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renderdoc/renderdoc/driver/d3d12/d3d12_device_wrap4.cpp
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2022 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "d3d12_device.h"
#include "driver/dxgi/dxgi_common.h"
#include "driver/ihv/amd/official/DXExt/AmdExtD3D.h"
#include "driver/ihv/amd/official/DXExt/AmdExtD3DCommandListMarkerApi.h"
#include "d3d12_command_list.h"
#include "d3d12_resources.h"
template <typename SerialiserType>
bool WrappedID3D12Device::Serialise_CreateCommandList1(SerialiserType &ser, UINT nodeMask,
D3D12_COMMAND_LIST_TYPE type,
D3D12_COMMAND_LIST_FLAGS flags, REFIID riid,
void **ppCommandList)
{
SERIALISE_ELEMENT(nodeMask);
SERIALISE_ELEMENT(type).Important();
SERIALISE_ELEMENT(flags);
SERIALISE_ELEMENT_LOCAL(guid, riid).Named("riid"_lit);
SERIALISE_ELEMENT_LOCAL(pCommandList,
((WrappedID3D12GraphicsCommandList *)*ppCommandList)->GetResourceID())
.TypedAs("ID3D12GraphicsCommandList *"_lit);
// this chunk is purely for user information and consistency, the command buffer we allocate is
// a dummy and is not used for anything.
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
nodeMask = 0;
ID3D12GraphicsCommandList *list = NULL;
HRESULT hr = E_NOINTERFACE;
if(m_pDevice4)
{
hr = CreateCommandList1(nodeMask, type, flags, __uuidof(ID3D12GraphicsCommandList),
(void **)&list);
}
else
{
SET_ERROR_RESULT(m_FailedReplayResult, ResultCode::APIHardwareUnsupported,
"Capture requires ID3D12Device4 which isn't available");
return false;
}
if(FAILED(hr))
{
SET_ERROR_RESULT(m_FailedReplayResult, ResultCode::APIReplayFailed,
"Failed creating command list, HRESULT: %s", ToStr(hr).c_str());
return false;
}
else if(list)
{
// don't have to close it, as there's no implicit reset
GetResourceManager()->AddLiveResource(pCommandList, list);
}
AddResource(pCommandList, ResourceType::CommandBuffer, "Command List");
}
return true;
}
HRESULT WrappedID3D12Device::CreateCommandList1(UINT nodeMask, D3D12_COMMAND_LIST_TYPE type,
D3D12_COMMAND_LIST_FLAGS flags, REFIID riid,
void **ppCommandList)
{
if(ppCommandList == NULL)
return m_pDevice4->CreateCommandList1(nodeMask, type, flags, riid, NULL);
if(riid != __uuidof(ID3D12GraphicsCommandList) && riid != __uuidof(ID3D12CommandList) &&
riid != __uuidof(ID3D12GraphicsCommandList1) && riid != __uuidof(ID3D12GraphicsCommandList2) &&
riid != __uuidof(ID3D12GraphicsCommandList3) && riid != __uuidof(ID3D12GraphicsCommandList4) &&
riid != __uuidof(ID3D12GraphicsCommandList5) && riid != __uuidof(ID3D12GraphicsCommandList6))
return E_NOINTERFACE;
void *realptr = NULL;
HRESULT ret;
SERIALISE_TIME_CALL(ret = m_pDevice4->CreateCommandList1(
nodeMask, type, flags, __uuidof(ID3D12GraphicsCommandList), &realptr));
ID3D12GraphicsCommandList *real = NULL;
if(riid == __uuidof(ID3D12CommandList))
real = (ID3D12GraphicsCommandList *)(ID3D12CommandList *)realptr;
else if(riid == __uuidof(ID3D12GraphicsCommandList))
real = (ID3D12GraphicsCommandList *)realptr;
else if(riid == __uuidof(ID3D12GraphicsCommandList1))
real = (ID3D12GraphicsCommandList1 *)realptr;
else if(riid == __uuidof(ID3D12GraphicsCommandList2))
real = (ID3D12GraphicsCommandList2 *)realptr;
else if(riid == __uuidof(ID3D12GraphicsCommandList3))
real = (ID3D12GraphicsCommandList3 *)realptr;
else if(riid == __uuidof(ID3D12GraphicsCommandList4))
real = (ID3D12GraphicsCommandList4 *)realptr;
else if(riid == __uuidof(ID3D12GraphicsCommandList5))
real = (ID3D12GraphicsCommandList5 *)realptr;
else if(riid == __uuidof(ID3D12GraphicsCommandList6))
real = (ID3D12GraphicsCommandList6 *)realptr;
if(SUCCEEDED(ret))
{
WrappedID3D12GraphicsCommandList *wrapped =
new WrappedID3D12GraphicsCommandList(real, this, m_State);
if(m_pAMDExtObject)
{
IAmdExtD3DCommandListMarker *markers = NULL;
m_pAMDExtObject->CreateInterface(real, __uuidof(IAmdExtD3DCommandListMarker),
(void **)&markers);
wrapped->SetAMDMarkerInterface(markers);
}
if(IsCaptureMode(m_State))
{
wrapped->SetInitParams(riid, nodeMask, type);
// no flags currently
RDCASSERT(flags == D3D12_COMMAND_LIST_FLAG_NONE);
// we don't call Reset() - it's not implicit in this version
{
CACHE_THREAD_SERIALISER();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Device_CreateCommandList1);
Serialise_CreateCommandList1(ser, nodeMask, type, flags, riid, (void **)&wrapped);
wrapped->GetCreationRecord()->AddChunk(scope.Get());
}
}
// during replay, the caller is responsible for calling AddLiveResource as this function
// can be called from ID3D12GraphicsCommandList::Reset serialising
if(riid == __uuidof(ID3D12GraphicsCommandList))
*ppCommandList = (ID3D12GraphicsCommandList *)wrapped;
else if(riid == __uuidof(ID3D12GraphicsCommandList1))
*ppCommandList = (ID3D12GraphicsCommandList1 *)wrapped;
else if(riid == __uuidof(ID3D12GraphicsCommandList2))
*ppCommandList = (ID3D12GraphicsCommandList2 *)wrapped;
else if(riid == __uuidof(ID3D12GraphicsCommandList3))
*ppCommandList = (ID3D12GraphicsCommandList3 *)wrapped;
else if(riid == __uuidof(ID3D12GraphicsCommandList4))
*ppCommandList = (ID3D12GraphicsCommandList4 *)wrapped;
else if(riid == __uuidof(ID3D12GraphicsCommandList5))
*ppCommandList = (ID3D12GraphicsCommandList5 *)wrapped;
else if(riid == __uuidof(ID3D12GraphicsCommandList6))
*ppCommandList = (ID3D12GraphicsCommandList6 *)wrapped;
else if(riid == __uuidof(ID3D12CommandList))
*ppCommandList = (ID3D12CommandList *)wrapped;
else
RDCERR("Unexpected riid! %s", ToStr(riid).c_str());
}
else
{
CheckHRESULT(ret);
}
return ret;
}
HRESULT WrappedID3D12Device::CreateProtectedResourceSession(
_In_ const D3D12_PROTECTED_RESOURCE_SESSION_DESC *pDesc, _In_ REFIID riid,
_COM_Outptr_ void **ppSession)
{
if(ppSession == NULL)
return m_pDevice4->CreateProtectedResourceSession(pDesc, riid, NULL);
if(riid != __uuidof(ID3D12ProtectedResourceSession) &&
riid != __uuidof(ID3D12ProtectedResourceSession1) && riid != __uuidof(ID3D12ProtectedSession))
return E_NOINTERFACE;
ID3D12ProtectedResourceSession *real = NULL;
HRESULT ret;
SERIALISE_TIME_CALL(ret = m_pDevice4->CreateProtectedResourceSession(
pDesc, __uuidof(ID3D12ProtectedResourceSession), (void **)&real));
if(SUCCEEDED(ret))
{
WrappedID3D12ProtectedResourceSession *wrapped =
new WrappedID3D12ProtectedResourceSession(real, this);
if(riid == __uuidof(ID3D12ProtectedResourceSession))
*ppSession = (ID3D12ProtectedResourceSession *)wrapped;
else if(riid == __uuidof(ID3D12ProtectedResourceSession1))
*ppSession = (ID3D12ProtectedResourceSession1 *)wrapped;
else if(riid == __uuidof(ID3D12ProtectedSession))
*ppSession = (ID3D12ProtectedSession *)wrapped;
}
return ret;
}
template <typename SerialiserType>
bool WrappedID3D12Device::Serialise_CreateCommittedResource1(
SerialiserType &ser, const D3D12_HEAP_PROPERTIES *pHeapProperties, D3D12_HEAP_FLAGS HeapFlags,
const D3D12_RESOURCE_DESC *pDesc, D3D12_RESOURCE_STATES InitialResourceState,
const D3D12_CLEAR_VALUE *pOptimizedClearValue,
ID3D12ProtectedResourceSession *pProtectedSession, REFIID riidResource, void **ppvResource)
{
SERIALISE_ELEMENT_LOCAL(props, *pHeapProperties).Named("pHeapProperties"_lit);
SERIALISE_ELEMENT(HeapFlags);
SERIALISE_ELEMENT_LOCAL(desc, *pDesc).Named("pDesc"_lit).Important();
SERIALISE_ELEMENT(InitialResourceState);
SERIALISE_ELEMENT_OPT(pOptimizedClearValue);
// placeholder for future use if we properly capture & replay protected sessions
SERIALISE_ELEMENT_LOCAL(ProtectedSession, ResourceId()).Named("pProtectedSession"_lit);
SERIALISE_ELEMENT_LOCAL(guid, riidResource).Named("riidResource"_lit);
SERIALISE_ELEMENT_LOCAL(pResource, ((WrappedID3D12Resource *)*ppvResource)->GetResourceID())
.TypedAs("ID3D12Resource *"_lit);
SERIALISE_ELEMENT_LOCAL(gpuAddress,
((WrappedID3D12Resource *)*ppvResource)->GetGPUVirtualAddressIfBuffer())
.Hidden();
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
if(props.Type == D3D12_HEAP_TYPE_UPLOAD && desc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
{
// place large resources in local memory so that initial contents and maps can
// be cached and copied on the GPU instead of memcpy'd from the CPU every time.
// smaller resources it's better to just leave them as upload and map into them
if(desc.Width >= 1024 * 1024)
{
RDCLOG("Remapping committed resource %s from upload to default for efficient replay",
ToStr(pResource).c_str());
props.Type = D3D12_HEAP_TYPE_DEFAULT;
m_UploadResourceIds.insert(pResource);
}
}
APIProps.YUVTextures |= IsYUVFormat(desc.Format);
// always allow SRVs on replay so we can inspect resources
desc.Flags &= ~D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
if(desc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
{
GPUAddressRange range;
range.start = gpuAddress;
range.end = gpuAddress + desc.Width;
range.id = pResource;
m_GPUAddresses.AddTo(range);
}
ID3D12Resource *ret = NULL;
HRESULT hr = E_NOINTERFACE;
if(m_pDevice4)
{
hr = m_pDevice4->CreateCommittedResource1(&props, HeapFlags, &desc, InitialResourceState,
pOptimizedClearValue, NULL, guid, (void **)&ret);
}
else
{
SET_ERROR_RESULT(m_FailedReplayResult, ResultCode::APIHardwareUnsupported,
"Capture requires ID3D12Device2 which isn't available");
return false;
}
if(FAILED(hr))
{
SET_ERROR_RESULT(m_FailedReplayResult, ResultCode::APIReplayFailed,
"Failed creating committed resource, HRESULT: %s", ToStr(hr).c_str());
return false;
}
else
{
SetObjName(ret, StringFormat::Fmt("Committed Resource %s ID %s",
ToStr(desc.Dimension).c_str(), ToStr(pResource).c_str()));
ret = new WrappedID3D12Resource(ret, this);
GetResourceManager()->AddLiveResource(pResource, ret);
SubresourceStateVector &states = m_ResourceStates[GetResID(ret)];
states.fill(GetNumSubresources(m_pDevice, &desc), InitialResourceState);
ResourceType type = ResourceType::Texture;
const char *prefix = "Texture";
if(desc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
{
type = ResourceType::Buffer;
prefix = "Buffer";
}
else if(desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE1D)
{
prefix = desc.DepthOrArraySize > 1 ? "1D TextureArray" : "1D Texture";
if(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)
prefix = "1D Render Target";
else if(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)
prefix = "1D Depth Target";
}
else if(desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE2D)
{
prefix = desc.DepthOrArraySize > 1 ? "2D TextureArray" : "2D Texture";
if(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)
prefix = "2D Render Target";
else if(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)
prefix = "2D Depth Target";
}
else if(desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D)
{
prefix = "3D Texture";
if(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)
prefix = "3D Render Target";
else if(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)
prefix = "3D Depth Target";
}
AddResource(pResource, type, prefix);
}
}
return true;
}
HRESULT WrappedID3D12Device::CreateCommittedResource1(
const D3D12_HEAP_PROPERTIES *pHeapProperties, D3D12_HEAP_FLAGS HeapFlags,
const D3D12_RESOURCE_DESC *pDesc, D3D12_RESOURCE_STATES InitialResourceState,
const D3D12_CLEAR_VALUE *pOptimizedClearValue,
ID3D12ProtectedResourceSession *pProtectedSession, REFIID riidResource, void **ppvResource)
{
if(ppvResource == NULL)
return m_pDevice4->CreateCommittedResource1(pHeapProperties, HeapFlags, pDesc,
InitialResourceState, pOptimizedClearValue,
Unwrap(pProtectedSession), riidResource, NULL);
if(riidResource != __uuidof(ID3D12Resource) && riidResource != __uuidof(ID3D12Resource1) &&
riidResource != __uuidof(ID3D12Resource2))
return E_NOINTERFACE;
const D3D12_RESOURCE_DESC *pCreateDesc = pDesc;
D3D12_RESOURCE_DESC localDesc;
if(pDesc && pDesc->Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE2D && pDesc->SampleDesc.Count > 1)
{
localDesc = *pDesc;
// need to be able to create SRVs of MSAA textures to copy out their contents
localDesc.Flags &= ~D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
pCreateDesc = &localDesc;
}
void *realptr = NULL;
HRESULT ret;
SERIALISE_TIME_CALL(ret = m_pDevice4->CreateCommittedResource1(
pHeapProperties, HeapFlags, pDesc, InitialResourceState,
pOptimizedClearValue, Unwrap(pProtectedSession), riidResource, &realptr));
ID3D12Resource *real = NULL;
if(riidResource == __uuidof(ID3D12Resource))
real = (ID3D12Resource *)realptr;
else if(riidResource == __uuidof(ID3D12Resource1))
real = (ID3D12Resource1 *)realptr;
else if(riidResource == __uuidof(ID3D12Resource2))
real = (ID3D12Resource2 *)realptr;
if(SUCCEEDED(ret))
{
WrappedID3D12Resource *wrapped = new WrappedID3D12Resource(real, this);
if(IsCaptureMode(m_State))
{
CACHE_THREAD_SERIALISER();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Device_CreateCommittedResource1);
Serialise_CreateCommittedResource1(ser, pHeapProperties, HeapFlags, pDesc,
InitialResourceState, pOptimizedClearValue,
pProtectedSession, riidResource, (void **)&wrapped);
D3D12ResourceRecord *record = GetResourceManager()->AddResourceRecord(wrapped->GetResourceID());
record->type = Resource_Resource;
record->Length = 0;
wrapped->SetResourceRecord(record);
record->m_MapsCount = GetNumSubresources(this, pDesc);
record->m_Maps = new D3D12ResourceRecord::MapData[record->m_MapsCount];
record->AddChunk(scope.Get());
GetResourceManager()->MarkDirtyResource(wrapped->GetResourceID());
}
else
{
GetResourceManager()->AddLiveResource(wrapped->GetResourceID(), wrapped);
}
{
SCOPED_LOCK(m_ResourceStatesLock);
SubresourceStateVector &states = m_ResourceStates[wrapped->GetResourceID()];
states.fill(GetNumSubresources(m_pDevice, pDesc), InitialResourceState);
}
if(riidResource == __uuidof(ID3D12Resource))
*ppvResource = (ID3D12Resource *)wrapped;
else if(riidResource == __uuidof(ID3D12Resource1))
*ppvResource = (ID3D12Resource1 *)wrapped;
else if(riidResource == __uuidof(ID3D12Resource2))
*ppvResource = (ID3D12Resource2 *)wrapped;
// while actively capturing we keep all buffers around to prevent the address lookup from
// losing addresses we might need (or the manageable but annoying problem of an address being
// re-used)
{
SCOPED_READLOCK(m_CapTransitionLock);
if(IsActiveCapturing(m_State))
{
wrapped->AddRef();
m_RefBuffers.push_back(wrapped);
}
}
}
else
{
CheckHRESULT(ret);
}
return ret;
}
template <typename SerialiserType>
bool WrappedID3D12Device::Serialise_CreateHeap1(SerialiserType &ser, const D3D12_HEAP_DESC *pDesc,
ID3D12ProtectedResourceSession *pProtectedSession,
REFIID riid, void **ppvHeap)
{
SERIALISE_ELEMENT_LOCAL(Descriptor, *pDesc).Named("pDesc"_lit).Important();
// placeholder for future use if we properly capture & replay protected sessions
SERIALISE_ELEMENT_LOCAL(ProtectedSession, ResourceId()).Named("pProtectedSession"_lit);
SERIALISE_ELEMENT_LOCAL(guid, riid).Named("riid"_lit);
SERIALISE_ELEMENT_LOCAL(pHeap, ((WrappedID3D12Heap *)*ppvHeap)->GetResourceID())
.TypedAs("ID3D12Heap *"_lit);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
void *realptr = NULL;
// don't create resources non-resident
Descriptor.Flags &= ~D3D12_HEAP_FLAG_CREATE_NOT_RESIDENT;
// don't replay with a protected session
HRESULT hr = E_NOINTERFACE;
if(m_pDevice4)
hr = m_pDevice4->CreateHeap1(&Descriptor, NULL, guid, &realptr);
else
RDCERR("Replaying a without D3D12.4 available");
ID3D12Heap *ret = NULL;
if(guid == __uuidof(ID3D12Heap))
ret = (ID3D12Heap *)realptr;
else if(guid == __uuidof(ID3D12Heap1))
ret = (ID3D12Heap1 *)realptr;
if(FAILED(hr))
{
SET_ERROR_RESULT(m_FailedReplayResult, ResultCode::APIReplayFailed,
"Failed creating heap, HRESULT: %s", ToStr(hr).c_str());
return false;
}
else
{
ret = new WrappedID3D12Heap(ret, this);
GetResourceManager()->AddLiveResource(pHeap, ret);
}
AddResource(pHeap, ResourceType::Memory, "Heap");
}
return true;
}
HRESULT WrappedID3D12Device::CreateHeap1(const D3D12_HEAP_DESC *pDesc,
ID3D12ProtectedResourceSession *pProtectedSession,
REFIID riid, void **ppvHeap)
{
if(ppvHeap == NULL)
return m_pDevice4->CreateHeap1(pDesc, Unwrap(pProtectedSession), riid, ppvHeap);
if(riid != __uuidof(ID3D12Heap) && riid != __uuidof(ID3D12Heap1))
return E_NOINTERFACE;
void *realptr = NULL;
HRESULT ret;
SERIALISE_TIME_CALL(
ret = m_pDevice4->CreateHeap1(pDesc, Unwrap(pProtectedSession), riid, (void **)&realptr));
ID3D12Heap *real = NULL;
if(riid == __uuidof(ID3D12Heap))
real = (ID3D12Heap *)realptr;
else if(riid == __uuidof(ID3D12Heap1))
real = (ID3D12Heap1 *)realptr;
if(SUCCEEDED(ret))
{
WrappedID3D12Heap *wrapped = new WrappedID3D12Heap(real, this);
if(IsCaptureMode(m_State))
{
CACHE_THREAD_SERIALISER();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Device_CreateHeap1);
Serialise_CreateHeap1(ser, pDesc, pProtectedSession, riid, (void **)&wrapped);
if(pDesc->Flags & D3D12_HEAP_FLAG_CREATE_NOT_RESIDENT)
wrapped->Evict();
D3D12ResourceRecord *record = GetResourceManager()->AddResourceRecord(wrapped->GetResourceID());
record->type = Resource_Heap;
record->Length = 0;
wrapped->SetResourceRecord(record);
record->AddChunk(scope.Get());
}
else
{
GetResourceManager()->AddLiveResource(wrapped->GetResourceID(), wrapped);
}
*ppvHeap = (ID3D12Heap *)wrapped;
}
else
{
CheckHRESULT(ret);
}
return ret;
}
HRESULT WrappedID3D12Device::CreateReservedResource1(
_In_ const D3D12_RESOURCE_DESC *pDesc, D3D12_RESOURCE_STATES InitialState,
_In_opt_ const D3D12_CLEAR_VALUE *pOptimizedClearValue,
_In_opt_ ID3D12ProtectedResourceSession *pProtectedSession, REFIID riid,
_COM_Outptr_opt_ void **ppvResource)
{
RDCERR("Tiled Resources are not currently implemented on D3D12");
return E_NOINTERFACE;
}
D3D12_RESOURCE_ALLOCATION_INFO WrappedID3D12Device::GetResourceAllocationInfo1(
UINT visibleMask, UINT numResourceDescs,
_In_reads_(numResourceDescs) const D3D12_RESOURCE_DESC *pResourceDescs,
_Out_writes_opt_(numResourceDescs) D3D12_RESOURCE_ALLOCATION_INFO1 *pResourceAllocationInfo1)
{
return m_pDevice4->GetResourceAllocationInfo1(visibleMask, numResourceDescs, pResourceDescs,
pResourceAllocationInfo1);
}
ID3D12Fence *WrappedID3D12Device::CreateProtectedSessionFence(ID3D12Fence *real)
{
WrappedID3D12Fence *wrapped = NULL;
{
SCOPED_LOCK(m_WrapDeduplicateLock);
// if we already have this fence wrapped, return the existing wrapper
if(GetResourceManager()->HasWrapper(real))
{
return (ID3D12Fence *)GetResourceManager()->GetWrapper((ID3D12DeviceChild *)real);
}
// we basically treat this kind of like CreateFence and serialise it as such, and guess at the
// parameters to CreateFence.
wrapped = new WrappedID3D12Fence(real, this);
}
if(IsCaptureMode(m_State))
{
CACHE_THREAD_SERIALISER();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Device_CreateFence);
Serialise_CreateFence(ser, 0, D3D12_FENCE_FLAG_NONE, __uuidof(ID3D12Fence), (void **)&wrapped);
D3D12ResourceRecord *record = GetResourceManager()->AddResourceRecord(wrapped->GetResourceID());
record->type = Resource_Resource;
record->Length = 0;
wrapped->SetResourceRecord(record);
record->AddChunk(scope.Get());
}
else
{
RDCERR("Shouldn't be calling CreateProtectedSessionFence during replay!");
}
return wrapped;
}
INSTANTIATE_FUNCTION_SERIALISED(void, WrappedID3D12Device, CreateCommittedResource1,
const D3D12_HEAP_PROPERTIES *pHeapProperties,
D3D12_HEAP_FLAGS HeapFlags, const D3D12_RESOURCE_DESC *pDesc,
D3D12_RESOURCE_STATES InitialResourceState,
const D3D12_CLEAR_VALUE *pOptimizedClearValue,
ID3D12ProtectedResourceSession *pProtectedSession,
REFIID riidResource, void **ppvResource);
INSTANTIATE_FUNCTION_SERIALISED(void, WrappedID3D12Device, CreateHeap1, const D3D12_HEAP_DESC *pDesc,
ID3D12ProtectedResourceSession *pProtectedSession, REFIID riid,
void **ppvHeap);
INSTANTIATE_FUNCTION_SERIALISED(void, WrappedID3D12Device, CreateCommandList1, UINT nodeMask,
D3D12_COMMAND_LIST_TYPE type, D3D12_COMMAND_LIST_FLAGS flags,
REFIID riid, void **ppCommandList);