Queue native Windows DLSS asynchronously and drain feature consumers

This commit is contained in:
Codex committed 2026-10-02 10:00:26 +03:00
1 parent df44d8aeae
commit 0b471be024
13 files changed
+771 -59

No files matched your search

+268 -8
View File
@@ -5,6 +5,10 @@
#include "ngx_parameters.h"
#include "ngx_public_abi.h"
#include "d3d12_command_hooks.h"
#include "d3d12_retirement.h"
#include <condition_variable>
#include <deque>
#include <thread>
#include <chrono>
#include <memory>
#include <mutex>
@@ -55,6 +59,14 @@ struct Runtime {
std::unique_ptr<SharedTimeline> timeline;
std::unique_ptr<PixelProgram> pixels;
std::mutex mutex;
// Features share one CUDA context. Follow submission order even when
// separate feature workers wake in a different order; otherwise a worker
// could hold the context while waiting for an earlier worker's output.
std::mutex async_mutex;
std::condition_variable async_changed;
std::deque<uint64_t> async_tickets;
std::string async_failure;
ComPtr<ID3D12CommandQueue> async_queue;
ngx::ProjectIdentity project;
ngx::FeatureCommonInfo common{};
std::vector<std::wstring> featurePaths;
@@ -146,6 +158,24 @@ struct Runtime {
Runtime(const Runtime&) = delete;
~Runtime() { cleanup(); }
void current() { cuda.check(cuda.cuCtxSetCurrent(context), "cuCtxSetCurrent(runtime)"); }
void drain_async_queue() {
ComPtr<ID3D12CommandQueue> queue;
{ std::lock_guard<std::mutex> lock(async_mutex); queue = async_queue; }
if (!queue) return;
// Creation/free/import may synchronize the AMD device internally.
// Drain queued D3D12 consumers before taking the CUDA mutex: workers
// must remain able to satisfy any already-published output waits.
ComPtr<ID3D12Fence> completion;
dx(device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(completion.GetAddressOf())), "Reconfigure fence");
Handle event; event.value = CreateEventW(nullptr, FALSE, FALSE, nullptr);
if (!event.value) throw std::runtime_error("Reconfigure event");
dx(queue->Signal(completion.Get(), 1), "Reconfigure queue Signal");
if (completion->GetCompletedValue() < 1) {
dx(completion->SetEventOnCompletion(1, event.value), "Reconfigure completion event");
if (WaitForSingleObject(event.value, 30000) != WAIT_OBJECT_0) throw std::runtime_error("Reconfigure GPU timeout");
}
dx(device->GetDeviceRemovedReason(), "Reconfigure device status");
}
void cleanup() noexcept {
if (context) (void)cuda.cuCtxSetCurrent(context);
if (initialized) { (void)shutdown(); initialized = false; }
@@ -164,6 +194,32 @@ class Feature {
void* handle_ = nullptr;
CUdeviceptr scratch_ = 0;
ComPtr<ID3D12CommandQueue> queue_;
// A boundary drains both copies before returning. Reuse their allocators
// only after that completion; no game allocator is retained here.
ComPtr<ID3D12CommandAllocator> input_allocator_, output_allocator_;
ComPtr<ID3D12GraphicsCommandList> input_list_, output_list_;
struct CopySlot {
ComPtr<ID3D12CommandAllocator> input_allocator, output_allocator;
ComPtr<ID3D12GraphicsCommandList> input, output;
uint64_t done = 0;
};
struct AsyncFrame {
void* parameters = d4r_ngx_parameters_create();
std::vector<ComPtr<ID3D12Resource>> resources;
SharedTimeline::Ticket ticket{};
~AsyncFrame() { if (parameters) d4r_ngx_parameters_destroy(parameters); }
};
std::vector<std::unique_ptr<CopySlot>> copy_slots_;
ComPtr<ID3D12Fence> copy_completion_;
Handle copy_event_;
uint64_t copy_value_ = 0;
std::mutex jobs_mutex_;
std::mutex submit_mutex_;
std::condition_variable jobs_changed_;
std::deque<std::shared_ptr<AsyncFrame>> jobs_;
std::thread worker_;
bool worker_stop_ = false, worker_active_ = false;
std::string worker_failure_;
struct Plane {
ComPtr<ID3D12Resource> texture;
D3D12_RESOURCE_DESC desc{};
@@ -185,6 +241,7 @@ class Feature {
public:
unsigned width = 0, height = 0;
explicit Feature(std::shared_ptr<Runtime> runtime, void* parameters) : rt_(std::move(runtime)) {
if (std::getenv("D4R_ASYNC_INTEROP")) rt_->drain_async_queue();
std::lock_guard<std::mutex> lock(rt_->mutex);
rt_->current();
try {
@@ -203,12 +260,38 @@ public:
ngx_check(rt_->create(1, parameters_, &handle_), "CUDA CreateFeature");
} catch (...) { cleanup(); throw; }
}
~Feature() { std::lock_guard<std::mutex> lock(rt_->mutex); cleanup(); }
~Feature() {
{ std::lock_guard<std::mutex> lock(jobs_mutex_); worker_stop_ = true; }
jobs_changed_.notify_all();
if (worker_.joinable()) worker_.join();
if (copy_completion_) {
try { wait_copies(copy_value_); }
catch (const std::exception& e) { std::fprintf(stderr, "D4R_ASYNC_CLEANUP_FAILURE %s\n", e.what()); }
}
std::lock_guard<std::mutex> lock(rt_->mutex); cleanup();
}
Feature(const Feature&) = delete;
void drain() {
if (!std::getenv("D4R_ASYNC_INTEROP")) return;
wait_worker();
if (copy_value_) wait_copies(copy_value_);
rt_->drain_async_queue();
}
// Explicit harness boundary: all earlier producers must already be queued.
// The forthcoming command-list backend calls the same stages at queue submit.
void evaluate_boundary(ID3D12CommandQueue* queue, void* parameters) {
if (std::getenv("D4R_ASYNC_INTEROP")) { evaluate_async(queue, parameters); return; }
const auto boundaryBegin = std::chrono::steady_clock::now();
auto boundaryStage = boundaryBegin;
const bool profile = std::getenv("D4R_PROFILE_STAGES") != nullptr;
auto mark = [&](const char* name) {
if (!profile) return;
const auto now = std::chrono::steady_clock::now();
std::printf("D4R_STAGE name=%s cpu_ms=%.6f\n", name,
std::chrono::duration<double, std::milli>(now - boundaryStage).count());
boundaryStage = std::chrono::steady_clock::now();
};
commands::InternalScope internal;
std::lock_guard<std::mutex> lock(rt_->mutex);
if (!queue) throw std::runtime_error("Null D3D12 queue");
@@ -222,6 +305,7 @@ public:
if (queueIdentity.Get() != runtimeIdentity.Get()) throw std::runtime_error("Queue belongs to a different D3D12 device");
rt_->current();
prepare(parameters);
mark("boundary_prepare");
ComPtr<ID3D12CommandAllocator> inputAllocator, outputAllocator;
ComPtr<ID3D12GraphicsCommandList> inputList, outputList;
auto list = [&](ComPtr<ID3D12CommandAllocator>& allocator, ComPtr<ID3D12GraphicsCommandList>& commandList) {
@@ -229,20 +313,191 @@ public:
dx(rt_->device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, allocator.Get(), nullptr,
IID_PPV_ARGS(commandList.GetAddressOf())), "CreateCommandList(interop)");
};
list(inputAllocator, inputList); list(outputAllocator, outputList);
const bool cached = !std::getenv("D4R_DISABLE_INTEROP_LIST_CACHE");
if (cached) {
if (!input_list_) {
// Publish the pair only after both creations succeed.
list(inputAllocator, inputList); list(outputAllocator, outputList);
input_allocator_ = inputAllocator; output_allocator_ = outputAllocator;
input_list_ = inputList; output_list_ = outputList;
} else {
dx(input_allocator_->Reset(), "Reset(input interop allocator)");
dx(output_allocator_->Reset(), "Reset(output interop allocator)");
dx(input_list_->Reset(input_allocator_.Get(), nullptr), "Reset(input interop list)");
dx(output_list_->Reset(output_allocator_.Get(), nullptr), "Reset(output interop list)");
}
inputAllocator = input_allocator_; outputAllocator = output_allocator_;
inputList = input_list_; outputList = output_list_;
} else { list(inputAllocator, inputList); list(outputAllocator, outputList); }
mark("boundary_copy_list_setup");
record_inputs(inputList.Get(), parameters); dx(inputList->Close(), "Close(input copies)");
ID3D12CommandList* before[] = {inputList.Get()}; queue->ExecuteCommandLists(1, before);
mark("boundary_input_copy_submit");
try {
execute_cuda(queue);
mark("boundary_cuda_transaction");
record_output(outputList.Get(), parameters); dx(outputList->Close(), "Close(output copy)");
ID3D12CommandList* after[] = {outputList.Get()}; queue->ExecuteCommandLists(1, after);
mark("boundary_output_copy_submit");
rt_->timeline->drain(queue);
mark("boundary_output_copy_drain");
} catch (...) {
// Keep all recorded resources alive until submitted work is complete.
rt_->timeline->drain(queue); throw;
}
}
private:
void wait_copies(uint64_t value) {
if (copy_completion_->GetCompletedValue() >= value) return;
dx(copy_completion_->SetEventOnCompletion(value, copy_event_.value), "Async copy completion event");
if (WaitForSingleObject(copy_event_.value, 30000) != WAIT_OBJECT_0)
throw std::runtime_error("Async interop copy completion timeout");
}
void wait_worker() {
std::unique_lock<std::mutex> lock(jobs_mutex_);
jobs_changed_.wait(lock, [&] { return jobs_.empty() && !worker_active_; });
if (!worker_failure_.empty()) throw std::runtime_error(worker_failure_);
}
CopySlot& copy_slot() {
if (!copy_completion_) {
dx(rt_->device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(copy_completion_.GetAddressOf())), "Async copy fence");
copy_event_.value = CreateEventW(nullptr, FALSE, FALSE, nullptr);
if (!copy_event_.value) throw std::runtime_error("Async copy event");
}
CopySlot* selected = nullptr;
const auto completed = copy_completion_->GetCompletedValue();
for (auto& slot : copy_slots_) if (slot->done <= completed) { selected = slot.get(); break; }
if (!selected && copy_slots_.size() == 3) {
selected = copy_slots_.front().get();
for (auto& slot : copy_slots_) if (slot->done < selected->done) selected = slot.get();
// Bounded ownership; this wait is outside the runtime mutex.
wait_copies(selected->done);
}
if (selected) {
dx(selected->input_allocator->Reset(), "Async input allocator Reset");
dx(selected->output_allocator->Reset(), "Async output allocator Reset");
dx(selected->input->Reset(selected->input_allocator.Get(), nullptr), "Async input list Reset");
dx(selected->output->Reset(selected->output_allocator.Get(), nullptr), "Async output list Reset");
return *selected;
}
auto slot = std::make_unique<CopySlot>();
auto create = [&](auto& allocator, auto& list) {
dx(rt_->device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(allocator.GetAddressOf())), "Async copy allocator");
dx(rt_->device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, allocator.Get(), nullptr, IID_PPV_ARGS(list.GetAddressOf())), "Async copy list");
};
create(slot->input_allocator, slot->input); create(slot->output_allocator, slot->output);
copy_slots_.push_back(std::move(slot)); return *copy_slots_.back();
}
bool resize_needed(void* parameters) {
const char* names[] = {"Color", "Depth", "MotionVectors", "Output", "ExposureTexture"};
for (unsigned i = 0; i < 5; ++i) {
ID3D12Resource* texture = nullptr; (void)d4r_ngx_get_d3d12_resource(parameters, names[i], &texture);
if (!texture) {
if (i < 4) throw std::runtime_error(std::string("Missing async resource ") + names[i]);
continue;
}
const auto desc = resource_desc(texture);
if (desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE2D || desc.SampleDesc.Count != 1 || desc.DepthOrArraySize != 1)
throw std::runtime_error("Async interop requires single-sample 2D textures");
if (!planes_[i].shared || planes_[i].desc.Width != desc.Width || planes_[i].desc.Height != desc.Height || planes_[i].desc.Format != desc.Format) return true;
}
return false;
}
void evaluate_async(ID3D12CommandQueue* queue, void* parameters) {
commands::InternalScope internal;
std::lock_guard<std::mutex> submitted(submit_mutex_);
if (!queue || (queue_ && queue_.Get() != queue)) throw std::runtime_error("Async interop requires one feature queue");
ComPtr<ID3D12Device> queueDevice; dx(queue->GetDevice(IID_PPV_ARGS(queueDevice.GetAddressOf())), "Async queue device");
ComPtr<IUnknown> a, b;
dx(queueDevice->QueryInterface(IID_PPV_ARGS(a.GetAddressOf())), "Async queue identity");
dx(rt_->device->QueryInterface(IID_PPV_ARGS(b.GetAddressOf())), "Async runtime identity");
if (a.Get() != b.Get()) throw std::runtime_error("Async queue device mismatch");
{ std::lock_guard<std::mutex> lock(jobs_mutex_);
if (!worker_failure_.empty()) throw std::runtime_error(worker_failure_); }
{ std::lock_guard<std::mutex> lock(rt_->async_mutex);
if (!rt_->async_failure.empty()) throw std::runtime_error(rt_->async_failure);
if (rt_->async_queue && rt_->async_queue.Get() != queue) throw std::runtime_error("Async runtime features must share one D3D12 queue");
rt_->async_queue = queue; }
auto& slot = copy_slot();
if (resize_needed(parameters)) {
wait_worker(); if (copy_value_) wait_copies(copy_value_);
rt_->drain_async_queue();
std::lock_guard<std::mutex> lock(rt_->mutex);
rt_->current(); prepare(parameters);
}
// Steady-state recording touches immutable allocation metadata and the
// caller's resource snapshot. It does not contend with CUDA or mutate
// the worker's NGX parameters / texture references.
queue_ = queue;
auto frame = std::make_shared<AsyncFrame>();
if (!frame->parameters) throw std::runtime_error("Async frame parameters allocation");
ngx::copy_create(parameters, frame->parameters); ngx::copy_frame(parameters, frame->parameters);
const char* names[] = {"Color", "Depth", "MotionVectors", "Output", "ExposureTexture"};
for (unsigned i = 0; i < 5; ++i) {
ID3D12Resource* resource = nullptr; (void)d4r_ngx_get_d3d12_resource(parameters, names[i], &resource);
frame->resources.emplace_back(resource);
d4r_ngx_set_d3d12_resource(frame->parameters, names[i], resource);
}
record_inputs(slot.input.Get(), parameters); dx(slot.input->Close(), "Async input Close");
record_output(slot.output.Get(), parameters); dx(slot.output->Close(), "Async output Close");
if (!worker_.joinable()) worker_ = std::thread([this] { work(); });
ID3D12CommandList* input[] = {slot.input.Get()}, *output[] = {slot.output.Get()};
// Allocate the job before any GPU wait is published. Worker cannot
// acquire the runtime mutex until every queue dependency is enqueued.
std::lock_guard<std::mutex> pending(jobs_mutex_);
{ std::lock_guard<std::mutex> order(rt_->async_mutex);
frame->ticket = rt_->timeline->reserve(); rt_->async_tickets.push_back(frame->ticket.output); }
try { jobs_.push_back(frame); }
catch (...) {
std::lock_guard<std::mutex> order(rt_->async_mutex); rt_->async_tickets.pop_back(); throw;
}
try {
queue->ExecuteCommandLists(1, input);
rt_->timeline->enqueue(queue, frame->ticket);
queue->ExecuteCommandLists(1, output);
slot.done = ++copy_value_;
dx(queue->Signal(copy_completion_.Get(), slot.done), "Async output-copy retirement Signal");
} catch (const std::exception& e) {
jobs_.pop_back(); worker_failure_ = e.what();
{ std::lock_guard<std::mutex> order(rt_->async_mutex);
rt_->async_tickets.pop_back(); rt_->async_failure = e.what(); }
(void)rt_->timeline->fence->Signal(frame->ticket.output);
jobs_changed_.notify_all(); rt_->async_changed.notify_all(); throw;
}
jobs_changed_.notify_one();
std::printf("D4R_ASYNC_SUBMIT ticket=%llu copy_slots=%zu cpu_frame_copies=0 frame_age=0\n",
(unsigned long long)frame->ticket.output, copy_slots_.size());
}
void work() noexcept {
commands::InternalScope internal;
for (;;) {
std::shared_ptr<AsyncFrame> frame;
{ std::unique_lock<std::mutex> lock(jobs_mutex_);
jobs_changed_.wait(lock, [&] { return worker_stop_ || !jobs_.empty(); });
if (jobs_.empty()) return;
frame = std::move(jobs_.front()); jobs_.pop_front(); worker_active_ = true; }
{ std::unique_lock<std::mutex> order(rt_->async_mutex);
rt_->async_changed.wait(order, [&] { return !rt_->async_tickets.empty() && rt_->async_tickets.front() == frame->ticket.output; }); }
try {
std::lock_guard<std::mutex> lock(rt_->mutex);
{ std::lock_guard<std::mutex> pending(jobs_mutex_);
if (!worker_failure_.empty()) throw std::runtime_error(worker_failure_); }
rt_->current(); prepare(frame->parameters); execute_cuda(nullptr, &frame->ticket);
} catch (const std::exception& e) {
{ std::lock_guard<std::mutex> lock(jobs_mutex_); worker_failure_ = e.what(); }
{ std::lock_guard<std::mutex> order(rt_->async_mutex); rt_->async_failure = e.what(); }
std::fprintf(stderr, "D4R_ASYNC_INTEROP_FAILURE %s\n", e.what());
// Poison the feature and release the queue for error handling;
// subsequent evaluates fail explicitly, never reuse an old frame.
(void)rt_->timeline->fence->Signal(frame->ticket.output);
}
{ std::lock_guard<std::mutex> order(rt_->async_mutex); rt_->async_tickets.pop_front(); }
rt_->async_changed.notify_all();
frame.reset();
{ std::lock_guard<std::mutex> lock(jobs_mutex_); worker_active_ = false; }
jobs_changed_.notify_all();
}
}
void prepare(void* parameters) {
static const char* names[] = {"Color", "Depth", "MotionVectors", "Output", "ExposureTexture"};
for (unsigned i = 0; i < 5; ++i) {
@@ -283,12 +538,15 @@ private:
for (const char* name : {"TransparencyMask", "DLSS.Input.Bias.Current.Color.Mask"}) d4r_ngx_set_void(parameters_, name, nullptr);
}
void record_inputs(ID3D12GraphicsCommandList* list, void* parameters) {
for (unsigned i : {0u, 1u, 2u, 4u}) if (planes_[i].texture) {
const char* names[] = {"Color", "Depth", "MotionVectors", "Output", "ExposureTexture"};
for (unsigned i : {0u, 1u, 2u, 4u}) {
ID3D12Resource* texture = nullptr; (void)d4r_ngx_get_d3d12_resource(parameters, names[i], &texture);
if (!texture) continue;
static const char* states[] = {"D4R.Color.State", "D4R.Depth.State", "D4R.Motion.State", "D4R.Output.State", "D4R.Exposure.State"};
planes_[i].shared->copy_input(list, planes_[i].texture.Get(), ngx_resource_access(parameters, states[i], D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
planes_[i].shared->copy_input(list, texture, ngx_resource_access(parameters, states[i], D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
}
}
void execute_cuda(ID3D12CommandQueue* queue) {
void execute_cuda(ID3D12CommandQueue* queue, const SharedTimeline::Ticket* ticket = nullptr) {
const auto begin = std::chrono::steady_clock::now();
auto stage = begin;
const bool profileStages = std::getenv("D4R_PROFILE_STAGES") != nullptr;
@@ -299,7 +557,7 @@ private:
std::chrono::duration<double, std::milli>(now - stage).count());
stage = std::chrono::steady_clock::now();
};
rt_->timeline->wait_input(queue);
if (ticket) rt_->timeline->wait_ready(ticket->input); else rt_->timeline->wait_input(queue);
rt_->cuda.check(rt_->cuda.cuCtxSynchronize(), "Interop input producer completion");
mark("input_fence_wait");
for (unsigned i : {0u, 1u, 2u, 4u}) if (planes_[i].texture) {
@@ -347,13 +605,15 @@ private:
mark("output_diagnostic");
if (output.canonical) rt_->pixels->convert(true, output.canonical->data, output.canonical->pitch, output.shared->mapped,
output.shared->footprint.Footprint.RowPitch, unsigned(output.desc.Width), output.desc.Height, output.spec.storage, 3);
rt_->timeline->signal_output(queue);
if (ticket) rt_->timeline->signal_ready(ticket->output); else rt_->timeline->signal_output(queue);
mark("output_conversion_fence_signal");
std::printf("D4R_FRAME cpu_frame_copies=%u frame_age=0 interop_ngx_ms=%.3f\n", std::getenv("D4R_INTEROP_VERIFY") ? 1u : 0u,
std::chrono::duration<double, std::milli>(std::chrono::steady_clock::now() - begin).count());
}
void record_output(ID3D12GraphicsCommandList* list, void* parameters) {
planes_[3].shared->copy_output(list, planes_[3].texture.Get(), ngx_resource_access(parameters, "D4R.Output.State", D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
ID3D12Resource* texture = nullptr; (void)d4r_ngx_get_d3d12_resource(parameters, "Output", &texture);
if (!texture) throw std::runtime_error("Missing output resource");
planes_[3].shared->copy_output(list, texture, ngx_resource_access(parameters, "D4R.Output.State", D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
}
};
}