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renderdoc/renderdoc/driver/d3d12/d3d12_commands.cpp
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2025 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 <algorithm>
#include "driver/dxgi/dxgi_common.h"
#include "driver/ihv/amd/official/DXExt/AmdExtD3DCommandListMarkerApi.h"
#include "d3d12_command_list.h"
#include "d3d12_command_queue.h"
WRAPPED_POOL_INST(WrappedID3D12CommandQueue);
WRAPPED_POOL_INST(WrappedID3D12GraphicsCommandList);
template <>
ID3D12GraphicsCommandList *Unwrap(ID3D12GraphicsCommandList *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12GraphicsCommandList *)obj)->GetReal();
}
ID3D12GraphicsCommandList *Unwrap(ID3D12GraphicsCommandList1 *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12GraphicsCommandList *)obj)->GetReal();
}
ID3D12GraphicsCommandList *Unwrap(ID3D12GraphicsCommandList2 *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12GraphicsCommandList *)obj)->GetReal();
}
ID3D12GraphicsCommandList *Unwrap(ID3D12GraphicsCommandList3 *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12GraphicsCommandList *)obj)->GetReal();
}
ID3D12GraphicsCommandList *Unwrap(ID3D12GraphicsCommandList4 *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12GraphicsCommandList *)obj)->GetReal();
}
ID3D12GraphicsCommandList *Unwrap(ID3D12GraphicsCommandList5 *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12GraphicsCommandList *)obj)->GetReal();
}
ID3D12GraphicsCommandList *Unwrap(ID3D12GraphicsCommandList6 *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12GraphicsCommandList *)obj)->GetReal();
}
ID3D12GraphicsCommandList *Unwrap(ID3D12GraphicsCommandList7 *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12GraphicsCommandList *)obj)->GetReal();
}
ID3D12GraphicsCommandList *Unwrap(ID3D12GraphicsCommandList8 *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12GraphicsCommandList *)obj)->GetReal();
}
ID3D12GraphicsCommandList *Unwrap(ID3D12GraphicsCommandList9 *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12GraphicsCommandList *)obj)->GetReal();
}
ID3D12GraphicsCommandList *Unwrap(ID3D12GraphicsCommandList10 *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12GraphicsCommandList *)obj)->GetReal();
}
ID3D12GraphicsCommandList1 *Unwrap1(ID3D12GraphicsCommandList1 *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12GraphicsCommandList *)obj)->GetReal1();
}
ID3D12GraphicsCommandList2 *Unwrap2(ID3D12GraphicsCommandList2 *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12GraphicsCommandList *)obj)->GetReal2();
}
ID3D12GraphicsCommandList3 *Unwrap3(ID3D12GraphicsCommandList3 *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12GraphicsCommandList *)obj)->GetReal3();
}
ID3D12GraphicsCommandList4 *Unwrap4(ID3D12GraphicsCommandList4 *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12GraphicsCommandList *)obj)->GetReal4();
}
ID3D12GraphicsCommandList5 *Unwrap5(ID3D12GraphicsCommandList5 *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12GraphicsCommandList *)obj)->GetReal5();
}
ID3D12GraphicsCommandList6 *Unwrap6(ID3D12GraphicsCommandList6 *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12GraphicsCommandList *)obj)->GetReal6();
}
ID3D12GraphicsCommandList7 *Unwrap7(ID3D12GraphicsCommandList7 *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12GraphicsCommandList *)obj)->GetReal7();
}
ID3D12GraphicsCommandList8 *Unwrap8(ID3D12GraphicsCommandList8 *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12GraphicsCommandList *)obj)->GetReal8();
}
ID3D12GraphicsCommandList9 *Unwrap9(ID3D12GraphicsCommandList9 *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12GraphicsCommandList *)obj)->GetReal9();
}
ID3D12GraphicsCommandList10 *Unwrap10(ID3D12GraphicsCommandList10 *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12GraphicsCommandList *)obj)->GetReal10();
}
template <>
ID3D12CommandList *Unwrap(ID3D12CommandList *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12GraphicsCommandList *)obj)->GetReal();
}
template <>
ResourceId GetResID(ID3D12GraphicsCommandList *obj)
{
if(obj == NULL)
return ResourceId();
return ((WrappedID3D12GraphicsCommandList *)obj)->GetResourceID();
}
template <>
ResourceId GetResID(ID3D12GraphicsCommandList1 *obj)
{
if(obj == NULL)
return ResourceId();
return ((WrappedID3D12GraphicsCommandList *)obj)->GetResourceID();
}
template <>
ResourceId GetResID(ID3D12GraphicsCommandList2 *obj)
{
if(obj == NULL)
return ResourceId();
return ((WrappedID3D12GraphicsCommandList *)obj)->GetResourceID();
}
template <>
ResourceId GetResID(ID3D12GraphicsCommandList3 *obj)
{
if(obj == NULL)
return ResourceId();
return ((WrappedID3D12GraphicsCommandList *)obj)->GetResourceID();
}
template <>
ResourceId GetResID(ID3D12GraphicsCommandList4 *obj)
{
if(obj == NULL)
return ResourceId();
return ((WrappedID3D12GraphicsCommandList *)obj)->GetResourceID();
}
template <>
ResourceId GetResID(ID3D12GraphicsCommandList5 *obj)
{
if(obj == NULL)
return ResourceId();
return ((WrappedID3D12GraphicsCommandList *)obj)->GetResourceID();
}
template <>
ResourceId GetResID(ID3D12GraphicsCommandList6 *obj)
{
if(obj == NULL)
return ResourceId();
return ((WrappedID3D12GraphicsCommandList *)obj)->GetResourceID();
}
template <>
ResourceId GetResID(ID3D12GraphicsCommandList7 *obj)
{
if(obj == NULL)
return ResourceId();
return ((WrappedID3D12GraphicsCommandList *)obj)->GetResourceID();
}
template <>
ResourceId GetResID(ID3D12GraphicsCommandList8 *obj)
{
if(obj == NULL)
return ResourceId();
return ((WrappedID3D12GraphicsCommandList *)obj)->GetResourceID();
}
template <>
ResourceId GetResID(ID3D12GraphicsCommandList9 *obj)
{
if(obj == NULL)
return ResourceId();
return ((WrappedID3D12GraphicsCommandList *)obj)->GetResourceID();
}
template <>
ResourceId GetResID(ID3D12GraphicsCommandList10 *obj)
{
if(obj == NULL)
return ResourceId();
return ((WrappedID3D12GraphicsCommandList *)obj)->GetResourceID();
}
template <>
ResourceId GetResID(ID3D12CommandList *obj)
{
if(obj == NULL)
return ResourceId();
return ((WrappedID3D12GraphicsCommandList *)obj)->GetResourceID();
}
template <>
D3D12ResourceRecord *GetRecord(ID3D12GraphicsCommandList *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12GraphicsCommandList *)obj)->GetResourceRecord();
}
template <>
D3D12ResourceRecord *GetRecord(ID3D12CommandList *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12GraphicsCommandList *)obj)->GetResourceRecord();
}
template <>
ID3D12CommandQueue *Unwrap(ID3D12CommandQueue *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12CommandQueue *)obj)->GetReal();
}
template <>
ResourceId GetResID(ID3D12CommandQueue *obj)
{
if(obj == NULL)
return ResourceId();
return ((WrappedID3D12CommandQueue *)obj)->GetResourceID();
}
template <>
D3D12ResourceRecord *GetRecord(ID3D12CommandQueue *obj)
{
if(obj == NULL)
return NULL;
return ((WrappedID3D12CommandQueue *)obj)->GetResourceRecord();
}
WrappedID3D12GraphicsCommandList *GetWrapped(ID3D12GraphicsCommandList1 *obj)
{
return ((WrappedID3D12GraphicsCommandList *)obj);
}
WrappedID3D12GraphicsCommandList *GetWrapped(ID3D12GraphicsCommandList2 *obj)
{
return ((WrappedID3D12GraphicsCommandList *)obj);
}
WrappedID3D12GraphicsCommandList *GetWrapped(ID3D12GraphicsCommandList3 *obj)
{
return ((WrappedID3D12GraphicsCommandList *)obj);
}
WrappedID3D12GraphicsCommandList *GetWrapped(ID3D12GraphicsCommandList4 *obj)
{
return ((WrappedID3D12GraphicsCommandList *)obj);
}
WrappedID3D12GraphicsCommandList *GetWrapped(ID3D12GraphicsCommandList5 *obj)
{
return ((WrappedID3D12GraphicsCommandList *)obj);
}
WrappedID3D12GraphicsCommandList *GetWrapped(ID3D12GraphicsCommandList6 *obj)
{
return ((WrappedID3D12GraphicsCommandList *)obj);
}
WrappedID3D12GraphicsCommandList *GetWrapped(ID3D12GraphicsCommandList7 *obj)
{
return ((WrappedID3D12GraphicsCommandList *)obj);
}
WrappedID3D12GraphicsCommandList *GetWrapped(ID3D12GraphicsCommandList8 *obj)
{
return ((WrappedID3D12GraphicsCommandList *)obj);
}
WrappedID3D12GraphicsCommandList *GetWrapped(ID3D12GraphicsCommandList9 *obj)
{
return ((WrappedID3D12GraphicsCommandList *)obj);
}
WrappedID3D12GraphicsCommandList *GetWrapped(ID3D12GraphicsCommandList10 *obj)
{
return ((WrappedID3D12GraphicsCommandList *)obj);
}
ULONG STDMETHODCALLTYPE WrappedID3D12DebugCommandQueue::AddRef()
{
if(m_pQueue)
m_pQueue->AddRef();
return 1;
}
ULONG STDMETHODCALLTYPE WrappedID3D12DebugCommandQueue::Release()
{
if(m_pQueue)
m_pQueue->Release();
return 1;
}
ULONG STDMETHODCALLTYPE WrappedID3D12DebugCommandList::AddRef()
{
if(m_pList)
m_pList->AddRef();
return 1;
}
ULONG STDMETHODCALLTYPE WrappedID3D12DebugCommandList::Release()
{
if(m_pList)
m_pList->Release();
return 1;
}
HRESULT STDMETHODCALLTYPE WrappedID3D12CompatibilityQueue::QueryInterface(REFIID riid,
void **ppvObject)
{
return m_pQueue.QueryInterface(riid, ppvObject);
}
ULONG STDMETHODCALLTYPE WrappedID3D12CompatibilityQueue::AddRef()
{
return m_pQueue.AddRef();
}
ULONG STDMETHODCALLTYPE WrappedID3D12CompatibilityQueue::Release()
{
return m_pQueue.Release();
}
HRESULT STDMETHODCALLTYPE WrappedID3D12CompatibilityQueue::AcquireKeyedMutex(
_In_ ID3D12Object *pHeapOrResourceWithKeyedMutex, UINT64 Key, DWORD dwTimeout,
_Reserved_ void *pReserved, _In_range_(0, 0) UINT Reserved)
{
return m_pReal->AcquireKeyedMutex(Unwrap(pHeapOrResourceWithKeyedMutex), Key, dwTimeout,
pReserved, Reserved);
}
HRESULT STDMETHODCALLTYPE WrappedID3D12CompatibilityQueue::ReleaseKeyedMutex(
_In_ ID3D12Object *pHeapOrResourceWithKeyedMutex, UINT64 Key, _Reserved_ void *pReserved,
_In_range_(0, 0) UINT Reserved)
{
return m_pReal->ReleaseKeyedMutex(Unwrap(pHeapOrResourceWithKeyedMutex), Key, pReserved, Reserved);
}
HRESULT STDMETHODCALLTYPE WrappedDownlevelQueue::QueryInterface(REFIID riid, void **ppvObject)
{
return m_pQueue.QueryInterface(riid, ppvObject);
}
ULONG STDMETHODCALLTYPE WrappedDownlevelQueue::AddRef()
{
return m_pQueue.AddRef();
}
ULONG STDMETHODCALLTYPE WrappedDownlevelQueue::Release()
{
return m_pQueue.Release();
}
HRESULT STDMETHODCALLTYPE WrappedDownlevelQueue::Present(ID3D12GraphicsCommandList *pOpenCommandList,
ID3D12Resource *pSourceTex2D, HWND hWindow,
D3D12_DOWNLEVEL_PRESENT_FLAGS Flags)
{
return m_pQueue.Present(pOpenCommandList, pSourceTex2D, hWindow, Flags);
}
WrappedID3D12CommandQueue::WrappedID3D12CommandQueue(ID3D12CommandQueue *real,
WrappedID3D12Device *device, CaptureState &state)
: RefCounter12(real),
m_pDevice(device),
m_State(state),
m_WrappedDownlevel(*this),
m_WrappedCompat(*this)
{
RenderDoc::Inst().RegisterMemoryRegion(this, sizeof(WrappedID3D12CommandQueue));
m_WrappedDebug.m_pQueue = this;
m_pDownlevel = NULL;
if(m_pReal)
{
m_pReal->QueryInterface(__uuidof(ID3D12DebugCommandQueue), (void **)&m_WrappedDebug.m_pReal);
m_pReal->QueryInterface(__uuidof(ID3D12DebugCommandQueue1), (void **)&m_WrappedDebug.m_pReal1);
m_pReal->QueryInterface(__uuidof(ID3D12CommandQueueDownlevel), (void **)&m_pDownlevel);
m_pReal->QueryInterface(__uuidof(ID3D12CompatibilityQueue), (void **)&m_WrappedCompat.m_pReal);
}
if(RenderDoc::Inst().IsReplayApp())
{
m_ReplayList = new WrappedID3D12GraphicsCommandList(NULL, m_pDevice, state);
m_ReplayList->SetCommandData(&m_Cmd);
}
// create a temporary and grab its resource ID
m_ResourceID = ResourceIDGen::GetNewUniqueID();
m_QueueRecord = NULL;
m_CreationRecord = NULL;
m_Cmd.m_pDevice = m_pDevice;
if(!RenderDoc::Inst().IsReplayApp())
{
m_QueueRecord = m_pDevice->GetResourceManager()->AddResourceRecord(m_ResourceID);
m_QueueRecord->type = Resource_CommandQueue;
m_QueueRecord->DataInSerialiser = false;
m_QueueRecord->InternalResource = true;
m_QueueRecord->Length = 0;
// a bit of a hack, we make a parallel resource record with the same lifetime as the command
// queue. It will hold onto our create chunk and not get thrown away as we clear and re-fill
// submissions into the queue record itself. We'll pull it into the capture by marking the
// queues as referenced.
m_CreationRecord =
m_pDevice->GetResourceManager()->AddResourceRecord(ResourceIDGen::GetNewUniqueID());
m_CreationRecord->type = Resource_CommandQueue;
m_CreationRecord->InternalResource = true;
}
m_pDevice->GetResourceManager()->AddCurrentResource(GetResourceID(), this);
m_pDevice->SoftRef();
}
WrappedID3D12CommandQueue::~WrappedID3D12CommandQueue()
{
SAFE_DELETE(m_FrameReader);
SAFE_RELEASE(m_RayFence);
if(m_CreationRecord)
m_CreationRecord->Delete(m_pDevice->GetResourceManager());
if(m_QueueRecord)
m_QueueRecord->Delete(m_pDevice->GetResourceManager());
m_pDevice->GetResourceManager()->ReleaseCurrentResource(GetResourceID());
m_pDevice->RemoveQueue(this);
SAFE_RELEASE(m_pDownlevel);
SAFE_RELEASE(m_WrappedCompat.m_pReal);
SAFE_RELEASE(m_WrappedDebug.m_pReal);
SAFE_RELEASE(m_WrappedDebug.m_pReal1);
SAFE_RELEASE(m_pReal);
}
HRESULT STDMETHODCALLTYPE WrappedID3D12CommandQueue::QueryInterface(REFIID riid, void **ppvObject)
{
if(riid == __uuidof(IUnknown))
{
*ppvObject = (IUnknown *)(ID3D12CommandQueue *)this;
AddRef();
return S_OK;
}
else if(riid == __uuidof(ID3D12CommandQueue))
{
*ppvObject = (ID3D12CommandQueue *)this;
AddRef();
return S_OK;
}
else if(riid == __uuidof(ID3D12DebugCommandQueue))
{
if(m_WrappedDebug.m_pReal)
{
AddRef();
*ppvObject = (ID3D12DebugCommandQueue *)&m_WrappedDebug;
return S_OK;
}
else
{
return E_NOINTERFACE;
}
}
else if(riid == __uuidof(ID3D12DebugCommandQueue1))
{
if(m_WrappedDebug.m_pReal1)
{
AddRef();
*ppvObject = (ID3D12DebugCommandQueue1 *)&m_WrappedDebug;
return S_OK;
}
else
{
return E_NOINTERFACE;
}
}
else if(riid == __uuidof(ID3D12CompatibilityQueue))
{
if(m_WrappedCompat.m_pReal)
{
AddRef();
*ppvObject = (ID3D12CompatibilityQueue *)&m_WrappedCompat;
return S_OK;
}
else
{
return E_NOINTERFACE;
}
}
else if(riid == __uuidof(ID3D12Pageable))
{
*ppvObject = (ID3D12Pageable *)this;
AddRef();
return S_OK;
}
else if(riid == __uuidof(ID3D12DeviceChild))
{
*ppvObject = (ID3D12DeviceChild *)this;
AddRef();
return S_OK;
}
else if(riid == __uuidof(ID3D12Object))
{
*ppvObject = (ID3D12DeviceChild *)this;
AddRef();
return S_OK;
}
else if(riid == __uuidof(ID3D12CommandQueueDownlevel))
{
if(m_pDownlevel)
{
*ppvObject = &m_WrappedDownlevel;
AddRef();
return S_OK;
}
else
{
return E_NOINTERFACE;
}
}
return RefCounter12::QueryInterface("ID3D12CommandQueue", riid, ppvObject);
}
void WrappedID3D12CommandQueue::CheckAndFreeRayDispatches()
{
UINT64 signalled = 0;
if(m_RayFence)
signalled = m_RayFence->GetCompletedValue();
for(PatchedRayDispatch::Resources &ray : m_RayDispatchesPending)
{
if(signalled >= ray.fenceValue)
{
GetResourceManager()->GetRTManager()->AddDispatchTimer(ray.query);
ray.Release();
}
}
m_RayDispatchesPending.removeIf(
[](const PatchedRayDispatch::Resources &ray) { return ray.lookupBuffer == NULL; });
}
void WrappedID3D12CommandQueue::ClearAfterCapture()
{
// delete cmd buffers now - had to keep them alive until after serialiser flush.
for(size_t i = 0; i < m_CmdListRecords.size(); i++)
m_CmdListRecords[i]->Delete(GetResourceManager());
for(size_t i = 0; i < m_CmdListAllocators.size(); i++)
m_CmdListAllocators[i]->Delete(GetResourceManager());
m_CmdListRecords.clear();
m_CmdListAllocators.clear();
m_QueueRecord->DeleteChunks();
}
WriteSerialiser &WrappedID3D12CommandQueue::GetThreadSerialiser()
{
return m_pDevice->GetThreadSerialiser();
}
rdcstr WrappedID3D12CommandQueue::GetChunkName(uint32_t idx)
{
if((SystemChunk)idx < SystemChunk::FirstDriverChunk)
return ToStr((SystemChunk)idx);
return ToStr((D3D12Chunk)idx);
}
const APIEvent &WrappedID3D12CommandQueue::GetEvent(uint32_t eventId)
{
// start at where the requested eventId would be
size_t idx = eventId;
// find the next valid event (some may be skipped)
while(idx < m_Cmd.m_Events.size() - 1 && m_Cmd.m_Events[idx].eventId == 0)
idx++;
return m_Cmd.m_Events[RDCMIN(idx, m_Cmd.m_Events.size() - 1)];
}
bool WrappedID3D12CommandQueue::ProcessChunk(ReadSerialiser &ser, D3D12Chunk chunk)
{
m_Cmd.m_AddedAction = false;
bool ret = false;
switch(chunk)
{
case D3D12Chunk::Device_CreateConstantBufferView:
case D3D12Chunk::Device_CreateShaderResourceView:
case D3D12Chunk::Device_CreateUnorderedAccessView:
case D3D12Chunk::Device_CreateRenderTargetView:
case D3D12Chunk::Device_CreateDepthStencilView:
case D3D12Chunk::Device_CreateSampler:
case D3D12Chunk::Device_CreateSampler2:
ret = m_pDevice->Serialise_DynamicDescriptorWrite(ser, NULL);
break;
case D3D12Chunk::Device_CopyDescriptors:
case D3D12Chunk::Device_CopyDescriptorsSimple:
ret = m_pDevice->Serialise_DynamicDescriptorCopies(ser, rdcarray<DynamicDescriptorCopy>());
break;
case D3D12Chunk::Queue_ExecuteCommandLists:
ret = Serialise_ExecuteCommandLists(ser, 0, NULL);
break;
case D3D12Chunk::Queue_Signal: ret = Serialise_Signal(ser, NULL, 0); break;
case D3D12Chunk::Queue_Wait: ret = Serialise_Wait(ser, NULL, 0); break;
case D3D12Chunk::Queue_UpdateTileMappings:
ret = Serialise_UpdateTileMappings(ser, NULL, 0, NULL, NULL, NULL, 0, NULL, NULL, NULL,
D3D12_TILE_MAPPING_FLAGS(0));
break;
case D3D12Chunk::Queue_CopyTileMappings:
ret =
Serialise_CopyTileMappings(ser, NULL, NULL, NULL, NULL, NULL, D3D12_TILE_MAPPING_FLAGS(0));
break;
case D3D12Chunk::Queue_BeginEvent: ret = Serialise_BeginEvent(ser, 0, NULL, 0); break;
case D3D12Chunk::Queue_SetMarker: ret = Serialise_SetMarker(ser, 0, NULL, 0); break;
case D3D12Chunk::Queue_EndEvent: ret = Serialise_EndEvent(ser); break;
case D3D12Chunk::List_Close: ret = m_ReplayList->Serialise_Close(ser); break;
case D3D12Chunk::List_Reset: ret = m_ReplayList->Serialise_Reset(ser, NULL, NULL); break;
case D3D12Chunk::List_ResourceBarrier:
ret = m_ReplayList->Serialise_ResourceBarrier(ser, 0, NULL);
break;
case D3D12Chunk::List_BeginQuery:
ret = m_ReplayList->Serialise_BeginQuery(ser, NULL, D3D12_QUERY_TYPE(0), 0);
break;
case D3D12Chunk::List_EndQuery:
ret = m_ReplayList->Serialise_EndQuery(ser, NULL, D3D12_QUERY_TYPE(0), 0);
break;
case D3D12Chunk::List_ResolveQueryData:
ret = m_ReplayList->Serialise_ResolveQueryData(ser, NULL, D3D12_QUERY_TYPE(0), 0, 0, NULL, 0);
break;
case D3D12Chunk::List_SetPredication:
ret = m_ReplayList->Serialise_SetPredication(ser, NULL, 0, D3D12_PREDICATION_OP(0));
break;
case D3D12Chunk::List_DrawIndexedInstanced:
ret = m_ReplayList->Serialise_DrawIndexedInstanced(ser, 0, 0, 0, 0, 0);
break;
case D3D12Chunk::List_DrawInstanced:
ret = m_ReplayList->Serialise_DrawInstanced(ser, 0, 0, 0, 0);
break;
case D3D12Chunk::List_Dispatch: ret = m_ReplayList->Serialise_Dispatch(ser, 0, 0, 0); break;
case D3D12Chunk::List_ExecuteIndirect:
ret = m_ReplayList->Serialise_ExecuteIndirect(ser, NULL, 0, NULL, 0, NULL, 0);
break;
case D3D12Chunk::List_ExecuteBundle:
ret = m_ReplayList->Serialise_ExecuteBundle(ser, NULL);
break;
case D3D12Chunk::List_CopyBufferRegion:
ret = m_ReplayList->Serialise_CopyBufferRegion(ser, NULL, 0, NULL, 0, 0);
break;
case D3D12Chunk::List_CopyTextureRegion:
ret = m_ReplayList->Serialise_CopyTextureRegion(ser, NULL, 0, 0, 0, NULL, NULL);
break;
case D3D12Chunk::List_CopyResource:
ret = m_ReplayList->Serialise_CopyResource(ser, NULL, NULL);
break;
case D3D12Chunk::List_ResolveSubresource:
ret = m_ReplayList->Serialise_ResolveSubresource(ser, NULL, 0, NULL, 0, DXGI_FORMAT_UNKNOWN);
break;
case D3D12Chunk::List_ClearRenderTargetView:
ret = m_ReplayList->Serialise_ClearRenderTargetView(ser, D3D12_CPU_DESCRIPTOR_HANDLE(),
(FLOAT *)NULL, 0, NULL);
break;
case D3D12Chunk::List_ClearDepthStencilView:
ret = m_ReplayList->Serialise_ClearDepthStencilView(ser, D3D12_CPU_DESCRIPTOR_HANDLE(),
D3D12_CLEAR_FLAGS(0), 0.0f, 0, 0, NULL);
break;
case D3D12Chunk::List_ClearUnorderedAccessViewUint:
ret = m_ReplayList->Serialise_ClearUnorderedAccessViewUint(
ser, D3D12_GPU_DESCRIPTOR_HANDLE(), D3D12_CPU_DESCRIPTOR_HANDLE(), NULL, NULL, 0, NULL);
break;
case D3D12Chunk::List_ClearUnorderedAccessViewFloat:
ret = m_ReplayList->Serialise_ClearUnorderedAccessViewFloat(
ser, D3D12_GPU_DESCRIPTOR_HANDLE(), D3D12_CPU_DESCRIPTOR_HANDLE(), NULL, NULL, 0, NULL);
break;
case D3D12Chunk::List_DiscardResource:
ret = m_ReplayList->Serialise_DiscardResource(ser, NULL, NULL);
break;
case D3D12Chunk::List_IASetPrimitiveTopology:
ret = m_ReplayList->Serialise_IASetPrimitiveTopology(ser, D3D_PRIMITIVE_TOPOLOGY_UNDEFINED);
break;
case D3D12Chunk::List_IASetIndexBuffer:
ret = m_ReplayList->Serialise_IASetIndexBuffer(ser, NULL);
break;
case D3D12Chunk::List_IASetVertexBuffers:
ret = m_ReplayList->Serialise_IASetVertexBuffers(ser, 0, 0, NULL);
break;
case D3D12Chunk::List_SOSetTargets:
ret = m_ReplayList->Serialise_SOSetTargets(ser, 0, 0, NULL);
break;
case D3D12Chunk::List_RSSetViewports:
ret = m_ReplayList->Serialise_RSSetViewports(ser, 0, NULL);
break;
case D3D12Chunk::List_RSSetScissorRects:
ret = m_ReplayList->Serialise_RSSetScissorRects(ser, 0, NULL);
break;
case D3D12Chunk::List_SetPipelineState:
ret = m_ReplayList->Serialise_SetPipelineState(ser, NULL);
break;
case D3D12Chunk::List_SetDescriptorHeaps:
ret = m_ReplayList->Serialise_SetDescriptorHeaps(ser, 0, NULL);
break;
case D3D12Chunk::List_OMSetRenderTargets:
ret = m_ReplayList->Serialise_OMSetRenderTargets(ser, 0, NULL, FALSE, NULL);
break;
case D3D12Chunk::List_OMSetStencilRef:
ret = m_ReplayList->Serialise_OMSetStencilRef(ser, 0);
break;
case D3D12Chunk::List_OMSetBlendFactor:
ret = m_ReplayList->Serialise_OMSetBlendFactor(ser, NULL);
break;
case D3D12Chunk::List_SetGraphicsRootDescriptorTable:
ret = m_ReplayList->Serialise_SetGraphicsRootDescriptorTable(ser, 0,
D3D12_GPU_DESCRIPTOR_HANDLE());
break;
case D3D12Chunk::List_SetGraphicsRootSignature:
ret = m_ReplayList->Serialise_SetGraphicsRootSignature(ser, NULL);
break;
case D3D12Chunk::List_SetGraphicsRoot32BitConstant:
ret = m_ReplayList->Serialise_SetGraphicsRoot32BitConstant(ser, 0, 0, 0);
break;
case D3D12Chunk::List_SetGraphicsRoot32BitConstants:
ret = m_ReplayList->Serialise_SetGraphicsRoot32BitConstants(ser, 0, 0, NULL, 0);
break;
case D3D12Chunk::List_SetGraphicsRootConstantBufferView:
ret = m_ReplayList->Serialise_SetGraphicsRootConstantBufferView(ser, 0,
D3D12_GPU_VIRTUAL_ADDRESS());
break;
case D3D12Chunk::List_SetGraphicsRootShaderResourceView:
ret = m_ReplayList->Serialise_SetGraphicsRootShaderResourceView(ser, 0,
D3D12_GPU_VIRTUAL_ADDRESS());
break;
case D3D12Chunk::List_SetGraphicsRootUnorderedAccessView:
ret = m_ReplayList->Serialise_SetGraphicsRootUnorderedAccessView(ser, 0,
D3D12_GPU_VIRTUAL_ADDRESS());
break;
case D3D12Chunk::List_SetComputeRootDescriptorTable:
ret = m_ReplayList->Serialise_SetComputeRootDescriptorTable(ser, 0,
D3D12_GPU_DESCRIPTOR_HANDLE());
break;
case D3D12Chunk::List_SetComputeRootSignature:
ret = m_ReplayList->Serialise_SetComputeRootSignature(ser, NULL);
break;
case D3D12Chunk::List_SetComputeRoot32BitConstant:
ret = m_ReplayList->Serialise_SetComputeRoot32BitConstant(ser, 0, 0, 0);
break;
case D3D12Chunk::List_SetComputeRoot32BitConstants:
ret = m_ReplayList->Serialise_SetComputeRoot32BitConstants(ser, 0, 0, NULL, 0);
break;
case D3D12Chunk::List_SetComputeRootConstantBufferView:
ret = m_ReplayList->Serialise_SetComputeRootConstantBufferView(ser, 0,
D3D12_GPU_VIRTUAL_ADDRESS());
break;
case D3D12Chunk::List_SetComputeRootShaderResourceView:
ret = m_ReplayList->Serialise_SetComputeRootShaderResourceView(ser, 0,
D3D12_GPU_VIRTUAL_ADDRESS());
break;
case D3D12Chunk::List_SetComputeRootUnorderedAccessView:
ret = m_ReplayList->Serialise_SetComputeRootUnorderedAccessView(ser, 0,
D3D12_GPU_VIRTUAL_ADDRESS());
break;
case D3D12Chunk::List_CopyTiles:
ret = m_ReplayList->Serialise_CopyTiles(ser, NULL, NULL, NULL, NULL, 0,
D3D12_TILE_COPY_FLAGS(0));
break;
case D3D12Chunk::List_AtomicCopyBufferUINT:
ret = m_ReplayList->Serialise_AtomicCopyBufferUINT(ser, NULL, 0, NULL, 0, 0, NULL, NULL);
break;
case D3D12Chunk::List_AtomicCopyBufferUINT64:
ret = m_ReplayList->Serialise_AtomicCopyBufferUINT64(ser, NULL, 0, NULL, 0, 0, NULL, NULL);
break;
case D3D12Chunk::List_OMSetDepthBounds:
ret = m_ReplayList->Serialise_OMSetDepthBounds(ser, 0.0f, 0.0f);
break;
case D3D12Chunk::List_ResolveSubresourceRegion:
ret = m_ReplayList->Serialise_ResolveSubresourceRegion(
ser, NULL, 0, 0, 0, NULL, 0, NULL, DXGI_FORMAT_UNKNOWN, D3D12_RESOLVE_MODE_DECOMPRESS);
break;
case D3D12Chunk::List_SetSamplePositions:
ret = m_ReplayList->Serialise_SetSamplePositions(ser, 0, NULL, NULL);
break;
case D3D12Chunk::List_SetViewInstanceMask:
ret = m_ReplayList->Serialise_SetViewInstanceMask(ser, 0);
break;
case D3D12Chunk::List_WriteBufferImmediate:
ret = m_ReplayList->Serialise_WriteBufferImmediate(ser, 0, NULL, NULL);
break;
case D3D12Chunk::List_BeginRenderPass:
ret = m_ReplayList->Serialise_BeginRenderPass(ser, 0, NULL, NULL, D3D12_RENDER_PASS_FLAG_NONE);
break;
case D3D12Chunk::List_EndRenderPass: ret = m_ReplayList->Serialise_EndRenderPass(ser); break;
case D3D12Chunk::List_RSSetShadingRate:
ret = m_ReplayList->Serialise_RSSetShadingRate(ser, D3D12_SHADING_RATE_1X1, NULL);
break;
case D3D12Chunk::List_RSSetShadingRateImage:
ret = m_ReplayList->Serialise_RSSetShadingRateImage(ser, NULL);
break;
case D3D12Chunk::List_OMSetFrontAndBackStencilRef:
ret = m_ReplayList->Serialise_OMSetFrontAndBackStencilRef(ser, 0, 0);
break;
case D3D12Chunk::List_RSSetDepthBias:
ret = m_ReplayList->Serialise_RSSetDepthBias(ser, 0.0f, 0.0f, 0.0f);
break;
case D3D12Chunk::List_IASetIndexBufferStripCutValue:
ret = m_ReplayList->Serialise_IASetIndexBufferStripCutValue(
ser, D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED);
break;
case D3D12Chunk::List_Barrier: ret = m_ReplayList->Serialise_Barrier(ser, 0, NULL); break;
case D3D12Chunk::List_DispatchMesh:
ret = m_ReplayList->Serialise_DispatchMesh(ser, 0, 0, 0);
break;
case D3D12Chunk::PushMarker: ret = m_ReplayList->Serialise_BeginEvent(ser, 0, NULL, 0); break;
case D3D12Chunk::PopMarker: ret = m_ReplayList->Serialise_EndEvent(ser); break;
case D3D12Chunk::SetMarker: ret = m_ReplayList->Serialise_SetMarker(ser, 0, NULL, 0); break;
case D3D12Chunk::CoherentMapWrite:
case D3D12Chunk::Resource_Unmap:
ret = m_pDevice->Serialise_MapDataWrite(ser, NULL, 0, NULL, D3D12_RANGE(), false);
break;
case D3D12Chunk::Resource_WriteToSubresource:
ret = m_pDevice->Serialise_WriteToSubresource(ser, NULL, 0, NULL, NULL, 0, 0);
break;
case D3D12Chunk::List_IndirectSubCommand:
// this is a fake chunk generated at runtime as part of indirect draws.
// Just in case it gets exported and imported, completely ignore it.
return true;
case D3D12Chunk::Swapchain_Present: ret = m_pDevice->Serialise_Present(ser, NULL, 0, 0); break;
case D3D12Chunk::List_ClearState: ret = m_ReplayList->Serialise_ClearState(ser, NULL); break;
case D3D12Chunk::List_BuildRaytracingAccelerationStructure:
ret = m_ReplayList->Serialise_BuildRaytracingAccelerationStructure(ser, NULL, 0, NULL);
break;
case D3D12Chunk::List_CopyRaytracingAccelerationStructure:
ret = m_ReplayList->Serialise_CopyRaytracingAccelerationStructure(
ser, D3D12_GPU_VIRTUAL_ADDRESS(), D3D12_GPU_VIRTUAL_ADDRESS(),
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_COPY_MODE_CLONE);
break;
case D3D12Chunk::List_EmitRaytracingAccelerationStructurePostbuildInfo:
ret = m_ReplayList->Serialise_EmitRaytracingAccelerationStructurePostbuildInfo(ser, NULL, 0,
NULL);
break;
case D3D12Chunk::List_DispatchRays:
ret = m_ReplayList->Serialise_DispatchRays(ser, NULL);
break;
case D3D12Chunk::List_SetPipelineState1:
ret = m_ReplayList->Serialise_SetPipelineState1(ser, NULL);
break;
// in order to get a warning if we miss a case, we explicitly handle the device creation chunks
// here. If we actually encounter one it's an error (we shouldn't see these inside the captured
// frame itself)
case D3D12Chunk::Device_CreateCommandQueue:
case D3D12Chunk::Device_CreateCommandAllocator:
case D3D12Chunk::Device_CreateCommandList:
case D3D12Chunk::Device_CreateGraphicsPipeline:
case D3D12Chunk::Device_CreateComputePipeline:
case D3D12Chunk::Device_CreateDescriptorHeap:
case D3D12Chunk::Device_CreateRootSignature:
case D3D12Chunk::Device_CreateCommandSignature:
case D3D12Chunk::Device_CreateHeap:
case D3D12Chunk::Device_CreateCommittedResource:
case D3D12Chunk::Device_CreatePlacedResource:
case D3D12Chunk::Device_CreateReservedResource:
case D3D12Chunk::Device_CreateQueryHeap:
case D3D12Chunk::Device_CreateFence:
case D3D12Chunk::SetName:
case D3D12Chunk::SetShaderDebugPath:
case D3D12Chunk::CreateSwapBuffer:
case D3D12Chunk::Device_CreatePipelineState:
case D3D12Chunk::Device_CreateHeapFromAddress:
case D3D12Chunk::Device_CreateHeapFromFileMapping:
case D3D12Chunk::Device_OpenSharedHandle:
case D3D12Chunk::Device_CreateCommandList1:
case D3D12Chunk::Device_CreateCommittedResource1:
case D3D12Chunk::Device_CreateHeap1:
case D3D12Chunk::Device_ExternalDXGIResource:
case D3D12Chunk::CompatDevice_CreateSharedResource:
case D3D12Chunk::CompatDevice_CreateSharedHeap:
case D3D12Chunk::SetShaderExtUAV:
case D3D12Chunk::Device_CreateCommittedResource2:
case D3D12Chunk::Device_CreatePlacedResource1:
case D3D12Chunk::Device_CreateCommandQueue1:
case D3D12Chunk::Device_CreateCommittedResource3:
case D3D12Chunk::Device_CreatePlacedResource2:
case D3D12Chunk::Device_CreateReservedResource1:
case D3D12Chunk::Device_CreateReservedResource2:
case D3D12Chunk::Device_CreateStateObject:
case D3D12Chunk::Device_AddToStateObject:
case D3D12Chunk::CreateAS:
case D3D12Chunk::StateObject_SetPipelineStackSize:
case D3D12Chunk::Device_CreateHeapFromAddress1:
case D3D12Chunk::Device_CreateRootSignatureFromSubobjectInLibrary:
case D3D12Chunk::List_SetProgram:
case D3D12Chunk::List_DispatchGraph:
RDCERR("Unexpected chunk while processing frame: %s", ToStr(chunk).c_str());
return false;
// no explicit default so that we have compiler warnings if a chunk isn't explicitly handled.
case D3D12Chunk::Max: break;
}
{
SystemChunk system = (SystemChunk)chunk;
if(system == SystemChunk::CaptureEnd)
{
SERIALISE_ELEMENT_LOCAL(PresentedImage, ResourceId()).TypedAs("ID3D12Resource *"_lit);
SERIALISE_CHECK_READ_ERRORS();
if(PresentedImage != ResourceId())
m_Cmd.m_LastPresentedImage = PresentedImage;
if(IsLoading(m_State) && m_Cmd.m_LastChunk != D3D12Chunk::Swapchain_Present)
{
m_Cmd.AddEvent();
ActionDescription action;
action.customName = "End of Capture";
action.flags |= ActionFlags::Present;
action.copyDestination = m_Cmd.m_LastPresentedImage;
m_Cmd.AddAction(action);
}
ret = true;
}
else if(!ret)
{
RDCERR("Chunk failed to serialise: %s", ToStr(chunk).c_str());
return false;
}
}
if(IsLoading(m_State))
{
if(chunk == D3D12Chunk::List_Reset || chunk == D3D12Chunk::List_Close)
{
// don't add these events - they will be handled when inserted in-line into queue submit
}
else if(chunk == D3D12Chunk::Queue_EndEvent)
{
// also ignore, this just pops the action stack
}
else
{
if(!m_Cmd.m_AddedAction)
m_Cmd.AddEvent();
}
}
m_Cmd.m_AddedAction = false;
return ret;
}
RDResult WrappedID3D12CommandQueue::ReplayLog(CaptureState readType, uint32_t startEventID,
uint32_t endEventID, bool partial)
{
m_State = readType;
if(!m_FrameReader)
{
RETURN_ERROR_RESULT(ResultCode::InvalidParameter,
"Can't replay context capture without frame reader");
}
m_FrameReader->SetOffset(0);
ReadSerialiser ser(m_FrameReader, Ownership::Nothing);
ser.SetStringDatabase(&m_StringDB);
ser.SetUserData(GetResourceManager());
ser.SetVersion(m_pDevice->GetCaptureVersion());
if(IsLoading(m_State) || IsStructuredExporting(m_State))
{
ser.ConfigureStructuredExport(&GetChunkName, IsStructuredExporting(m_State),
m_pDevice->GetTimeBase(), m_pDevice->GetTimeFrequency());
ser.GetStructuredFile().Swap(*m_pDevice->GetStructuredFile());
m_StructuredFile = &ser.GetStructuredFile();
}
else
{
m_StructuredFile = m_pDevice->GetStructuredFile();
}
m_Cmd.m_StructuredFile = m_StructuredFile;
SystemChunk header = ser.ReadChunk<SystemChunk>();
RDCASSERTEQUAL(header, SystemChunk::CaptureBegin);
if(partial)
ser.SkipCurrentChunk();
else
m_pDevice->Serialise_BeginCaptureFrame(ser);
ser.EndChunk();
m_Cmd.m_RootEvents.clear();
if(IsLoading(m_State))
{
m_pDevice->ApplyInitialContents();
m_pDevice->ExecuteLists();
m_pDevice->FlushLists();
if(m_pDevice->HasFatalError())
return m_pDevice->FatalErrorCheck();
}
if(IsActiveReplaying(m_State))
{
APIEvent ev = GetEvent(startEventID);
m_Cmd.m_RootEventID = ev.eventId;
// if not partial, we need to be sure to replay
// past the command list records, so can't
// skip to the file offset of the first event
if(partial)
{
ser.GetReader()->SetOffset(ev.fileOffset);
D3D12CommandData::ActionUse use(ev.fileOffset, 0);
auto it = std::lower_bound(m_Cmd.m_ActionUses.begin(), m_Cmd.m_ActionUses.end(), use);
if(it != m_Cmd.m_ActionUses.end())
{
BakedCmdListInfo &cmdInfo = m_Cmd.m_BakedCmdListInfo[it->cmdList];
cmdInfo.curEventID = it->relativeEID;
}
}
m_Cmd.m_FirstEventID = startEventID;
m_Cmd.m_LastEventID = endEventID;
}
else
{
m_Cmd.m_RootEventID = 1;
m_Cmd.m_RootActionID = 1;
m_Cmd.m_FirstEventID = 0;
m_Cmd.m_LastEventID = ~0U;
}
if(IsReplayMode(m_State))
{
for(size_t i = 0; i < m_Cmd.m_IndirectBuffers.size(); i++)
SAFE_RELEASE(m_Cmd.m_IndirectBuffers[i]);
m_Cmd.m_IndirectBuffers.clear();
}
uint64_t startOffset = ser.GetReader()->GetOffset();
for(;;)
{
if(IsActiveReplaying(m_State) && m_Cmd.m_RootEventID > endEventID)
{
// we can just break out if we've done all the events desired.
// note that the command list events aren't 'real' and we just blaze through them
break;
}
m_Cmd.m_CurChunkOffset = ser.GetReader()->GetOffset();
D3D12Chunk context = ser.ReadChunk<D3D12Chunk>();
if(ser.GetReader()->IsErrored())
return RDResult(ResultCode::APIDataCorrupted, ser.GetError().message);
m_Cmd.m_ChunkMetadata = ser.ChunkMetadata();
m_Cmd.m_LastCmdListID = ResourceId();
bool success = ProcessChunk(ser, context);
ser.EndChunk();
if(ser.GetReader()->IsErrored())
return RDResult(ResultCode::APIDataCorrupted, ser.GetError().message);
// if there wasn't a serialisation error, but the chunk didn't succeed, then it's an API replay
// failure.
if(!success)
{
rdcstr extra;
if(m_pDevice->GetInfoQueue())
{
extra += "\n";
for(UINT64 i = 0;
i < m_pDevice->GetInfoQueue()->GetNumStoredMessagesAllowedByRetrievalFilter(); i++)
{
SIZE_T len = 0;
m_pDevice->GetInfoQueue()->GetMessage(i, NULL, &len);
char *msgbuf = new char[len];
D3D12_MESSAGE *message = (D3D12_MESSAGE *)msgbuf;
m_pDevice->GetInfoQueue()->GetMessage(i, message, &len);
extra += "\n";
extra += message->pDescription;
delete[] msgbuf;
}
}
else
{
extra +=
"\n\nMore debugging information may be available by enabling API validation on "
"replay via `File` -> `Open Capture with Options`";
}
if(m_pDevice->HasFatalError())
{
RDResult result = m_pDevice->FatalErrorCheck();
result.message = rdcstr(result.message) + extra;
return result;
}
m_Cmd.m_FailedReplayResult.message = rdcstr(m_Cmd.m_FailedReplayResult.message) + extra;
return m_Cmd.m_FailedReplayResult;
}
if(m_pDevice->HasFatalError())
return ResultCode::Succeeded;
RenderDoc::Inst().SetProgress(
LoadProgress::FrameEventsRead,
float(m_Cmd.m_CurChunkOffset - startOffset) / float(ser.GetReader()->GetSize()));
if((SystemChunk)context == SystemChunk::CaptureEnd || ser.GetReader()->AtEnd())
break;
// break out if we were only executing one event
if(IsActiveReplaying(m_State) && startEventID == endEventID)
break;
m_Cmd.m_LastChunk = context;
// increment root event ID either if we didn't just replay a cmd
// buffer event, OR if we are doing a frame sub-section replay,
// in which case it's up to the calling code to make sure we only
// replay inside a command list (if we crossed command list
// boundaries, the event IDs would no longer match up).
if(m_Cmd.m_LastCmdListID == ResourceId() || startEventID > 1)
{
m_Cmd.m_RootEventID++;
if(startEventID > 1)
ser.GetReader()->SetOffset(GetEvent(m_Cmd.m_RootEventID).fileOffset);
}
else
{
// these events are completely omitted, so don't increment the curEventID
if(context != D3D12Chunk::List_Reset && context != D3D12Chunk::List_Close)
m_Cmd.m_BakedCmdListInfo[m_Cmd.m_LastCmdListID].curEventID++;
}
}
// swap the structure back now that we've accumulated the frame as well.
if(IsLoading(m_State) || IsStructuredExporting(m_State))
ser.GetStructuredFile().Swap(*m_pDevice->GetStructuredFile());
m_StructuredFile = NULL;
for(size_t i = 0; i < m_Cmd.m_RerecordCmdList.size(); i++)
SAFE_RELEASE(m_Cmd.m_RerecordCmdList[i]);
m_Cmd.m_RerecordCmds.clear();
m_Cmd.m_RerecordCmdList.clear();
return ResultCode::Succeeded;
}
WrappedID3D12GraphicsCommandList::WrappedID3D12GraphicsCommandList(ID3D12GraphicsCommandList *real,
WrappedID3D12Device *device,
CaptureState &state)
: m_RefCounter(real, false), m_pList(real), m_pDevice(device), m_State(state)
{
RenderDoc::Inst().RegisterMemoryRegion(this, sizeof(WrappedID3D12GraphicsCommandList));
m_pList1 = NULL;
m_pList2 = NULL;
m_pList3 = NULL;
m_pList4 = NULL;
m_pList5 = NULL;
m_WrappedDebug.m_pList = this;
if(m_pList)
{
m_pList->QueryInterface(__uuidof(ID3D12DebugCommandList), (void **)&m_WrappedDebug.m_pReal);
m_pList->QueryInterface(__uuidof(ID3D12DebugCommandList1), (void **)&m_WrappedDebug.m_pReal1);
m_pList->QueryInterface(__uuidof(ID3D12DebugCommandList2), (void **)&m_WrappedDebug.m_pReal2);
m_pList->QueryInterface(__uuidof(ID3D12DebugCommandList3), (void **)&m_WrappedDebug.m_pReal3);
m_pList->QueryInterface(__uuidof(ID3D12GraphicsCommandList1), (void **)&m_pList1);
m_pList->QueryInterface(__uuidof(ID3D12GraphicsCommandList2), (void **)&m_pList2);
m_pList->QueryInterface(__uuidof(ID3D12GraphicsCommandList3), (void **)&m_pList3);
m_pList->QueryInterface(__uuidof(ID3D12GraphicsCommandList4), (void **)&m_pList4);
m_pList->QueryInterface(__uuidof(ID3D12GraphicsCommandList5), (void **)&m_pList5);
m_pList->QueryInterface(__uuidof(ID3D12GraphicsCommandList6), (void **)&m_pList6);
m_pList->QueryInterface(__uuidof(ID3D12GraphicsCommandList7), (void **)&m_pList7);
m_pList->QueryInterface(__uuidof(ID3D12GraphicsCommandList8), (void **)&m_pList8);
m_pList->QueryInterface(__uuidof(ID3D12GraphicsCommandList9), (void **)&m_pList9);
m_pList->QueryInterface(__uuidof(ID3D12GraphicsCommandList10), (void **)&m_pList10);
}
// create a temporary and grab its resource ID
m_ResourceID = ResourceIDGen::GetNewUniqueID();
RDCEraseEl(m_Init);
m_ListRecord = NULL;
m_CreationRecord = NULL;
m_Cmd = NULL;
m_CurGfxRootSig = NULL;
m_CurCompRootSig = NULL;
if(!RenderDoc::Inst().IsReplayApp())
{
m_ListRecord = m_pDevice->GetResourceManager()->AddResourceRecord(m_ResourceID);
m_ListRecord->type = Resource_GraphicsCommandList;
m_ListRecord->DataInSerialiser = false;
m_ListRecord->InternalResource = true;
m_ListRecord->Length = 0;
m_ListRecord->cmdInfo = new CmdListRecordingInfo();
// this is set up in the implicit Reset() right after creation
m_ListRecord->bakedCommands = NULL;
// a bit of a hack, we make a parallel resource record with the same lifetime as the command
// list and make it a parent, so it will hold onto our create chunk and not try to
// record it (and throw it away with baked commands that are unused), then it'll be pulled
// into the capture.
m_CreationRecord =
m_pDevice->GetResourceManager()->AddResourceRecord(ResourceIDGen::GetNewUniqueID());
m_CreationRecord->type = Resource_GraphicsCommandList;
m_CreationRecord->InternalResource = true;
m_ListRecord->AddParent(m_CreationRecord);
}
else
{
m_Cmd = m_pDevice->GetQueue()->GetCommandData();
}
if(m_pList)
{
bool ret = m_pDevice->GetResourceManager()->AddWrapper(this, m_pList);
if(!ret)
RDCERR("Error adding wrapper for ID3D12GraphicsCommandList");
}
m_pDevice->GetResourceManager()->AddCurrentResource(GetResourceID(), this);
m_pDevice->SoftRef();
}
WrappedID3D12GraphicsCommandList::~WrappedID3D12GraphicsCommandList()
{
SAFE_RELEASE(m_AMDMarkers);
for(std::function<void()> &func : m_UnusedCleanupCallbacks)
func();
m_UnusedCleanupCallbacks.clear();
if(m_pList)
m_pDevice->GetResourceManager()->RemoveWrapper(m_pList);
if(m_CreationRecord)
m_CreationRecord->Delete(m_pDevice->GetResourceManager());
if(m_ListRecord && m_ListRecord->bakedCommands)
m_ListRecord->bakedCommands->Delete(m_pDevice->GetResourceManager());
if(m_ListRecord)
m_ListRecord->Delete(m_pDevice->GetResourceManager());
m_pDevice->GetResourceManager()->ReleaseCurrentResource(GetResourceID());
SAFE_RELEASE(m_WrappedDebug.m_pReal);
SAFE_RELEASE(m_WrappedDebug.m_pReal1);
SAFE_RELEASE(m_WrappedDebug.m_pReal2);
SAFE_RELEASE(m_WrappedDebug.m_pReal3);
SAFE_RELEASE(m_pList10);
SAFE_RELEASE(m_pList9);
SAFE_RELEASE(m_pList8);
SAFE_RELEASE(m_pList7);
SAFE_RELEASE(m_pList6);
SAFE_RELEASE(m_pList5);
SAFE_RELEASE(m_pList4);
SAFE_RELEASE(m_pList3);
SAFE_RELEASE(m_pList2);
SAFE_RELEASE(m_pList1);
SAFE_RELEASE(m_pList);
}
bool WrappedID3D12GraphicsCommandList::ValidateRootGPUVA(D3D12_GPU_VIRTUAL_ADDRESS buffer)
{
if(buffer == 0)
{
// silently drop binds of 0 since this sometimes crashes drivers, and is not legal if the
// address is ever actually accessed (if it is accessed, whatever was bound or never bound here
// is just as illegal)
return true;
}
return false;
}
WriteSerialiser &WrappedID3D12GraphicsCommandList::GetThreadSerialiser()
{
return m_pDevice->GetThreadSerialiser();
}
void WrappedID3D12GraphicsCommandList::AddRayDispatches(rdcarray<PatchedRayDispatch::Resources> &dispatches)
{
dispatches.reserve(dispatches.size() + m_RayDispatches.size());
for(const PatchedRayDispatch::Resources &r : m_RayDispatches)
{
dispatches.push_back(r);
r.AddRef();
}
}
rdcstr WrappedID3D12GraphicsCommandList::GetChunkName(uint32_t idx)
{
if((SystemChunk)idx < SystemChunk::FirstDriverChunk)
return ToStr((SystemChunk)idx);
return ToStr((D3D12Chunk)idx);
}
HRESULT STDMETHODCALLTYPE WrappedID3D12GraphicsCommandList::QueryInterface(REFIID riid,
void **ppvObject)
{
if(riid == __uuidof(IUnknown))
{
*ppvObject = (IUnknown *)(ID3D12GraphicsCommandList *)this;
AddRef();
return S_OK;
}
else if(riid == __uuidof(ID3D12GraphicsCommandList))
{
*ppvObject = (ID3D12GraphicsCommandList *)this;
AddRef();
return S_OK;
}
else if(riid == __uuidof(ID3D12DebugCommandList))
{
if(m_WrappedDebug.m_pReal)
{
AddRef();
*ppvObject = (ID3D12DebugCommandList *)&m_WrappedDebug;
return S_OK;
}
else
{
return E_NOINTERFACE;
}
}
else if(riid == __uuidof(ID3D12DebugCommandList1))
{
if(m_WrappedDebug.m_pReal1)
{
AddRef();
*ppvObject = (ID3D12DebugCommandList1 *)&m_WrappedDebug;
return S_OK;
}
else
{
return E_NOINTERFACE;
}
}
else if(riid == __uuidof(ID3D12DebugCommandList2))
{
if(m_WrappedDebug.m_pReal2)
{
AddRef();
*ppvObject = (ID3D12DebugCommandList2 *)&m_WrappedDebug;
return S_OK;
}
else
{
return E_NOINTERFACE;
}
}
else if(riid == __uuidof(ID3D12DebugCommandList3))
{
if(m_WrappedDebug.m_pReal3)
{
AddRef();
*ppvObject = (ID3D12DebugCommandList3 *)&m_WrappedDebug;
return S_OK;
}
else
{
return E_NOINTERFACE;
}
}
else if(riid == __uuidof(ID3D12GraphicsCommandList1))
{
if(m_pList1)
{
*ppvObject = (ID3D12GraphicsCommandList1 *)this;
AddRef();
return S_OK;
}
else
{
return E_NOINTERFACE;
}
}
else if(riid == __uuidof(ID3D12GraphicsCommandList2))
{
if(m_pList2)
{
*ppvObject = (ID3D12GraphicsCommandList2 *)this;
AddRef();
return S_OK;
}
else
{
return E_NOINTERFACE;
}
}
else if(riid == __uuidof(ID3D12GraphicsCommandList3))
{
if(m_pList3)
{
*ppvObject = (ID3D12GraphicsCommandList3 *)this;
AddRef();
return S_OK;
}
else
{
return E_NOINTERFACE;
}
}
else if(riid == __uuidof(ID3D12GraphicsCommandList4))
{
if(m_pList4)
{
*ppvObject = (ID3D12GraphicsCommandList4 *)this;
AddRef();
return S_OK;
}
else
{
return E_NOINTERFACE;
}
}
else if(riid == __uuidof(ID3D12GraphicsCommandList5))
{
if(m_pList5)
{
*ppvObject = (ID3D12GraphicsCommandList5 *)this;
AddRef();
return S_OK;
}
else
{
return E_NOINTERFACE;
}
}
else if(riid == __uuidof(ID3D12GraphicsCommandList6))
{
if(m_pList6)
{
*ppvObject = (ID3D12GraphicsCommandList6 *)this;
AddRef();
return S_OK;
}
else
{
return E_NOINTERFACE;
}
}
else if(riid == __uuidof(ID3D12GraphicsCommandList7))
{
if(m_pList7)
{
*ppvObject = (ID3D12GraphicsCommandList7 *)this;
AddRef();
return S_OK;
}
else
{
return E_NOINTERFACE;
}
}
else if(riid == __uuidof(ID3D12GraphicsCommandList8))
{
if(m_pList8)
{
*ppvObject = (ID3D12GraphicsCommandList8 *)this;
AddRef();
return S_OK;
}
else
{
return E_NOINTERFACE;
}
}
else if(riid == __uuidof(ID3D12GraphicsCommandList9))
{
if(m_pList9)
{
*ppvObject = (ID3D12GraphicsCommandList9 *)this;
AddRef();
return S_OK;
}
else
{
return E_NOINTERFACE;
}
}
else if(riid == __uuidof(ID3D12GraphicsCommandList10))
{
if(m_pList10)
{
*ppvObject = (ID3D12GraphicsCommandList10 *)this;
AddRef();
return S_OK;
}
else
{
return E_NOINTERFACE;
}
}
else if(riid == __uuidof(ID3D12CommandList))
{
*ppvObject = (ID3D12CommandList *)this;
AddRef();
return S_OK;
}
else if(riid == __uuidof(ID3D12Pageable))
{
*ppvObject = (ID3D12Pageable *)this;
AddRef();
return S_OK;
}
else if(riid == __uuidof(ID3D12DeviceChild))
{
*ppvObject = (ID3D12DeviceChild *)this;
AddRef();
return S_OK;
}
else if(riid == __uuidof(ID3D12Object))
{
*ppvObject = (ID3D12DeviceChild *)this;
AddRef();
return S_OK;
}
return m_RefCounter.QueryInterface("ID3D12GraphicsCommandList", riid, ppvObject);
}
void BakedCmdListInfo::ShiftForRemoved(uint32_t shiftActionID, uint32_t shiftEID, size_t idx)
{
rdcarray<D3D12ActionTreeNode> &actions = action->children;
actionCount -= shiftActionID;
eventCount -= shiftEID;
if(idx < actions.size())
{
for(size_t i = idx; i < actions.size(); i++)
{
// should have no children as we don't push in for markers since they
// can cross command list boundaries.
RDCASSERT(actions[i].children.empty());
actions[i].action.eventId -= shiftEID;
actions[i].action.actionId -= shiftActionID;
for(APIEvent &ev : actions[i].action.events)
ev.eventId -= shiftEID;
for(size_t u = 0; u < actions[i].resourceUsage.size(); u++)
actions[i].resourceUsage[u].second.eventId -= shiftEID;
}
uint32_t lastEID = actions[idx].action.eventId;
// shift any resource usage for actions after the removed section
// patch any subsequent executes
for(size_t i = 0; i < executeEvents.size(); i++)
{
if(executeEvents[i].baseEvent >= lastEID)
executeEvents[i].baseEvent -= shiftEID;
}
}
for(size_t i = 0; i < curEvents.size(); i++)
{
curEvents[i].eventId -= shiftEID;
}
}
SubresourceStateVector BakedCmdListInfo::GetState(WrappedID3D12Device *device, ResourceId id)
{
std::map<ResourceId, SubresourceStateVector> data;
data[id] = device->GetSubresourceStates(id);
device->GetResourceManager()->ApplyBarriers(barriers, data);
return data[id];
}
D3D12CommandData::D3D12CommandData()
{
m_CurChunkOffset = 0;
m_IndirectOffset = 0;
m_RootEventID = 1;
m_RootActionID = 1;
m_FirstEventID = 0;
m_LastEventID = ~0U;
m_StructuredFile = NULL;
m_pDevice = NULL;
m_ActionCallback = NULL;
m_AddedAction = false;
m_RootActionStack.push_back(&m_ParentAction);
}
void D3D12CommandData::GetIndirectBuffer(size_t size, ID3D12Resource **buf, uint64_t *offs)
{
// check if we need to allocate a new buffer
if(m_IndirectBuffers.empty() || m_IndirectOffset + size > m_IndirectSize)
{
D3D12_RESOURCE_DESC indirectDesc;
indirectDesc.Alignment = 0;
indirectDesc.DepthOrArraySize = 1;
indirectDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
indirectDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
indirectDesc.Format = DXGI_FORMAT_UNKNOWN;
indirectDesc.Height = 1;
indirectDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
indirectDesc.MipLevels = 1;
indirectDesc.SampleDesc.Count = 1;
indirectDesc.SampleDesc.Quality = 0;
indirectDesc.Width = RDCMAX(AlignUp((uint64_t)size, 64ULL), m_IndirectSize);
D3D12_HEAP_PROPERTIES heapProps;
heapProps.Type = D3D12_HEAP_TYPE_READBACK;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
ID3D12Resource *argbuf = NULL;
HRESULT hr = m_pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &indirectDesc,
D3D12_RESOURCE_STATE_COPY_DEST, NULL,
__uuidof(ID3D12Resource), (void **)&argbuf);
m_pDevice->RemoveReplayResource(GetResID(argbuf));
SetObjName(argbuf, StringFormat::Fmt("Indirect Readback Buf (%llu bytes)", (uint64_t)size));
if(FAILED(hr))
RDCERR("Failed to create indirect buffer, HRESULT: %s", ToStr(hr).c_str());
m_IndirectBuffers.push_back(argbuf);
m_IndirectOffset = 0;
}
*buf = m_IndirectBuffers.back();
*offs = m_IndirectOffset;
m_IndirectOffset = AlignUp16(m_IndirectOffset + size);
}
uint32_t D3D12CommandData::HandlePreCallback(ID3D12GraphicsCommandListX *list, ActionFlags type,
uint32_t multiDrawOffset)
{
if(!m_ActionCallback)
return 0;
// look up the EID this action came from
ActionUse use(m_CurChunkOffset, 0);
auto it = std::lower_bound(m_ActionUses.begin(), m_ActionUses.end(), use);
if(it == m_ActionUses.end())
{
RDCERR("Couldn't find action use entry for %llu", m_CurChunkOffset);
return 0;
}
uint32_t eventId = it->eventId;
RDCASSERT(eventId != 0);
// handle all aliases of this action as long as it's not a multidraw
const ActionDescription *action = m_pDevice->GetAction(eventId);
if(action == NULL || !(action->flags & ActionFlags::MultiAction))
{
++it;
while(it != m_ActionUses.end() && it->fileOffset == m_CurChunkOffset)
{
m_ActionCallback->AliasEvent(eventId, it->eventId);
++it;
}
}
eventId += multiDrawOffset;
switch(type)
{
case ActionFlags::MeshDispatch:
case ActionFlags::Drawcall:
{
m_ActionCallback->PreDraw(eventId, list);
break;
}
case ActionFlags::Dispatch:
case ActionFlags::DispatchRay:
{
m_ActionCallback->PreDispatch(eventId, list);
break;
}
default:
{
m_ActionCallback->PreMisc(eventId, type, list);
break;
}
}
return eventId;
}
bool D3D12CommandData::InRerecordRange(ResourceId cmdid)
{
// if we have an outside command list, assume the range is valid and we're replaying all events
// onto it.
if(m_OutsideCmdList != NULL)
return true;
// if not, check if we're one of the actual partial command buffers and check to see if we're in
// the range for their partial replay.
for(int p = 0; p < ePartialNum; p++)
{
if(cmdid == m_Partial[p].partialParent)
{
return m_BakedCmdListInfo[m_Partial[p].partialParent].curEventID <=
m_LastEventID - m_Partial[p].baseEvent;
}
}
// otherwise just check if we have a re-record command list for this, as then we're doing a full
// re-record and replay
return m_RerecordCmds.find(cmdid) != m_RerecordCmds.end();
}
bool D3D12CommandData::HasRerecordCmdList(ResourceId cmdid)
{
if(m_OutsideCmdList != NULL)
return true;
return m_RerecordCmds.find(cmdid) != m_RerecordCmds.end();
}
bool D3D12CommandData::IsPartialCmdList(ResourceId cmdid)
{
if(m_OutsideCmdList != NULL)
return true;
for(int p = 0; p < ePartialNum; p++)
if(cmdid == m_Partial[p].partialParent)
return true;
return false;
}
ID3D12GraphicsCommandListX *D3D12CommandData::RerecordCmdList(ResourceId cmdid,
PartialReplayIndex partialType)
{
if(m_OutsideCmdList != NULL)
return m_OutsideCmdList;
auto it = m_RerecordCmds.find(cmdid);
if(it == m_RerecordCmds.end())
{
RDCERR("Didn't generate re-record command for %s", ToStr(cmdid).c_str());
return NULL;
}
return it->second;
}
void D3D12CommandData::AddEvent()
{
APIEvent apievent;
apievent.fileOffset = m_CurChunkOffset;
apievent.eventId = m_LastCmdListID != ResourceId() ? m_BakedCmdListInfo[m_LastCmdListID].curEventID
: m_RootEventID;
apievent.chunkIndex = uint32_t(m_StructuredFile->chunks.size() - 1);
// if we're using replay-time debug messages, fetch them now since we can do better to correlate
// to events on replay
if(m_pDevice->GetReplayOptions().apiValidation)
m_EventMessages = m_pDevice->GetDebugMessages();
for(size_t i = 0; i < m_EventMessages.size(); i++)
m_EventMessages[i].eventId = apievent.eventId;
if(m_LastCmdListID != ResourceId())
{
m_BakedCmdListInfo[m_LastCmdListID].curEvents.push_back(apievent);
rdcarray<DebugMessage> &msgs = m_BakedCmdListInfo[m_LastCmdListID].debugMessages;
msgs.append(m_EventMessages);
}
else
{
m_RootEvents.push_back(apievent);
m_Events.resize_for_index(apievent.eventId);
m_Events[apievent.eventId] = apievent;
for(auto it = m_EventMessages.begin(); it != m_EventMessages.end(); ++it)
m_pDevice->AddDebugMessage(*it);
}
m_EventMessages.clear();
}
void D3D12CommandData::AddResourceUsage(D3D12ActionTreeNode &actionNode, ResourceId id,
uint32_t EID, ResourceUsage usage)
{
if(id == ResourceId())
return;
actionNode.resourceUsage.push_back(make_rdcpair(id, EventUsage(EID, usage)));
}
void D3D12CommandData::AddCPUUsage(ResourceId id, ResourceUsage usage)
{
m_ResourceUses[id].push_back(EventUsage(m_RootEventID, usage));
}
void D3D12CommandData::AddUsageForBindInRootSig(const D3D12RenderState &state,
D3D12ActionTreeNode &actionNode,
const D3D12RenderState::RootSignature *rootsig,
D3D12_DESCRIPTOR_RANGE_TYPE type, uint32_t space,
uint32_t bind, uint32_t rangeSize)
{
static bool hugeRangeWarned = false;
ActionDescription &a = actionNode.action;
uint32_t eid = a.eventId;
// use a 'clamped' range size to avoid annoying overflow issues
rangeSize = RDCMIN(rangeSize, 0x10000000U);
D3D12ResourceManager *rm = m_pDevice->GetResourceManager();
WrappedID3D12RootSignature *sig = rm->GetCurrentAs<WrappedID3D12RootSignature>(rootsig->rootsig);
for(size_t rootEl = 0; rootEl < sig->sig.Parameters.size(); rootEl++)
{
if(rootEl >= rootsig->sigelems.size())
break;
const D3D12RootSignatureParameter &p = sig->sig.Parameters[rootEl];
const D3D12RenderState::SignatureElement &el = rootsig->sigelems[rootEl];
if(p.ParameterType == D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS)
continue;
ResourceUsage cb = ResourceUsage::CS_Constants;
ResourceUsage ro = ResourceUsage::CS_Resource;
ResourceUsage rw = ResourceUsage::CS_RWResource;
if(rootsig == &state.graphics)
{
if(p.ShaderVisibility == D3D12_SHADER_VISIBILITY_ALL)
{
cb = ResourceUsage::All_Constants;
ro = ResourceUsage::All_Resource;
rw = ResourceUsage::All_RWResource;
}
else
{
cb = CBUsage(p.ShaderVisibility - D3D12_SHADER_VISIBILITY_VERTEX);
ro = ResUsage(p.ShaderVisibility - D3D12_SHADER_VISIBILITY_VERTEX);
rw = RWResUsage(p.ShaderVisibility - D3D12_SHADER_VISIBILITY_VERTEX);
}
}
if(p.ParameterType == D3D12_ROOT_PARAMETER_TYPE_CBV && el.type == eRootCBV &&
type == D3D12_DESCRIPTOR_RANGE_TYPE_CBV && p.Descriptor.RegisterSpace == space &&
p.Descriptor.ShaderRegister >= bind && p.Descriptor.ShaderRegister < bind + rangeSize)
{
AddResourceUsage(actionNode, el.id, eid, cb);
// common case - root element matches 1:1 with a non-array shader bind, if so we can exit. If
// not we might have to continue since other parts of it might be mapped to a table, or
// another root element
if(rangeSize == 1)
return;
}
else if(p.ParameterType == D3D12_ROOT_PARAMETER_TYPE_SRV && el.type == eRootSRV &&
type == D3D12_DESCRIPTOR_RANGE_TYPE_SRV && p.Descriptor.RegisterSpace == space &&
p.Descriptor.ShaderRegister >= bind && p.Descriptor.ShaderRegister < bind + rangeSize)
{
AddResourceUsage(actionNode, el.id, eid, ro);
// common case - root element matches 1:1 with a non-array shader bind, if so we can exit. If
// not we might have to continue since other parts of it might be mapped to a table, or
// another root element
if(rangeSize == 1)
return;
}
else if(p.ParameterType == D3D12_ROOT_PARAMETER_TYPE_UAV && el.type == eRootUAV &&
type == D3D12_DESCRIPTOR_RANGE_TYPE_UAV && p.Descriptor.RegisterSpace == space &&
p.Descriptor.ShaderRegister >= bind && p.Descriptor.ShaderRegister < bind + rangeSize)
{
AddResourceUsage(actionNode, el.id, eid, rw);
// common case - root element matches 1:1 with a non-array shader bind, if so we can exit. If
// not we might have to continue since other parts of it might be mapped to a table, or
// another root element
if(rangeSize == 1)
return;
}
else if(p.ParameterType == D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE && el.type == eRootTable)
{
WrappedID3D12DescriptorHeap *heap =
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12DescriptorHeap>(el.id);
if(heap == NULL)
continue;
UINT prevTableOffset = 0;
for(size_t r = 0; r < p.ranges.size(); r++)
{
const D3D12_DESCRIPTOR_RANGE1 &range = p.ranges[r];
UINT offset = range.OffsetInDescriptorsFromTableStart;
if(range.OffsetInDescriptorsFromTableStart == D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
offset = prevTableOffset;
D3D12Descriptor *desc = (D3D12Descriptor *)heap->GetCPUDescriptorHandleForHeapStart().ptr;
desc += el.offset;
desc += offset;
UINT num = range.NumDescriptors;
if(num == UINT_MAX)
{
// find out how many descriptors are left after
num = heap->GetNumDescriptors() - offset - UINT(el.offset);
}
prevTableOffset = offset + num;
// skip ranges that aren't the type or register space we want
if(range.RangeType != type || range.RegisterSpace != space)
continue;
// skip ranges that don't overlap with the registers we are looking for at all
if(range.BaseShaderRegister + num <= bind || range.BaseShaderRegister >= bind + rangeSize)
continue;
if(num > 1000)
{
if(!hugeRangeWarned)
RDCWARN("Skipping large, most likely 'bindless', descriptor range");
hugeRangeWarned = true;
continue;
}
bool allInRange = (bind >= range.BaseShaderRegister && rangeSize <= range.NumDescriptors);
// move to the first descriptor in the range which is in the binding we want, if the binding
// is later on in the range.
//
// It's also possible that the range is later on in the binding (e.g. if the binding is at
// base register 5 and is 1000000 in length, the range could start at register 10. In that
// case we just consume as much of the range as still fits in the bind
if(bind > range.BaseShaderRegister)
desc += (bind - range.BaseShaderRegister);
if(range.BaseShaderRegister > bind)
rangeSize -= (range.BaseShaderRegister - bind);
if(range.RangeType == D3D12_DESCRIPTOR_RANGE_TYPE_CBV)
{
EventUsage usage(eid, cb);
for(UINT i = 0; i < num && i < rangeSize; i++)
{
ResourceId id = WrappedID3D12Resource::GetResIDFromAddr(desc->GetCBV().BufferLocation);
AddResourceUsage(actionNode, id, eid, cb);
desc++;
}
}
else if(range.RangeType == D3D12_DESCRIPTOR_RANGE_TYPE_SRV ||
range.RangeType == D3D12_DESCRIPTOR_RANGE_TYPE_UAV)
{
ResourceUsage usage = range.RangeType == D3D12_DESCRIPTOR_RANGE_TYPE_SRV ? ro : rw;
for(UINT i = 0; i < num && i < rangeSize; i++)
{
AddResourceUsage(actionNode, desc->GetResResourceId(), eid, usage);
desc++;
}
}
// if this descriptor range fully covered the binding (which may be quite common) we can
// return now, other ranges/root elements won't overlap so don't bother looking at them
if(allInRange)
return;
}
}
}
}
void D3D12CommandData::AddUsage(const D3D12RenderState &state, D3D12ActionTreeNode &actionNode)
{
ActionDescription &a = actionNode.action;
uint32_t eid = a.eventId;
ActionFlags DrawMask = ActionFlags::Drawcall | ActionFlags::MeshDispatch | ActionFlags::Dispatch;
if(!(a.flags & DrawMask))
return;
D3D12ResourceManager *rm = m_pDevice->GetResourceManager();
const D3D12RenderState::RootSignature *rootsig = NULL;
WrappedID3D12PipelineState *pipe = NULL;
if(state.pipe != ResourceId())
pipe = rm->GetCurrentAs<WrappedID3D12PipelineState>(state.pipe);
const ShaderReflection *refls[NumShaderStages] = {};
if((a.flags & ActionFlags::Dispatch) && state.compute.rootsig != ResourceId())
{
rootsig = &state.compute;
if(pipe && pipe->IsCompute())
{
WrappedID3D12Shader *sh = (WrappedID3D12Shader *)pipe->compute->CS.pShaderBytecode;
refls[uint32_t(ShaderStage::Compute)] = &sh->GetDetails();
}
}
else if(state.graphics.rootsig != ResourceId())
{
rootsig = &state.graphics;
if(pipe && pipe->IsGraphics())
{
D3D12_SHADER_BYTECODE *srcArr[] = {
&pipe->graphics->VS,
&pipe->graphics->HS,
&pipe->graphics->DS,
&pipe->graphics->GS,
&pipe->graphics->PS,
// compute
NULL,
&pipe->graphics->AS,
&pipe->graphics->MS,
};
for(size_t stage = 0; stage < ARRAY_COUNT(srcArr); stage++)
{
if(!srcArr[stage])
continue;
WrappedID3D12Shader *sh = (WrappedID3D12Shader *)srcArr[stage]->pShaderBytecode;
if(sh)
refls[stage] = &sh->GetDetails();
}
}
if(a.flags & ActionFlags::Indexed && state.ibuffer.buf != ResourceId())
actionNode.resourceUsage.push_back(
make_rdcpair(state.ibuffer.buf, EventUsage(eid, ResourceUsage::IndexBuffer)));
if(a.flags & ActionFlags::Drawcall)
{
for(size_t i = 0; i < state.vbuffers.size(); i++)
{
if(state.vbuffers[i].buf != ResourceId())
actionNode.resourceUsage.push_back(
make_rdcpair(state.vbuffers[i].buf, EventUsage(eid, ResourceUsage::VertexBuffer)));
}
for(size_t i = 0; i < state.streamouts.size(); i++)
{
if(state.streamouts[i].buf != ResourceId())
actionNode.resourceUsage.push_back(
make_rdcpair(state.streamouts[i].buf, EventUsage(eid, ResourceUsage::StreamOut)));
if(state.streamouts[i].countbuf != ResourceId())
actionNode.resourceUsage.push_back(make_rdcpair(
state.streamouts[i].countbuf, EventUsage(eid, ResourceUsage::StreamOut)));
}
}
rdcarray<ResourceId> rts = state.GetRTVIDs();
for(size_t i = 0; i < rts.size(); i++)
{
if(rts[i] != ResourceId())
actionNode.resourceUsage.push_back(
make_rdcpair(rts[i], EventUsage(eid, ResourceUsage::ColorTarget)));
}
ResourceId id = state.GetDSVID();
if(id != ResourceId())
actionNode.resourceUsage.push_back(
make_rdcpair(id, EventUsage(eid, ResourceUsage::DepthStencilTarget)));
}
if(rootsig)
{
// iterate over each stage, looking at its used binds, then for each bind find it in the root
// signature. We have to do this kind of N:N lookup because of D3D12's bad design, but this
// should be a better way around to do it than iterating over the root signature and finding a
// bind for each element
for(size_t sh = 0; sh < ARRAY_COUNT(refls); sh++)
{
if(!refls[sh])
continue;
for(const ConstantBlock &b : refls[sh]->constantBlocks)
{
AddUsageForBindInRootSig(state, actionNode, rootsig, D3D12_DESCRIPTOR_RANGE_TYPE_CBV,
b.fixedBindSetOrSpace, b.fixedBindNumber, b.bindArraySize);
}
for(const ShaderResource &r : refls[sh]->readOnlyResources)
{
AddUsageForBindInRootSig(state, actionNode, rootsig, D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
r.fixedBindSetOrSpace, r.fixedBindNumber, r.bindArraySize);
}
for(const ShaderResource &r : refls[sh]->readWriteResources)
{
AddUsageForBindInRootSig(state, actionNode, rootsig, D3D12_DESCRIPTOR_RANGE_TYPE_UAV,
r.fixedBindSetOrSpace, r.fixedBindNumber, r.bindArraySize);
}
}
}
}
void D3D12CommandData::AddAction(const ActionDescription &a)
{
m_AddedAction = true;
ActionDescription action = a;
action.eventId = m_LastCmdListID != ResourceId() ? m_BakedCmdListInfo[m_LastCmdListID].curEventID
: m_RootEventID;
action.actionId = m_LastCmdListID != ResourceId() ? m_BakedCmdListInfo[m_LastCmdListID].actionCount
: m_RootActionID;
for(int i = 0; i < 8; i++)
action.outputs[i] = ResourceId();
action.depthOut = ResourceId();
if(m_LastCmdListID != ResourceId())
{
rdcarray<ResourceId> rts = m_BakedCmdListInfo[m_LastCmdListID].state.GetRTVIDs();
for(size_t i = 0; i < ARRAY_COUNT(action.outputs); i++)
{
if(i < rts.size())
action.outputs[i] = m_pDevice->GetResourceManager()->GetOriginalID(rts[i]);
else
action.outputs[i] = ResourceId();
}
action.depthOut = m_pDevice->GetResourceManager()->GetOriginalID(
m_BakedCmdListInfo[m_LastCmdListID].state.GetDSVID());
}
// markers don't increment action ID
ActionFlags MarkerMask = ActionFlags::SetMarker | ActionFlags::PushMarker |
ActionFlags::PopMarker | ActionFlags::PassBoundary;
if(!(action.flags & MarkerMask))
{
if(m_LastCmdListID != ResourceId())
m_BakedCmdListInfo[m_LastCmdListID].actionCount++;
else
m_RootActionID++;
}
action.events.swap(m_LastCmdListID != ResourceId() ? m_BakedCmdListInfo[m_LastCmdListID].curEvents
: m_RootEvents);
// should have at least the root action here, push this action
// onto the back's children list.
if(!GetActionStack().empty())
{
D3D12ActionTreeNode node(action);
node.resourceUsage.swap(m_BakedCmdListInfo[m_LastCmdListID].resourceUsage);
if(m_LastCmdListID != ResourceId())
AddUsage(m_BakedCmdListInfo[m_LastCmdListID].state, node);
for(const ActionDescription &child : action.children)
node.children.push_back(D3D12ActionTreeNode(child));
GetActionStack().back()->children.push_back(node);
}
else
RDCERR("Somehow lost action stack!");
}
void D3D12CommandData::InsertActionsAndRefreshIDs(ResourceId cmd,
rdcarray<D3D12ActionTreeNode> &cmdBufNodes)
{
// assign new action IDs
for(size_t i = 0; i < cmdBufNodes.size(); i++)
{
D3D12ActionTreeNode n = cmdBufNodes[i];
n.action.eventId += m_RootEventID;
n.action.actionId += m_RootActionID;
for(APIEvent &ev : n.action.events)
{
ev.eventId += m_RootEventID;
m_Events.resize(ev.eventId + 1);
m_Events[ev.eventId] = ev;
}
ActionUse use(m_Events.back().fileOffset, n.action.eventId, cmd, cmdBufNodes[i].action.eventId);
// insert in sorted location
auto drawit = std::lower_bound(m_ActionUses.begin(), m_ActionUses.end(), use);
m_ActionUses.insert(drawit - m_ActionUses.begin(), use);
RDCASSERT(n.children.empty());
for(auto it = n.resourceUsage.begin(); it != n.resourceUsage.end(); ++it)
{
EventUsage u = it->second;
u.eventId += m_RootEventID;
m_ResourceUses[it->first].push_back(u);
}
GetActionStack().back()->children.push_back(n);
// if this is a push marker too, step down the action stack
if(cmdBufNodes[i].action.flags & ActionFlags::PushMarker)
GetActionStack().push_back(&GetActionStack().back()->children.back());
// similarly for a pop, but don't pop off the root
if((cmdBufNodes[i].action.flags & ActionFlags::PopMarker) && GetActionStack().size() > 1)
GetActionStack().pop_back();
}
}