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renderdoc/renderdoc/driver/d3d12/d3d12_manager.cpp
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2016-2017 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_manager.h"
#include "driver/dxgi/dxgi_common.h"
#include "d3d12_command_list.h"
#include "d3d12_command_queue.h"
#include "d3d12_device.h"
#include "d3d12_resources.h"
void D3D12Descriptor::Init(const D3D12_SAMPLER_DESC *pDesc)
{
if(pDesc)
samp.desc = *pDesc;
else
RDCEraseEl(samp.desc);
}
void D3D12Descriptor::Init(const D3D12_CONSTANT_BUFFER_VIEW_DESC *pDesc)
{
nonsamp.type = TypeCBV;
nonsamp.resource = NULL;
if(pDesc)
nonsamp.cbv = *pDesc;
else
RDCEraseEl(nonsamp.cbv);
}
void D3D12Descriptor::Init(ID3D12Resource *pResource, const D3D12_SHADER_RESOURCE_VIEW_DESC *pDesc)
{
nonsamp.type = TypeSRV;
nonsamp.resource = pResource;
if(pDesc)
nonsamp.srv = *pDesc;
else
RDCEraseEl(nonsamp.srv);
}
void D3D12Descriptor::Init(ID3D12Resource *pResource, ID3D12Resource *pCounterResource,
const D3D12_UNORDERED_ACCESS_VIEW_DESC *pDesc)
{
nonsamp.type = TypeUAV;
nonsamp.resource = pResource;
nonsamp.uav.counterResource = pCounterResource;
if(pDesc)
nonsamp.uav.desc.Init(*pDesc);
else
RDCEraseEl(nonsamp.uav.desc);
}
void D3D12Descriptor::Init(ID3D12Resource *pResource, const D3D12_RENDER_TARGET_VIEW_DESC *pDesc)
{
nonsamp.type = TypeRTV;
nonsamp.resource = pResource;
if(pDesc)
nonsamp.rtv = *pDesc;
else
RDCEraseEl(nonsamp.rtv);
}
void D3D12Descriptor::Init(ID3D12Resource *pResource, const D3D12_DEPTH_STENCIL_VIEW_DESC *pDesc)
{
nonsamp.type = TypeDSV;
nonsamp.resource = pResource;
if(pDesc)
nonsamp.dsv = *pDesc;
else
RDCEraseEl(nonsamp.dsv);
}
// these are used to create NULL descriptors where necessary
static D3D12_SHADER_RESOURCE_VIEW_DESC *defaultSRV()
{
static D3D12_SHADER_RESOURCE_VIEW_DESC ret = {};
ret.Format = DXGI_FORMAT_R8_UNORM;
ret.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
ret.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
ret.Texture2D.MipLevels = 1;
return &ret;
}
static D3D12_RENDER_TARGET_VIEW_DESC *defaultRTV()
{
static D3D12_RENDER_TARGET_VIEW_DESC ret = {};
ret.Format = DXGI_FORMAT_R8_UNORM;
ret.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
return &ret;
}
static D3D12_DEPTH_STENCIL_VIEW_DESC *defaultDSV()
{
static D3D12_DEPTH_STENCIL_VIEW_DESC ret = {};
ret.Format = DXGI_FORMAT_D16_UNORM;
ret.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
return &ret;
}
static D3D12_UNORDERED_ACCESS_VIEW_DESC *defaultUAV()
{
static D3D12_UNORDERED_ACCESS_VIEW_DESC ret = {};
ret.Format = DXGI_FORMAT_R8_UNORM;
ret.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
return &ret;
}
void D3D12Descriptor::Create(D3D12_DESCRIPTOR_HEAP_TYPE heapType, WrappedID3D12Device *dev,
D3D12_CPU_DESCRIPTOR_HANDLE handle)
{
D3D12Descriptor::DescriptorType type = GetType();
switch(type)
{
case D3D12Descriptor::TypeSampler:
{
dev->CreateSampler(&samp.desc, handle);
break;
}
case D3D12Descriptor::TypeCBV:
{
dev->CreateConstantBufferView(&nonsamp.cbv, handle);
break;
}
case D3D12Descriptor::TypeSRV:
{
D3D12_SHADER_RESOURCE_VIEW_DESC *desc = &nonsamp.srv;
if(desc->ViewDimension == D3D12_SRV_DIMENSION_UNKNOWN)
{
desc = nonsamp.resource ? NULL : defaultSRV();
const map<ResourceId, DXGI_FORMAT> &bbs = dev->GetBackbufferFormats();
auto it = bbs.find(GetResID(nonsamp.resource));
// fixup for backbuffers
if(it != bbs.end())
{
D3D12_SHADER_RESOURCE_VIEW_DESC bbDesc = {};
bbDesc.Format = it->second;
bbDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
bbDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
bbDesc.Texture2D.MipLevels = 1;
dev->CreateShaderResourceView(nonsamp.resource, &bbDesc, handle);
return;
}
}
else if(!nonsamp.resource)
{
// if we don't have a resource (which is possible if the descriptor is unused), use a
// default descriptor
desc = defaultSRV();
}
// it's possible to end up with invalid resource and descriptor combinations:
// 1. descriptor is created for ResID_1234 BC1_TYPELESS and a view BC1_UNORM
// 2. resource is freed.
// 3. some time later, new resource is created ResID_5678 BC3_UNORM
// 4. Key point is - descriptor has a pointer to the resource, and the slot is
// re-allocated in 3.
// 5. We now have a descriptor that is BC3_UNORM resource and BC1_UNORM view.
//
// This is unavoidable without recording back-references from resources to the
// descriptors that use them. Instead, we just detect the invalid case here
// and since we know the descriptor is unused (since it's invalid to use it
// after the resource is freed, and it would have to be recreated with a valid
// format combination) we can just force a null resource.
//
// so need to check if
// a) we have a non-NULL resource (otherwise any descriptor is fine)
// b) descriptor and resource have a non-UNKNOWN format (buffers have UNKNOWN
// type which can be cast arbitrarily by the view).
// c) when the resource is typed, the view must be identical, when it's typeless
// the view format must be castable
if(nonsamp.resource && desc)
{
DXGI_FORMAT resFormat = nonsamp.resource->GetDesc().Format;
DXGI_FORMAT viewFormat = desc->Format;
if(resFormat != DXGI_FORMAT_UNKNOWN && viewFormat != DXGI_FORMAT_UNKNOWN)
{
if(!IsTypelessFormat(resFormat))
{
if(resFormat != viewFormat)
{
nonsamp.resource = NULL;
desc = defaultSRV();
}
}
else
{
if(resFormat != GetTypelessFormat(viewFormat))
{
nonsamp.resource = NULL;
desc = defaultSRV();
}
}
}
}
D3D12_SHADER_RESOURCE_VIEW_DESC planeDesc;
// ensure that multi-plane formats have a valid plane slice specified. This shouldn't be
// possible as it should be the application's responsibility to be valid too, but we fix it up
// here anyway.
if(nonsamp.resource && desc)
{
D3D12_FEATURE_DATA_FORMAT_INFO formatInfo = {};
formatInfo.Format = desc->Format;
dev->CheckFeatureSupport(D3D12_FEATURE_FORMAT_INFO, &formatInfo, sizeof(formatInfo));
// if this format is multi-plane
if(formatInfo.PlaneCount > 1)
{
planeDesc = *desc;
desc = &planeDesc;
// detect formats that only read plane 1 and set the planeslice to 1
if(desc->Format == DXGI_FORMAT_X24_TYPELESS_G8_UINT ||
desc->Format == DXGI_FORMAT_X32_TYPELESS_G8X24_UINT)
{
switch(planeDesc.ViewDimension)
{
case D3D12_SRV_DIMENSION_TEXTURE2D: planeDesc.Texture2D.PlaneSlice = 1; break;
case D3D12_SRV_DIMENSION_TEXTURE2DARRAY:
planeDesc.Texture2DArray.PlaneSlice = 1;
break;
default: break;
}
}
else
{
// otherwise set it to 0
switch(planeDesc.ViewDimension)
{
case D3D12_SRV_DIMENSION_TEXTURE2D: planeDesc.Texture2D.PlaneSlice = 0; break;
case D3D12_SRV_DIMENSION_TEXTURE2DARRAY:
planeDesc.Texture2DArray.PlaneSlice = 0;
break;
default: break;
}
}
}
}
dev->CreateShaderResourceView(nonsamp.resource, desc, handle);
break;
}
case D3D12Descriptor::TypeRTV:
{
D3D12_RENDER_TARGET_VIEW_DESC *desc = &nonsamp.rtv;
if(desc->ViewDimension == D3D12_RTV_DIMENSION_UNKNOWN)
{
desc = nonsamp.resource ? NULL : defaultRTV();
const map<ResourceId, DXGI_FORMAT> &bbs = dev->GetBackbufferFormats();
auto it = bbs.find(GetResID(nonsamp.resource));
// fixup for backbuffers
if(it != bbs.end())
{
D3D12_RENDER_TARGET_VIEW_DESC bbDesc = {};
bbDesc.Format = it->second;
bbDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
dev->CreateRenderTargetView(nonsamp.resource, &bbDesc, handle);
return;
}
}
else if(!nonsamp.resource)
{
// if we don't have a resource (which is possible if the descriptor is unused), use a
// default descriptor
desc = defaultRTV();
}
// see comment above in SRV case for what this code is doing
if(nonsamp.resource && desc)
{
DXGI_FORMAT resFormat = nonsamp.resource->GetDesc().Format;
DXGI_FORMAT viewFormat = desc->Format;
if(resFormat != DXGI_FORMAT_UNKNOWN && viewFormat != DXGI_FORMAT_UNKNOWN)
{
if(!IsTypelessFormat(resFormat))
{
if(resFormat != viewFormat)
{
nonsamp.resource = NULL;
desc = defaultRTV();
}
}
else
{
if(resFormat != GetTypelessFormat(viewFormat))
{
nonsamp.resource = NULL;
desc = defaultRTV();
}
}
}
}
D3D12_RENDER_TARGET_VIEW_DESC planeDesc;
// ensure that multi-plane formats have a valid plane slice specified. This shouldn't be
// possible as it should be the application's responsibility to be valid too, but we fix it up
// here anyway.
if(nonsamp.resource && desc)
{
D3D12_FEATURE_DATA_FORMAT_INFO formatInfo = {};
formatInfo.Format = desc->Format;
dev->CheckFeatureSupport(D3D12_FEATURE_FORMAT_INFO, &formatInfo, sizeof(formatInfo));
// if this format is multi-plane
if(formatInfo.PlaneCount > 1)
{
planeDesc = *desc;
desc = &planeDesc;
// detect formats that only read plane 1 and set the planeslice to 1
if(desc->Format == DXGI_FORMAT_X24_TYPELESS_G8_UINT ||
desc->Format == DXGI_FORMAT_X32_TYPELESS_G8X24_UINT)
{
switch(planeDesc.ViewDimension)
{
case D3D12_RTV_DIMENSION_TEXTURE2D: planeDesc.Texture2D.PlaneSlice = 1; break;
case D3D12_RTV_DIMENSION_TEXTURE2DARRAY:
planeDesc.Texture2DArray.PlaneSlice = 1;
break;
default: break;
}
}
else
{
// otherwise set it to 0
switch(planeDesc.ViewDimension)
{
case D3D12_RTV_DIMENSION_TEXTURE2D: planeDesc.Texture2D.PlaneSlice = 0; break;
case D3D12_RTV_DIMENSION_TEXTURE2DARRAY:
planeDesc.Texture2DArray.PlaneSlice = 0;
break;
default: break;
}
}
}
}
dev->CreateRenderTargetView(nonsamp.resource, desc, handle);
break;
}
case D3D12Descriptor::TypeDSV:
{
D3D12_DEPTH_STENCIL_VIEW_DESC *desc = &nonsamp.dsv;
if(desc->ViewDimension == D3D12_DSV_DIMENSION_UNKNOWN)
{
desc = nonsamp.resource ? NULL : defaultDSV();
}
else if(!nonsamp.resource)
{
// if we don't have a resource (which is possible if the descriptor is unused), use a
// default descriptor
desc = defaultDSV();
}
// see comment above in SRV case for what this code is doing
if(nonsamp.resource && desc)
{
DXGI_FORMAT resFormat = nonsamp.resource->GetDesc().Format;
DXGI_FORMAT viewFormat = desc->Format;
if(resFormat != DXGI_FORMAT_UNKNOWN && viewFormat != DXGI_FORMAT_UNKNOWN)
{
if(!IsTypelessFormat(resFormat))
{
if(resFormat != viewFormat)
{
nonsamp.resource = NULL;
desc = defaultDSV();
}
}
else
{
if(resFormat != GetTypelessFormat(viewFormat))
{
nonsamp.resource = NULL;
desc = defaultDSV();
}
}
}
}
dev->CreateDepthStencilView(nonsamp.resource, desc, handle);
break;
}
case D3D12Descriptor::TypeUAV:
{
D3D12_UNORDERED_ACCESS_VIEW_DESC uavdesc = nonsamp.uav.desc.AsDesc();
D3D12_UNORDERED_ACCESS_VIEW_DESC *desc = &uavdesc;
if(uavdesc.ViewDimension == D3D12_SRV_DIMENSION_UNKNOWN)
{
desc = nonsamp.resource ? NULL : defaultUAV();
const map<ResourceId, DXGI_FORMAT> &bbs = dev->GetBackbufferFormats();
auto it = bbs.find(GetResID(nonsamp.resource));
// fixup for backbuffers
if(it != bbs.end())
{
D3D12_UNORDERED_ACCESS_VIEW_DESC bbDesc = {};
bbDesc.Format = it->second;
bbDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
dev->CreateUnorderedAccessView(nonsamp.resource, NULL, &bbDesc, handle);
return;
}
}
else if(!nonsamp.resource)
{
// if we don't have a resource (which is possible if the descriptor is unused), use a
// default descriptor
desc = defaultUAV();
}
// don't create a UAV with a counter resource but no main resource. This is fine because
// if the main resource wasn't present in the capture, this UAV isn't present - the counter
// must have been included for some other reference.
ID3D12Resource *counter = nonsamp.uav.counterResource;
if(nonsamp.resource == NULL)
counter = NULL;
if(counter == NULL && desc && desc->ViewDimension == D3D12_UAV_DIMENSION_BUFFER)
desc->Buffer.CounterOffsetInBytes = 0;
// see comment above in SRV case for what this code is doing
if(nonsamp.resource && desc)
{
DXGI_FORMAT resFormat = nonsamp.resource->GetDesc().Format;
DXGI_FORMAT viewFormat = desc->Format;
if(resFormat != DXGI_FORMAT_UNKNOWN && viewFormat != DXGI_FORMAT_UNKNOWN)
{
if(!IsTypelessFormat(resFormat))
{
if(resFormat != viewFormat)
{
nonsamp.resource = NULL;
desc = defaultUAV();
}
}
else
{
if(resFormat != GetTypelessFormat(viewFormat))
{
nonsamp.resource = NULL;
desc = defaultUAV();
}
}
}
}
D3D12_UNORDERED_ACCESS_VIEW_DESC planeDesc;
// ensure that multi-plane formats have a valid plane slice specified. This shouldn't be
// possible as it should be the application's responsibility to be valid too, but we fix it up
// here anyway.
if(nonsamp.resource && desc)
{
D3D12_FEATURE_DATA_FORMAT_INFO formatInfo = {};
formatInfo.Format = desc->Format;
dev->CheckFeatureSupport(D3D12_FEATURE_FORMAT_INFO, &formatInfo, sizeof(formatInfo));
// if this format is multi-plane
if(formatInfo.PlaneCount > 1)
{
planeDesc = *desc;
desc = &planeDesc;
// detect formats that only read plane 1 and set the planeslice to 1
if(desc->Format == DXGI_FORMAT_X24_TYPELESS_G8_UINT ||
desc->Format == DXGI_FORMAT_X32_TYPELESS_G8X24_UINT)
{
switch(planeDesc.ViewDimension)
{
case D3D12_UAV_DIMENSION_TEXTURE2D: planeDesc.Texture2D.PlaneSlice = 1; break;
case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
planeDesc.Texture2DArray.PlaneSlice = 1;
break;
default: break;
}
}
else
{
// otherwise set it to 0
switch(planeDesc.ViewDimension)
{
case D3D12_UAV_DIMENSION_TEXTURE2D: planeDesc.Texture2D.PlaneSlice = 0; break;
case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
planeDesc.Texture2DArray.PlaneSlice = 0;
break;
default: break;
}
}
}
}
dev->CreateUnorderedAccessView(nonsamp.resource, counter, desc, handle);
break;
}
case D3D12Descriptor::TypeUndefined:
{
// initially descriptors are undefined. This way we just init with
// a null descriptor so it's valid to copy around etc but is no
// less undefined for the application to use
if(heapType == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV)
dev->CreateShaderResourceView(NULL, defaultSRV(), handle);
else if(heapType == D3D12_DESCRIPTOR_HEAP_TYPE_DSV)
dev->CreateDepthStencilView(NULL, defaultDSV(), handle);
else if(heapType == D3D12_DESCRIPTOR_HEAP_TYPE_RTV)
dev->CreateRenderTargetView(NULL, defaultRTV(), handle);
break;
}
}
}
void D3D12Descriptor::CopyFrom(const D3D12Descriptor &src)
{
// save these so we can do a straight copy then restore them
WrappedID3D12DescriptorHeap *heap = samp.heap;
uint32_t index = samp.idx;
*this = src;
samp.heap = heap;
samp.idx = index;
}
void D3D12Descriptor::GetRefIDs(ResourceId &id, ResourceId &id2, FrameRefType &ref)
{
id = ResourceId();
id2 = ResourceId();
ref = eFrameRef_Read;
switch(GetType())
{
case D3D12Descriptor::TypeUndefined:
case D3D12Descriptor::TypeSampler:
// nothing to do - no resource here
break;
case D3D12Descriptor::TypeCBV:
id = WrappedID3D12Resource::GetResIDFromAddr(nonsamp.cbv.BufferLocation);
break;
case D3D12Descriptor::TypeSRV: id = GetResID(nonsamp.resource); break;
case D3D12Descriptor::TypeUAV:
id2 = GetResID(nonsamp.uav.counterResource);
// deliberate fall-through
case D3D12Descriptor::TypeRTV:
case D3D12Descriptor::TypeDSV:
ref = eFrameRef_Write;
id = GetResID(nonsamp.resource);
break;
}
}
D3D12_CPU_DESCRIPTOR_HANDLE UnwrapCPU(D3D12Descriptor *handle)
{
D3D12_CPU_DESCRIPTOR_HANDLE ret = {};
if(handle == NULL)
return ret;
return handle->samp.heap->GetCPU(handle->samp.idx);
}
D3D12_GPU_DESCRIPTOR_HANDLE UnwrapGPU(D3D12Descriptor *handle)
{
D3D12_GPU_DESCRIPTOR_HANDLE ret = {};
if(handle == NULL)
return ret;
return handle->samp.heap->GetGPU(handle->samp.idx);
}
D3D12_CPU_DESCRIPTOR_HANDLE Unwrap(D3D12_CPU_DESCRIPTOR_HANDLE handle)
{
if(handle.ptr == 0)
return handle;
return UnwrapCPU(GetWrapped(handle));
}
D3D12_GPU_DESCRIPTOR_HANDLE Unwrap(D3D12_GPU_DESCRIPTOR_HANDLE handle)
{
if(handle.ptr == 0)
return handle;
return UnwrapGPU(GetWrapped(handle));
}
PortableHandle ToPortableHandle(D3D12Descriptor *desc)
{
if(desc == NULL)
return PortableHandle(0);
return PortableHandle(GetResID(desc->samp.heap), desc->samp.idx);
}
PortableHandle ToPortableHandle(D3D12_CPU_DESCRIPTOR_HANDLE handle)
{
if(handle.ptr == 0)
return PortableHandle(0);
return ToPortableHandle(GetWrapped(handle));
}
PortableHandle ToPortableHandle(D3D12_GPU_DESCRIPTOR_HANDLE handle)
{
if(handle.ptr == 0)
return PortableHandle(0);
return ToPortableHandle(GetWrapped(handle));
}
D3D12_CPU_DESCRIPTOR_HANDLE CPUHandleFromPortableHandle(D3D12ResourceManager *manager,
PortableHandle handle)
{
if(handle.heap == ResourceId())
return D3D12_CPU_DESCRIPTOR_HANDLE();
WrappedID3D12DescriptorHeap *heap = manager->GetLiveAs<WrappedID3D12DescriptorHeap>(handle.heap);
if(heap)
return heap->GetCPU(handle.index);
return D3D12_CPU_DESCRIPTOR_HANDLE();
}
D3D12_GPU_DESCRIPTOR_HANDLE GPUHandleFromPortableHandle(D3D12ResourceManager *manager,
PortableHandle handle)
{
if(handle.heap == ResourceId())
return D3D12_GPU_DESCRIPTOR_HANDLE();
WrappedID3D12DescriptorHeap *heap = manager->GetLiveAs<WrappedID3D12DescriptorHeap>(handle.heap);
if(heap)
return heap->GetGPU(handle.index);
return D3D12_GPU_DESCRIPTOR_HANDLE();
}
D3D12Descriptor *DescriptorFromPortableHandle(D3D12ResourceManager *manager, PortableHandle handle)
{
if(handle.heap == ResourceId())
return NULL;
if(!manager->HasLiveResource(handle.heap))
return NULL;
WrappedID3D12DescriptorHeap *heap = manager->GetLiveAs<WrappedID3D12DescriptorHeap>(handle.heap);
if(heap)
return heap->GetDescriptors() + handle.index;
return NULL;
}
// debugging logging for barriers
#if 0
#define BARRIER_DBG RDCLOG
#define BARRIER_ASSERT RDCASSERTMSG
#else
#define BARRIER_DBG(...)
#define BARRIER_ASSERT(...)
#endif
void D3D12ResourceManager::ApplyBarriers(vector<D3D12_RESOURCE_BARRIER> &barriers,
map<ResourceId, SubresourceStateVector> &states)
{
for(size_t b = 0; b < barriers.size(); b++)
{
D3D12_RESOURCE_TRANSITION_BARRIER &trans = barriers[b].Transition;
ResourceId id = GetResID(trans.pResource);
SubresourceStateVector &st = states[id];
// skip non-transitions, or begin-halves of transitions
if(barriers[b].Type != D3D12_RESOURCE_BARRIER_TYPE_TRANSITION ||
(barriers[b].Flags & D3D12_RESOURCE_BARRIER_FLAG_BEGIN_ONLY))
continue;
if(trans.Subresource == D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES)
{
for(size_t i = 0; i < st.size(); i++)
{
BARRIER_ASSERT("Mismatching before state", st[i] == trans.StateBefore, st[i],
trans.StateBefore, i);
st[i] = trans.StateAfter;
}
}
else
{
BARRIER_ASSERT("Mismatching before state", st[trans.Subresource] == trans.StateBefore,
st[trans.Subresource], trans.StateBefore, trans.Subresource);
st[trans.Subresource] = trans.StateAfter;
}
}
}
void D3D12ResourceManager::SerialiseResourceStates(vector<D3D12_RESOURCE_BARRIER> &barriers,
map<ResourceId, SubresourceStateVector> &states)
{
SERIALISE_ELEMENT(uint32_t, NumMems, (uint32_t)states.size());
auto srcit = states.begin();
for(uint32_t i = 0; i < NumMems; i++)
{
SERIALISE_ELEMENT(ResourceId, id, srcit->first);
SERIALISE_ELEMENT(uint32_t, NumStates, (uint32_t)srcit->second.size());
ResourceId liveid;
if(m_State < WRITING && HasLiveResource(id))
liveid = GetLiveID(id);
for(uint32_t m = 0; m < NumStates; m++)
{
SERIALISE_ELEMENT(D3D12_RESOURCE_STATES, state, srcit->second[m]);
if(m_State < WRITING && liveid != ResourceId() && srcit != states.end())
{
D3D12_RESOURCE_BARRIER b;
b.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
b.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
b.Transition.pResource = (ID3D12Resource *)GetCurrentResource(liveid);
b.Transition.Subresource = m;
b.Transition.StateBefore = states[liveid][m];
b.Transition.StateAfter = state;
barriers.push_back(b);
}
}
if(m_State >= WRITING)
srcit++;
}
// erase any do-nothing barriers
for(auto it = barriers.begin(); it != barriers.end();)
{
if(it->Transition.StateBefore == it->Transition.StateAfter)
it = barriers.erase(it);
else
++it;
}
ApplyBarriers(barriers, states);
}
bool D3D12ResourceManager::SerialisableResource(ResourceId id, D3D12ResourceRecord *record)
{
if(record->type == Resource_GraphicsCommandList || record->type == Resource_CommandQueue)
return false;
if(m_Device->GetFrameCaptureResourceId() == id)
return false;
return true;
}
ResourceId D3D12ResourceManager::GetID(ID3D12DeviceChild *res)
{
return GetResID(res);
}
bool D3D12ResourceManager::ResourceTypeRelease(ID3D12DeviceChild *res)
{
if(res)
res->Release();
return true;
}