps,
GLenum texture_target,
size_t array_slice,
bool use_update_subresource1,
bool is_thread_safe) {
const bool has_webgpu_usage = usage.HasAny(SHARED_IMAGE_USAGE_WEBGPU_READ |
SHARED_IMAGE_USAGE_WEBGPU_WRITE);
// DXGI shared handle is required for WebGPU/Dawn/D3D12 interop.
CHECK(!has_webgpu_usage || dxgi_shared_handle_state);
auto backing = base::WrapUnique(new D3DImageBacking(
mailbox, format, size, color_space, surface_origin, alpha_type, usage,
std::move(debug_label), std::move(d3d11_texture),
std::move(dcomp_texture), std::move(dxgi_shared_handle_state),
gl_format_caps, texture_target, array_slice, /*swap_chain=*/nullptr,
/*is_back_buffer=*/false, use_update_subresource1, is_thread_safe));
return backing;
}
D3DImageBacking::D3DImageBacking(
const Mailbox& mailbox,
viz::SharedImageFormat format,
const gfx::Size& size,
const gfx::ColorSpace& color_space,
GrSurfaceOrigin surface_origin,
SkAlphaType alpha_type,
gpu::SharedImageUsageSet usage,
std::string debug_label,
Microsoft::WRL::ComPtr<ID3D11Texture2D> d3d11_texture,
Microsoft::WRL::ComPtr<IDCompositionTexture> dcomp_texture,
scoped_refptr<DXGISharedHandleState> dxgi_shared_handle_state,
const GLFormatCaps& gl_format_caps,
GLenum texture_target,
size_t array_slice,
Microsoft::WRL::ComPtr<IDXGISwapChain1> swap_chain,
bool is_back_buffer,
bool use_update_subresource1,
bool is_thread_safe)
: ClearTrackingSharedImageBacking(mailbox,
format,
size,
color_space,
surface_origin,
alpha_type,
usage,
std::move(debug_label),
format.EstimatedSizeInBytes(size),
is_thread_safe),
d3d11_texture_(std::move(d3d11_texture)),
dcomp_texture_(std::move(dcomp_texture)),
dxgi_shared_handle_state_(std::move(dxgi_shared_handle_state)),
gl_format_caps_(gl_format_caps),
texture_target_(texture_target),
array_slice_(array_slice),
swap_chain_(std::move(swap_chain)),
is_back_buffer_(is_back_buffer),
use_update_subresource1_(use_update_subresource1),
angle_d3d11_device_(gl::QueryD3D11DeviceObjectFromANGLE()) {
if (d3d11_texture_) {
d3d11_texture_->GetDevice(&texture_d3d11_device_);
d3d11_texture_->GetDesc(&d3d11_texture_desc_);
}
}
D3DImageBacking::~D3DImageBacking() {
if (!have_context()) {
for (auto& texture_holder : gl_texture_holders_) {
if (texture_holder) {
texture_holder->MarkContextLost();
}
}
}
}
ID3D11Texture2D* D3DImageBacking::GetOrCreateStagingTexture() {
if (!staging_texture_) {
D3D11_TEXTURE2D_DESC staging_desc = {};
staging_desc.Width = d3d11_texture_desc_.Width;
staging_desc.Height = d3d11_texture_desc_.Height;
staging_desc.Format = d3d11_texture_desc_.Format;
staging_desc.MipLevels = 1;
staging_desc.ArraySize = 1;
staging_desc.SampleDesc.Count = 1;
staging_desc.Usage = D3D11_USAGE_STAGING;
staging_desc.CPUAccessFlags =
D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
CHECK(texture_d3d11_device_);
HRESULT hr = texture_d3d11_device_->CreateTexture2D(&staging_desc, nullptr,
&staging_texture_);
if (FAILED(hr)) {
LOG(ERROR) << "Failed to create staging texture. hr=" << std::hex << hr;
return nullptr;
}
constexpr char kStagingTextureLabel[] = "SharedImageD3D_StagingTexture";
// Add debug label to the long lived texture.
staging_texture_->SetPrivateData(WKPDID_D3DDebugObjectName,
strlen(kStagingTextureLabel),
kStagingTextureLabel);
}
return staging_texture_.Get();
}
SharedImageBackingType D3DImageBacking::GetType() const {
return SharedImageBackingType::kD3D;
}
void D3DImageBacking::Update(std::unique_ptr<gfx::GpuFence> in_fence) {
// Do nothing since D3DImageBackings are only ever backed by DXGI GMB handles,
// which are synonymous with D3D textures, and no explicit update is needed.
}
bool D3DImageBacking::UploadFromMemory(const std::vector<SkPixmap>& pixmaps) {
AutoLock auto_lock(this);
DCHECK_EQ(pixmaps.size(), static_cast<size_t>(format().NumberOfPlanes()));
if (use_update_subresource1_ && CanUseUpdateSubresource(pixmaps)) {
CHECK(texture_d3d11_device_);
Microsoft::WRL::ComPtr<ID3D11DeviceContext> device_context;
Microsoft::WRL::ComPtr<ID3D11DeviceContext1> device_context_1;
texture_d3d11_device_->GetImmediateContext(&device_context);
device_context.As(&device_context_1);
device_context_1->UpdateSubresource1(
d3d11_texture_.Get(), /*DstSubresource=*/0, /*pDstBox=*/nullptr,
pixmaps[0].addr(), pixmaps[0].rowBytes(), /*SrcDepthPitch=*/0,
D3D11_COPY_DISCARD);
return true;
}
ID3D11Texture2D* staging_texture = GetOrCreateStagingTexture();
if (!staging_texture) {
return false;
}
CHECK(texture_d3d11_device_);
Microsoft::WRL::ComPtr<ID3D11DeviceContext> device_context;
texture_d3d11_device_->GetImmediateContext(&device_context);
D3D11_MAPPED_SUBRESOURCE mapped_resource = {};
HRESULT hr = device_context->Map(staging_texture, 0, D3D11_MAP_WRITE, 0,
&mapped_resource);
if (FAILED(hr)) {
LOG(ERROR) << "Failed to map texture for write. hr=" << std::hex << hr;
return false;
}
// The mapped staging texture pData points to the first plane's data so an
// offset is needed for subsequent planes.
size_t dest_offset = 0;
for (int plane = 0; plane < format().NumberOfPlanes(); ++plane) {
auto& pixmap = pixmaps[plane];
const uint8_t* source_memory = static_cast<const uint8_t*>(pixmap.addr());
const size_t source_stride = pixmap.rowBytes();
uint8_t* dest_memory =
static_cast<uint8_t*>(mapped_resource.pData) + dest_offset;
const size_t dest_stride = mapped_resource.RowPitch;
gfx::Size plane_size = format().GetPlaneSize(plane, size());
CopyImagePlane(source_memory, source_stride, dest_memory, dest_stride,
pixmap.info().minRowBytes(), plane_size.height());
dest_offset += mapped_resource.RowPitch * plane_size.height();
}
device_context->Unmap(staging_texture, 0);
device_context->CopyResource(d3d11_texture_.Get(), staging_texture);
return true;
}
bool D3DImageBacking::CopyToStagingTexture() {
TRACE_EVENT0("gpu", "D3DImageBacking::CopyToStagingTexture");
ID3D11Texture2D* staging_texture = GetOrCreateStagingTexture();
if (!staging_texture) {
return false;
}
Microsoft::WRL::ComPtr<ID3D11DeviceContext> device_context;
texture_d3d11_device_->GetImmediateContext(&device_context);
device_context->CopyResource(staging_texture, d3d11_texture_.Get());
return true;
}
bool D3DImageBacking::ReadbackFromStagingTexture(
const std::vector<SkPixmap>& pixmaps) {
TRACE_EVENT0("gpu", "D3DImageBacking::ReadbackFromStagingTexture");
Microsoft::WRL::ComPtr<ID3D11DeviceContext> device_context;
texture_d3d11_device_->GetImmediateContext(&device_context);
ID3D11Texture2D* staging_texture = GetOrCreateStagingTexture();
D3D11_MAPPED_SUBRESOURCE mapped_resource = {};
HRESULT hr = device_context->Map(staging_texture, 0, D3D11_MAP_READ, 0,
&mapped_resource);
if (FAILED(hr)) {
LOG(ERROR) << "Failed to map texture for read. hr=" << std::hex << hr;
return false;
}
// The mapped staging texture pData points to the first plane's data so an
// offset is needed for subsequent planes.
size_t source_offset = 0;
for (int plane = 0; plane < format().NumberOfPlanes(); ++plane) {
auto& pixmap = pixmaps[plane];
uint8_t* dest_memory = static_cast<uint8_t*>(pixmap.writable_addr());
const size_t dest_stride = pixmap.rowBytes();
const uint8_t* source_memory =
static_cast<uint8_t*>(mapped_resource.pData) + source_offset;
const size_t source_stride = mapped_resource.RowPitch;
gfx::Size plane_size = format().GetPlaneSize(plane, size());
CopyImagePlane(source_memory, source_stride, dest_memory, dest_stride,
pixmap.info().minRowBytes(), plane_size.height());
source_offset += mapped_resource.RowPitch * plane_size.height();
}
device_context->Unmap(staging_texture, 0);
return true;
}
bool D3DImageBacking::ReadbackToMemory(const std::vector<SkPixmap>& pixmaps) {
TRACE_EVENT0("gpu", "D3DImageBacking::ReadbackToMemory");
AutoLock auto_lock(this);
return CopyToStagingTexture() && ReadbackFromStagingTexture(pixmaps);
}
void D3DImageBacking::ReadbackToMemoryAsync(
const std::vector<SkPixmap>& pixmaps,
base::OnceCallback<void(bool)> callback) {
AutoLock auto_lock(this);
TRACE_EVENT0("gpu", "D3DImageBacking::ReadbackToMemoryAsync");
if (pending_copy_event_watcher_) {
LOG(ERROR) << "Existing ReadbackToMemory operation pending";
std::move(callback).Run(false);
return;
}
if (!CopyToStagingTexture()) {
std::move(callback).Run(false);
return;
}
base::WaitableEvent copy_complete_event;
Microsoft::WRL::ComPtr<IDXGIDevice2> dxgi_device;
texture_d3d11_device_.As(&dxgi_device);
dxgi_device->EnqueueSetEvent(copy_complete_event.handle());
pending_copy_event_watcher_.emplace();
CHECK(pending_copy_event_watcher_->StartWatching(
©_complete_event,
base::IgnoreArgs<base::WaitableEvent*>(base::BindOnce(
&D3DImageBacking::OnCopyToStagingTextureDone,
weak_ptr_factory_.GetWeakPtr(), pixmaps, std::move(callback))),
base::SingleThreadTaskRunner::GetCurrentDefault()));
}
void D3DImageBacking::OnCopyToStagingTextureDone(
const std::vector<SkPixmap>& pixmaps,
base::OnceCallback<void(bool)> readback_cb) {
AutoLock auto_lock(this);
pending_copy_event_watcher_.reset();
std::move(readback_cb).Run(ReadbackFromStagingTexture(pixmaps));
}
std::unique_ptr<DawnImageRepresentation> D3DImageBacking::ProduceDawn(
SharedImageManager* manager,
MemoryTypeTracker* tracker,
const wgpu::Device& device,
wgpu::BackendType backend_type,
std::vector<wgpu::TextureFormat> view_formats,
scoped_refptr<SharedContextState> context_state) {
#if BUILDFLAG(DAWN_ENABLE_BACKEND_OPENGLES)
if (backend_type == wgpu::BackendType::OpenGLES) {
std::unique_ptr<GLTextureImageRepresentationBase> gl_representation =
ProduceGLTexturePassthrough(manager, tracker);
auto* d3d_representation =
static_cast<GLTexturePassthroughD3DImageRepresentation*>(
gl_representation.get());
void* egl_image = d3d_representation->GetEGLImage();
if (!egl_image) {
LOG(ERROR) << "EGL image is null.";
return nullptr;
}
return std::make_unique<DawnEGLImageRepresentation>(
std::move(gl_representation), egl_image, manager, this, tracker,
device);
}
#endif
if (backend_type != wgpu::BackendType::D3D11 &&
backend_type != wgpu::BackendType::D3D12) {
LOG(ERROR) << "Unsupported Dawn backend: "
<< static_cast<WGPUBackendType>(backend_type);
return nullptr;
}
{
AutoLock auto_lock(this);
// Persistently open the shared handle by caching it on this backing.
auto shared_texture_memory = GetSharedTextureMemory(device);
if (!shared_texture_memory) {
Microsoft::WRL::ComPtr<ID3D11Device> dawn_d3d11_device;
if (backend_type == wgpu::BackendType::D3D11) {
dawn_d3d11_device = dawn::native::d3d11::GetD3D11Device(device.Get());
}
if (dawn_d3d11_device == texture_d3d11_device_) {
shared_texture_memory =
CreateDawnSharedTextureMemory(device, d3d11_texture_);
} else {
CHECK(dxgi_shared_handle_state_);
const HANDLE shared_handle =
dxgi_shared_handle_state_->GetSharedHandle();
CHECK(base::win::HandleTraits::IsHandleValid(shared_handle));
bool use_keyed_mutex = d3d11_texture_desc_.MiscFlags &
D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;
shared_texture_memory = CreateDawnSharedTextureMemory(
device, use_keyed_mutex, shared_handle);
}
if (!shared_texture_memory) {
LOG(ERROR) << "Failed to create shared_texture_memory.";
return nullptr;
}
if (dxgi_shared_handle_state_) {
dxgi_shared_handle_state_->MaybeCacheSharedTextureMemory(
device, shared_texture_memory);
}
}
auto* dawn_context_provider = context_state->dawn_context_provider();
if (dawn_context_provider &&
dawn_context_provider->GetDevice().Get() == device.Get()) {
// Cache SharedTextureMemory only for Graphite device.
// TODO(crbug.com/345674550): Cache the textures for WebGPU device.
DCHECK(shared_texture_memory);
auto cached_shared_texture_memory =
dawn_shared_texture_holder_.GetSharedTextureMemory(device);
if (!cached_shared_texture_memory) {
// GetSharedTextureMemory() might return non-null while nothing is
// cached inside dawn_shared_texture_holder_. This can happen if a 2nd
// backing is created from an existing DXGISharedHandleState. The STM is
// stored inside DXGISharedHandleState but not in the 2nd backing's
// dawn_shared_texture_holder_ yet. In this case, we also need to cache
// the STM in dawn_shared_texture_holder_ to allow wgpu::Texture to be
// cached. Otherwise the wgpu::Texture would have been destroyed in
// EndAccessDawn.
dawn_shared_texture_holder_.MaybeCacheSharedTextureMemory(
device, shared_texture_memory);
} else {
CHECK_EQ(cached_shared_texture_memory.Get(),
shared_texture_memory.Get());
}
}
} // AutoLock scope
return std::make_unique<DawnD3DImageRepresentation>(
manager, this, tracker, device, backend_type, view_formats);
}
void D3DImageBacking::UpdateExternalFence(
scoped_refptr<gfx::D3DSharedFence> external_fence) {
// TODO(crbug.com/40192861): Handle cases that write_fences_ is not empty.
AutoLock auto_lock(this);
write_fences_.insert(std::move(external_fence));
}
std::unique_ptr<VideoImageRepresentation> D3DImageBacking::ProduceVideo(
SharedImageManager* manager,
MemoryTypeTracker* tracker,
VideoDevice device) {
return std::make_unique<D3D11VideoImageRepresentation>(
manager, this, tracker, device, d3d11_texture_);
}
std::vector<scoped_refptr<gfx::D3DSharedFence>>
D3DImageBacking::GetPendingWaitFences(
const Microsoft::WRL::ComPtr<ID3D11Device>& wait_d3d11_device,
const wgpu::Device& wait_dawn_device,
bool write_access) {
// We don't need to use fences for single device scenarios (no shared handle),
// or if we're using a keyed mutex instead. The existence of |dcomp_texture_|
// (i.e. scanout cases) means we always need to check for the presence of the
// availability fence.
if (!use_cross_device_fence_synchronization() && !dcomp_texture_) {
return {};
}
// Lazily create and signal the D3D11 fence on the texture's original device
// if not present and we're using the backing on another device.
auto& texture_device_fence = d3d11_signaled_fence_map_[texture_d3d11_device_];
if (wait_d3d11_device != texture_d3d11_device_ && !texture_device_fence) {
texture_device_fence =
gfx::D3DSharedFence::CreateForD3D11(texture_d3d11_device_);
if (!texture_device_fence) {
LOG(ERROR) << "Failed to retrieve D3D11 signal fence";
return {};
}
// Make D3D11 device wait for |write_fences_| since we'll replace it below.
for (auto& fence : write_fences_) {
if (!fence->WaitD3D11(texture_d3d11_device_)) {
LOG(ERROR) << "Failed to wait for write fence";
return {};
}
}
if (!texture_device_fence->IncrementAndSignalD3D11()) {
LOG(ERROR) << "Failed to signal D3D11 signal fence";
return {};
}
// Store it in |write_fences_| so it's waited on for all subsequent access.
write_fences_.clear();
write_fences_.insert(texture_device_fence);
}
// TODO(crbug.com/335003893): Investigate how to avoid passing any fences back
// to Dawn that were previously signaled by Dawn. Currently there's no way to
// determine which of the fences that Dawn returns to us in EndAccess fit this
// criteria.
std::vector<scoped_refptr<gfx::D3DSharedFence>> wait_fences;
// Always wait for previous write for both read-only or read-write access.
// Skip the wait if it's for the fence last signaled by the Dawn device, or
// for D3D11 if the fence was issued for the same device since D3D11 has a
// single immediate context for issuing commands.
for (auto& fence : write_fences_) {
wait_fences.push_back(fence);
}
// Also wait for all previous reads for read-write access.
if (write_access) {
for (const auto& read_fence : read_fences_) {
wait_fences.push_back(read_fence);
}
// The presence of a DComp texture fence is considered an outstanding read
// that must be waited on.
if (dcomp_texture_) {
if (auto fence = DCompTextureGetAvailabilityFenceForCurrentFrame(
dcomp_texture_.Get())) {
wait_fences.push_back(std::move(fence));
}
}
}
return wait_fences;
}
int D3DImageBacking::TrackBeginAccessToWGPUTexture(wgpu::Texture texture) {
return wgpu_texture_ongoing_accesses_[texture.Get()]++;
}
int D3DImageBacking::TrackEndAccessToWGPUTexture(wgpu::Texture texture) {
if (!wgpu_texture_ongoing_accesses_.contains(texture.Get())) {
return 0;
}
int num_outstanding_accesses =
--wgpu_texture_ongoing_accesses_[texture.Get()];
CHECK_GE(num_outstanding_accesses, 0);
if (num_outstanding_accesses == 0) {
wgpu_texture_ongoing_accesses_.erase(texture.Get());
}
return num_outstanding_accesses;
}
wgpu::Texture D3DImageBacking::BeginAccessDawn(
const wgpu::Device& device,
wgpu::BackendType backend_type,
wgpu::TextureUsage wgpu_usage,
wgpu::TextureUsage wgpu_internal_usage,
std::vector<wgpu::TextureFormat> view_formats) {
AutoLock auto_lock(this);
const auto kWriteUsage = wgpu::TextureUsage::CopyDst |
wgpu::TextureUsage::StorageBinding |
wgpu::TextureUsage::RenderAttachment;
bool write_access = wgpu_usage & kWriteUsage;
if (base::FeatureList::IsEnabled(
features::kDawnSIRepsUseClientProvidedInternalUsages) &&
(wgpu_internal_usage & kWriteUsage)) {
write_access = true;
}
if (!ValidateBeginAccess(write_access)) {
return nullptr;
}
Microsoft::WRL::ComPtr<ID3D11Device> dawn_d3d11_device;
if (backend_type == wgpu::BackendType::D3D11) {
dawn_d3d11_device = dawn::native::d3d11::GetD3D11Device(device.Get());
CHECK(dawn_d3d11_device);
}
// Dawn access is allowed without shared handle for single device scenarios.
CHECK(dxgi_shared_handle_state_ ||
dawn_d3d11_device == texture_d3d11_device_);
auto shared_texture_memory = GetSharedTextureMemory(device);
CHECK(shared_texture_memory);
// Defer clearing fences until later to handle Dawn failure to import texture.
std::vector<scoped_refptr<gfx::D3DSharedFence>> wait_fences =
GetPendingWaitFences(dawn_d3d11_device, device, write_access);
std::vector<wgpu::SharedFence> shared_fences;
std::vector<uint64_t> signaled_values;
for (auto& wait_fence : wait_fences) {
wgpu::SharedFenceDXGISharedHandleDescriptor dxgi_desc;
dxgi_desc.handle = wait_fence->GetSharedHandle();
wgpu::SharedFenceDescriptor fence_desc;
fence_desc.nextInChain = &dxgi_desc;
// TODO(crbug.com/335003893): Look into caching the wgpu::SharedFence object
// in gfx::D3DSharedFence.
shared_fences.push_back(device.ImportSharedFence(&fence_desc));
signaled_values.push_back(wait_fence->GetFenceValue());
}
wgpu::SharedTextureMemoryD3DSwapchainBeginState swapchain_begin_state = {};
swapchain_begin_state.isSwapchain =
usage().Has(SHARED_IMAGE_USAGE_WEBGPU_SWAP_CHAIN_TEXTURE);
wgpu::SharedTextureMemoryBeginAccessDescriptor desc = {};
const bool is_clear = ClearedRectInternal() == gfx::Rect(size());
desc.initialized = is_clear;
// TODO(crbug.com/335003893): Figure out a clear way to express what's allowed
// and what's not to the client.
desc.concurrentRead = !write_access && is_clear;
desc.fenceCount = shared_fences.size();
desc.fences = shared_fences.data();
desc.signaledValues = signaled_values.data();
desc.nextInChain = &swapchain_begin_state;
wgpu::Texture texture =
dawn_shared_texture_holder_.GetCachedWGPUTexture(device, wgpu_usage);
if (!texture) {
texture = CreateDawnSharedTexture(shared_texture_memory, wgpu_usage,
wgpu_internal_usage, view_formats);
if (!texture) {
LOG(ERROR) << "Failed to create WGPUTexture";
return nullptr;
}
dawn_shared_texture_holder_.MaybeCacheWGPUTexture(device, texture);
}
// If there is already an ongoing Dawn access for this texture, then the
// necessary work for starting the access (i.e., waiting on fences and
// informing SharedTextureMemory) already happened as part of the initial
// BeginAccess().
// NOTE: SharedTextureMemory does not allow a BeginAccess() call on a texture
// that already has an ongoing access (at the internal wgpu::Texture
// level), so short-circuiting out here is not simply an optimization but
// is actually necessary.
int num_accesses_already_present = TrackBeginAccessToWGPUTexture(texture);
if (num_accesses_already_present > 0) {
return texture;
}
if (shared_texture_memory.BeginAccess(texture, &desc) !=
wgpu::Status::Success) {
LOG(ERROR) << "SharedTextureMemory::BeginAccess() failed.";
dawn_shared_texture_holder_.RemoveWGPUTextureFromCache(device, texture);
TrackEndAccessToWGPUTexture(texture);
return nullptr;
}
// Clear fences and update state iff Dawn BeginAccess succeeds.
BeginAccessCommon(write_access);
return texture;
}
void D3DImageBacking::EndAccessDawn(const wgpu::Device& device,
wgpu::Texture texture) {
DCHECK(texture);
if (dawn::native::IsTextureSubresourceInitialized(texture.Get(), 0, 1, 0,
1)) {
SetCleared();
}
AutoLock auto_lock(this);
auto shared_texture_memory = GetSharedTextureMemory(device);
// Shared texture memory is removed from cache on first EndAccess after device
// is lost. It's ok to skip synchronization because it should've already been
// synchronized before the entry was removed from the cache.
if (!shared_texture_memory) {
EndAccessCommon(/*signaled_fences=*/{});
return;
}
int num_outstanding_accesses = TrackEndAccessToWGPUTexture(texture);
// If there is still an ongoing Dawn access on this texture,
// short-circuit out of doing any other work. In particular, do not consume
// fences or end the access at the level of SharedTextureMemory. That work
// will happen when the last ongoing Dawn access finishes.
if (num_outstanding_accesses > 0) {
return;
}
// EndAccess returns a null fence handle if the device was lost, but that's
// OK since we check for it explicitly below.
wgpu::SharedTextureMemoryEndAccessState end_state = {};
shared_texture_memory.EndAccess(texture.Get(), &end_state);
D3DSharedFenceSet signaled_fences;
if (use_cross_device_fence_synchronization()) {
auto& cached_fences = dawn_signaled_fences_map_[device.Get()];
for (size_t i = 0; i < end_state.fenceCount; ++i) {
auto& signaled_value = end_state.signaledValues[i];
auto& fence = end_state.fences[i];
wgpu::SharedFenceDXGISharedHandleExportInfo shared_handle_info;
wgpu::SharedFenceExportInfo export_info;
export_info.nextInChain = &shared_handle_info;
fence.ExportInfo(&export_info);
DCHECK_EQ(export_info.type, wgpu::SharedFenceType::DXGISharedHandle);
// Try to find and reuse the last signaled fence if it's the same fence.
scoped_refptr<gfx::D3DSharedFence> signaled_fence;
for (auto& cached_fence : cached_fences) {
if (cached_fence->IsSameFenceAsHandle(shared_handle_info.handle)) {
signaled_fence = cached_fence;
break;
}
}
if (!signaled_fence) {
signaled_fence = gfx::D3DSharedFence::CreateFromUnownedHandle(
shared_handle_info.handle);
}
if (signaled_fence) {
signaled_fence->Update(signaled_value);
signaled_fences.insert(signaled_fence);
} else {
LOG(ERROR) << "Failed to import D3D fence from Dawn on EndAccess";
}
}
// Cache the fences.
cached_fences = signaled_fences;
}
// Erase from cache if shared texture memory is invalid i.e. device was lost.
if (shared_texture_memory.IsDeviceLost()) {
dawn_shared_texture_holder_.EraseDataIfDeviceLost();
dawn_signaled_fences_map_.erase(device.Get());
if (dxgi_shared_handle_state_) {
dxgi_shared_handle_state_->EraseDawnSharedTextureMemory(device);
}
}
dawn_shared_texture_holder_.DestroyWGPUTextureIfNotCached(device, texture);
EndAccessCommon(signaled_fences);
}
wgpu::SharedTextureMemory D3DImageBacking::GetSharedTextureMemory(
const wgpu::Device& device) {
if (dxgi_shared_handle_state_) {
return dxgi_shared_handle_state_->GetSharedTextureMemory(device);
}
return dawn_shared_texture_holder_.GetSharedTextureMemory(device);
}
bool D3DImageBacking::BeginAccessD3D11(
Microsoft::WRL::ComPtr<ID3D11Device> d3d11_device,
bool write_access) {
AutoLock auto_lock(this);
if (!ValidateBeginAccess(write_access)) {
return false;
}
// Defer clearing fences until later to handle D3D11 failure to synchronize.
std::vector<scoped_refptr<gfx::D3DSharedFence>> wait_fences =
GetPendingWaitFences(d3d11_device, /*dawn_device=*/nullptr, write_access);
for (auto& wait_fence : wait_fences) {
if (!wait_fence->WaitD3D11(d3d11_device)) {
LOG(ERROR) << "Failed to wait for fence";
return false;
}
}
// D3D11 access is allowed without shared handle for single device scenarios.
CHECK(dxgi_shared_handle_state_ || d3d11_device == texture_d3d11_device_);
if (dxgi_shared_handle_state_ &&
!dxgi_shared_handle_state_->AcquireKeyedMutex(d3d11_device)) {
LOG(ERROR) << "Failed to synchronize using keyed mutex";
return false;
}
// Clear fences and update state iff D3D11 BeginAccess succeeds.
BeginAccessCommon(write_access);
return true;
}
void D3DImageBacking::EndAccessD3D11(
Microsoft::WRL::ComPtr<ID3D11Device> d3d11_device) {
const bool is_texture_device = d3d11_device == texture_d3d11_device_;
// If shared handle is not present, we can only access on the same device.
AutoLock auto_lock(this);
CHECK(dxgi_shared_handle_state_ || is_texture_device);
// Do not create a fence for the texture's original device if we're only using
// the texture on one device or using a keyed mutex. The fence is lazily
// created on the first access from another device in GetPendingWaitFences().
D3DSharedFenceSet signaled_fence;
if (use_cross_device_fence_synchronization()) {
auto& d3d11_signal_fence = d3d11_signaled_fence_map_[d3d11_device];
if (!d3d11_signal_fence) {
d3d11_signal_fence = gfx::D3DSharedFence::CreateForD3D11(d3d11_device);
}
if (d3d11_signal_fence && d3d11_signal_fence->IncrementAndSignalD3D11()) {
signaled_fence.insert(d3d11_signal_fence);
} else {
LOG(ERROR) << "Failed to signal D3D11 device fence on EndAccess";
}
}
if (dxgi_shared_handle_state_) {
dxgi_shared_handle_state_->ReleaseKeyedMutex(d3d11_device);
}
#if DCHECK_IS_ON()
if (dcomp_texture_) {
// Sanity check that we can get the availability fence, meaning that the
// texture is either immediately available or soon-to-be available. We
// should not cache this since the eventual wait may be one or more frames
// later and the fence becomes invalidated by DComp commit.
std::ignore =
DCompTextureGetAvailabilityFenceForCurrentFrame(dcomp_texture_.Get());
}
#endif
EndAccessCommon(signaled_fence);
}
bool D3DImageBacking::ValidateBeginAccess(bool write_access) const {
if (in_write_access_) {
LOG(ERROR) << "Already being accessed for write";
return false;
}
if (write_access && num_readers_ > 0) {
LOG(ERROR) << "Already being accessed for read";
return false;
}
return true;
}
void D3DImageBacking::BeginAccessCommon(bool write_access) {
if (write_access) {
// For read-write access, we wait for all previous reads and reset fences
// since all subsequent access will wait on |write_fence_| generated when
// this access ends.
write_fences_.clear();
read_fences_.clear();
in_write_access_ = true;
} else {
num_readers_++;
}
}
void D3DImageBacking::EndAccessCommon(
const D3DSharedFenceSet& signaled_fences) {
DCHECK(base::ranges::all_of(signaled_fences, std::identity()));
if (in_write_access_) {
DCHECK(write_fences_.empty());
DCHECK(read_fences_.empty());
in_write_access_ = false;
write_fences_ = signaled_fences;
} else {
num_readers_--;
for (const auto& signaled_fence : signaled_fences) {
read_fences_.insert(signaled_fence);
}
}
}
void* D3DImageBacking::GetEGLImage() const {
AutoLock auto_lock(this);
DCHECK(format().is_single_plane());
return gl_texture_holders_[0] ? gl_texture_holders_[0]->egl_image() : nullptr;
}
bool D3DImageBacking::PresentSwapChain() {
AutoLock auto_lock(this);
TRACE_EVENT0("gpu", "D3DImageBacking::PresentSwapChain");
if (!swap_chain_ || !is_back_buffer_) {
LOG(ERROR) << "Backing does not correspond to back buffer of swap chain";
return false;
}
constexpr UINT kFlags = DXGI_PRESENT_ALLOW_TEARING;
constexpr DXGI_PRESENT_PARAMETERS kParams = {};
HRESULT hr = swap_chain_->Present1(/*interval=*/0, kFlags, &kParams);
if (FAILED(hr)) {
LOG(ERROR) << "Present1 failed with error " << std::hex << hr;
return false;
}
DCHECK(format().is_single_plane());
// we're rebinding to ensure that underlying D3D11 resource views are
// recreated in ANGLE.
if (gl_texture_holders_[0]) {
gl_texture_holders_[0]->set_needs_rebind(true);
}
// Flush device context otherwise present could be deferred.
Microsoft::WRL::ComPtr<ID3D11DeviceContext> d3d11_device_context;
texture_d3d11_device_->GetImmediateContext(&d3d11_device_context);
d3d11_device_context->Flush();
return true;
}
std::unique_ptr<GLTexturePassthroughImageRepresentation>
D3DImageBacking::ProduceGLTexturePassthrough(SharedImageManager* manager,
MemoryTypeTracker* tracker) {
TRACE_EVENT0("gpu", "D3DImageBacking::ProduceGLTexturePassthrough");
const auto number_of_planes = static_cast<size_t>(format().NumberOfPlanes());
std::vector<scoped_refptr<GLTextureHolder>> gl_texture_holders(
number_of_planes);
{
AutoLock auto_lock(this);
DCHECK_GE(gl_texture_holders_.size(), number_of_planes);
// If DXGI shared handle is present, the |d3d11_texture_| might belong to a
// different device with Graphite so retrieve the ANGLE specific D3D11
// texture from the |dxgi_shared_handle_state_|.
const bool is_angle_texture = texture_d3d11_device_ == angle_d3d11_device_;
CHECK(is_angle_texture || dxgi_shared_handle_state_);
auto d3d11_texture =
is_angle_texture ? d3d11_texture_
: dxgi_shared_handle_state_->GetOrCreateD3D11Texture(
angle_d3d11_device_);
if (!d3d11_texture) {
LOG(ERROR) << "Failed to open DXGI shared handle";
return nullptr;
}
for (int plane = 0; plane < format().NumberOfPlanes(); ++plane) {
auto& holder = gl_texture_holders[plane];
if (gl_texture_holders_[plane]) {
holder = gl_texture_holders_[plane].get();
continue;
}
// The GL internal format can differ from the underlying swap chain or
// texture format e.g. RGBA or RGB instead of BGRA or RED/RG for NV12
// texture planes. See EGL_ANGLE_d3d_texture_client_buffer spec for format
// restrictions.
GLFormatDesc gl_format_desc;
if (format().is_multi_plane()) {
gl_format_desc = gl_format_caps_.ToGLFormatDesc(format(), plane);
} else {
// For legacy multiplanar formats, `format` is already plane format (eg.
// RED, RG), so we pass plane_index=0.
gl_format_desc =
gl_format_caps_.ToGLFormatDesc(format(), /*plane_index=*/0);
}
gfx::Size plane_size = format().GetPlaneSize(plane, size());
// Creating the GL texture doesn't require exclusive access to the
// underlying D3D11 texture.
holder = CreateGLTexture(gl_format_desc, plane_size, color_space(),
d3d11_texture, texture_target_, array_slice_,
plane, swap_chain_);
if (!holder) {
LOG(ERROR) << "Failed to create GL texture for plane: " << plane;
return nullptr;
}
// Cache the gl textures using weak pointers.
gl_texture_holders_[plane] = holder->GetWeakPtr();
}
}
return std::make_unique<GLTexturePassthroughD3DImageRepresentation>(
manager, this, tracker, angle_d3d11_device_,
std::move(gl_texture_holders));
}
std::unique_ptr<SkiaGaneshImageRepresentation>
D3DImageBacking::ProduceSkiaGanesh(
SharedImageManager* manager,
MemoryTypeTracker* tracker,
scoped_refptr<SharedContextState> context_state) {
auto gl_representation = ProduceGLTexturePassthrough(manager, tracker);
if (!gl_representation) {
return nullptr;
}
return SkiaGLImageRepresentation::Create(std::move(gl_representation),
std::move(context_state), manager,
this, tracker);
}
#if BUILDFLAG(SKIA_USE_DAWN)
std::unique_ptr<SkiaGraphiteImageRepresentation>
D3DImageBacking::ProduceSkiaGraphite(
SharedImageManager* manager,
MemoryTypeTracker* tracker,
scoped_refptr<SharedContextState> context_state) {
auto device = context_state->dawn_context_provider()->GetDevice();
wgpu::AdapterInfo adapter_info;
device.GetAdapter().GetInfo(&adapter_info);
auto dawn_representation =
ProduceDawn(manager, tracker, device.Get(), adapter_info.backendType, {},
context_state);
if (!dawn_representation) {
LOG(ERROR) << "Could not create Dawn Representation";
return nullptr;
}
return SkiaGraphiteDawnImageRepresentation::Create(
std::move(dawn_representation), context_state,
context_state->gpu_main_graphite_recorder(), manager, this, tracker,
array_slice_);
}
#endif // BUILDFLAG(SKIA_USE_DAWN)
std::unique_ptr<OverlayImageRepresentation> D3DImageBacking::ProduceOverlay(
SharedImageManager* manager,
MemoryTypeTracker* tracker) {
TRACE_EVENT0("gpu", "D3DImageBacking::ProduceOverlay");
return std::make_unique<OverlayD3DImageRepresentation>(manager, this, tracker,
texture_d3d11_device_);
}
std::optional<gl::DCLayerOverlayImage>
D3DImageBacking::GetDCLayerOverlayImage() {
if (dcomp_texture_) {
return std::make_optional<gl::DCLayerOverlayImage>(
size(), dcomp_texture_, /*dcomp_surface_serial=*/0);
}
if (swap_chain_) {
return std::make_optional<gl::DCLayerOverlayImage>(size(), swap_chain_);
}
return std::make_optional<gl::DCLayerOverlayImage>(size(), d3d11_texture_,
array_slice_);
}
bool D3DImageBacking::HasStagingTextureForTesting() const {
AutoLock auto_lock(this);
return !!staging_texture_;
}
} // namespace gpu