1
    2
    3
    4
    5
    6
    7
    8
    9
   10
   11
   12
   13
   14
   15
   16
   17
   18
   19
   20
   21
   22
   23
   24
   25
   26
   27
   28
   29
   30
   31
   32
   33
   34
   35
   36
   37
   38
   39
   40
   41
   42
   43
   44
   45
   46
   47
   48
   49
   50
   51
   52
   53
   54
   55
   56
   57
   58
   59
   60
   61
   62
   63
   64
   65
   66
   67
   68
   69
   70
   71
   72
   73
   74
   75
   76
   77
   78
   79
   80
   81
   82
   83
   84
   85
   86
   87
   88
   89
   90
   91
   92
   93
   94
   95
   96
   97
   98
   99
  100
  101
  102
  103
  104
  105
  106
  107
  108
  109
  110
  111
  112
  113
  114
  115
  116
  117
  118
  119
  120
  121
  122
  123
  124
  125
  126
  127
  128
  129
  130
  131
  132
  133
  134
  135
  136
  137
  138
  139
  140
  141
  142
  143
  144
  145
  146
  147
  148
  149
  150
  151
  152
  153
  154
  155
  156
  157
  158
  159
  160
  161
  162
  163
  164
  165
  166
  167
  168
  169
  170
  171
  172
  173

gpu / command_buffer / service / dxgi_shared_handle_manager.h [blame]

// 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.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(
      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_