| // Copyright 2021 The Chromium Authors |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #ifndef GPU_COMMAND_BUFFER_SERVICE_DXGI_SHARED_HANDLE_MANAGER_H_ |
| #define GPU_COMMAND_BUFFER_SERVICE_DXGI_SHARED_HANDLE_MANAGER_H_ |
| |
| #include <d3d11.h> |
| #include <wrl/client.h> |
| |
| // clang-format off |
| #include <webgpu/webgpu_cpp.h> |
| // clang-format on |
| |
| #include "base/containers/flat_map.h" |
| #include "base/memory/ref_counted.h" |
| #include "base/synchronization/lock.h" |
| #include "base/thread_annotations.h" |
| #include "base/types/pass_key.h" |
| #include "base/win/scoped_handle.h" |
| #include "gpu/gpu_gles2_export.h" |
| #include "ui/gfx/gpu_memory_buffer_handle.h" |
| #include "ui/gl/buildflags.h" |
| |
| namespace gpu { |
| |
| // DXGISharedHandleManager caches the state associated with DXGI shared handles |
| // using gfx::DXGIHandleToken as the key. These tokens are used to uniquely |
| // identify the texture associated with the shared handle even after the handle |
| // is duplicated. See |dxgi_token| in GpuMemoryBufferHandle. |
| // |
| // DXGISharedHandleManager is safe to call from any thread and is guaranteed to |
| // outlive any scoped_refptrs it hands out. Currently, the manager is only used |
| // on the GPU main thread, but it is expected that in the near future, the |
| // scoped_refptrs could be released on other threads e.g. on DrDC thread. |
| // |
| // DXGISharedHandleState holds the shared handle and its associated state like |
| // D3D texture, keyed mutex state, etc. Its lifetime is managed exclusively by |
| // scoped_refptrs handed out by the DXGISharedHandleManager. |
| // |
| // DXGISharedHandleState is implemented as a ref-counted type with custom AddRef |
| // and Release methods. The manager only holds raw pointers to state instances |
| // for lookup by token, so DXGISharedHandleState ensures that the raw pointers |
| // are cleaned up when the refcount goes to zero. |
| |
| class DXGISharedHandleManager; |
| |
| class GPU_GLES2_EXPORT DXGISharedHandleState |
| : public base::subtle::RefCountedThreadSafeBase { |
| public: |
| REQUIRE_ADOPTION_FOR_REFCOUNTED_TYPE(); |
| |
| DXGISharedHandleState(base::PassKey<DXGISharedHandleManager>, |
| scoped_refptr<DXGISharedHandleManager> manager, |
| gfx::DXGIHandleToken token, |
| base::win::ScopedHandle shared_handle, |
| Microsoft::WRL::ComPtr<ID3D11Texture2D> d3d11_texture); |
| |
| DXGISharedHandleState(const DXGISharedHandleState&) = delete; |
| DXGISharedHandleState& operator=(const DXGISharedHandleState&) = delete; |
| |
| void AddRef() const; |
| void Release() const; |
| |
| HANDLE GetSharedHandle() const { return shared_handle_.Get(); } |
| |
| bool has_keyed_mutex() const { return has_keyed_mutex_; } |
| |
| // Returns D3D11 texture for given device. Imports shared handle and caches |
| // texture and keyed mutex if not present in |d3d11_texture_state_map_|. |
| Microsoft::WRL::ComPtr<ID3D11Texture2D> GetOrCreateD3D11Texture( |
| Microsoft::WRL::ComPtr<ID3D11Device> d3d11_device); |
| |
| // Acquires keyed mutex if necessary for given device. Disallows concurrent |
| // access on different devices due to the possibility of deadlock. |
| bool AcquireKeyedMutex(Microsoft::WRL::ComPtr<ID3D11Device> d3d11_device); |
| |
| // Releases keyed mutex if all pending access for given device are ended. |
| void ReleaseKeyedMutex(Microsoft::WRL::ComPtr<ID3D11Device> d3d11_device); |
| |
| // Returns the cached Dawn SharedTextureMemory associated with given device. |
| wgpu::SharedTextureMemory GetSharedTextureMemory(const wgpu::Device& device); |
| // Inserts the SharedTextureMemory for this device, if not already present. |
| void MaybeCacheSharedTextureMemory(const wgpu::Device& device, |
| wgpu::SharedTextureMemory memory); |
| void EraseDawnSharedTextureMemory(const wgpu::Device& device); |
| |
| private: |
| struct D3D11TextureState { |
| D3D11TextureState(Microsoft::WRL::ComPtr<ID3D11Texture2D> d3d11_texture); |
| ~D3D11TextureState(); |
| D3D11TextureState(D3D11TextureState&&); |
| D3D11TextureState& operator=(D3D11TextureState&&); |
| |
| Microsoft::WRL::ComPtr<ID3D11Texture2D> d3d11_texture; |
| Microsoft::WRL::ComPtr<IDXGIKeyedMutex> dxgi_keyed_mutex; |
| int keyed_mutex_acquired_count = 0; |
| }; |
| |
| ~DXGISharedHandleState(); |
| |
| mutable base::Lock lock_; |
| |
| const scoped_refptr<DXGISharedHandleManager> manager_; |
| |
| const gfx::DXGIHandleToken token_; |
| |
| const base::win::ScopedHandle shared_handle_; |
| |
| using D3D11TextureStateMap = |
| base::flat_map<Microsoft::WRL::ComPtr<ID3D11Device>, D3D11TextureState>; |
| D3D11TextureStateMap d3d11_texture_state_map_ GUARDED_BY(lock_); |
| |
| // When Dawn uses keyed mutex for synchronization with the D3D11 backend, we |
| // want a single instance of SharedTextureMemory (per device) for each unique |
| // texture even if we have multiple duplicated handles (and shared images) |
| // pointing to the texture. Caching the SharedTextureMemory here enables this. |
| // Note that it's ok to use raw WGPUDevice pointers here since the shared |
| // texture memory acts like a weak pointer to the device, and we can detect if |
| // the entry is valid by checking SharedTextureMemory::IsDeviceLost(). |
| using DawnSharedTextureMemoryCache = |
| base::flat_map<WGPUDevice, wgpu::SharedTextureMemory>; |
| DawnSharedTextureMemoryCache dawn_shared_texture_memory_cache_ |
| GUARDED_BY(lock_); |
| |
| // True if the texture has an underlying keyed mutex. |
| const bool has_keyed_mutex_ = false; |
| |
| // True if the keyed mutex is acquired on any device. |
| bool keyed_mutex_acquired_ GUARDED_BY(lock_) = false; |
| }; |
| |
| class GPU_GLES2_EXPORT DXGISharedHandleManager |
| : public base::RefCountedThreadSafe<DXGISharedHandleManager> { |
| public: |
| DXGISharedHandleManager(); |
| |
| // Retrieves an existing state associated with |token| or creates a new one if |
| // none exists. Note that the returned state won't not have |shared_handle| as |
| // its handle if |token| was registered previously, but the state's handle |
| // will refer to the same D3D11 texture. |d3d11_device| is used for opening |
| // the shared handle if a state is not found. Returns a nullptr on error. |
| scoped_refptr<DXGISharedHandleState> GetOrCreateSharedHandleState( |
| const gfx::DXGIHandleToken& token, |
| base::win::ScopedHandle shared_handle, |
| Microsoft::WRL::ComPtr<ID3D11Device> d3d11_device); |
| |
| // Creates a new unique state for given |shared_handle| and |d3d11_texture|. |
| // No other state will have references to the same shared handle and texture. |
| // Useful when creating handles which are guaranteed to never be duplicated |
| // e.g. WebGPU usage shared image that only needs a handle for Dawn interop. |
| scoped_refptr<DXGISharedHandleState> CreateAnonymousSharedHandleState( |
| base::win::ScopedHandle shared_handle, |
| Microsoft::WRL::ComPtr<ID3D11Texture2D> d3d11_texture); |
| |
| size_t GetSharedHandleMapSizeForTesting() const; |
| |
| private: |
| friend class base::RefCountedThreadSafe<DXGISharedHandleManager>; |
| friend class DXGISharedHandleState; |
| |
| ~DXGISharedHandleManager(); |
| |
| mutable base::Lock lock_; |
| |
| using SharedHandleMap = |
| base::flat_map<gfx::DXGIHandleToken, DXGISharedHandleState*>; |
| SharedHandleMap shared_handle_state_map_ GUARDED_BY(lock_); |
| }; |
| |
| } // namespace gpu |
| |
| #endif // GPU_COMMAND_BUFFER_SERVICE_DXGI_SHARED_HANDLE_MANAGER_H_ |