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renderdoc/renderdoc/driver/d3d12/d3d12_state.cpp
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2021 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_state.h"
#include "d3d12_command_list.h"
#include "d3d12_debug.h"
#include "d3d12_manager.h"
#include "d3d12_resources.h"
rdcarray<ResourceId> D3D12RenderState::GetRTVIDs() const
{
rdcarray<ResourceId> ret;
for(UINT i = 0; i < rts.size(); i++)
{
RDCASSERT(rts[i].GetType() == D3D12DescriptorType::RTV);
ret.push_back(rts[i].GetResResourceId());
}
return ret;
}
ResourceId D3D12RenderState::GetDSVID() const
{
return dsv.GetResResourceId();
}
void D3D12RenderState::ApplyState(WrappedID3D12Device *dev, ID3D12GraphicsCommandListX *cmd) const
{
D3D12_COMMAND_LIST_TYPE type = cmd->GetType();
if(type == D3D12_COMMAND_LIST_TYPE_DIRECT || type == D3D12_COMMAND_LIST_TYPE_BUNDLE)
{
if(pipe != ResourceId())
cmd->SetPipelineState(GetResourceManager()->GetCurrentAs<ID3D12PipelineState>(pipe));
if(!views.empty())
cmd->RSSetViewports((UINT)views.size(), &views[0]);
if(!scissors.empty())
cmd->RSSetScissorRects((UINT)scissors.size(), &scissors[0]);
if(topo != D3D_PRIMITIVE_TOPOLOGY_UNDEFINED)
cmd->IASetPrimitiveTopology(topo);
cmd->OMSetStencilRef(stencilRef);
cmd->OMSetBlendFactor(blendFactor);
if(GetWrapped(cmd)->GetReal1())
{
if(dev->GetOpts2().DepthBoundsTestSupported)
cmd->OMSetDepthBounds(depthBoundsMin, depthBoundsMax);
if(dev->GetOpts2().ProgrammableSamplePositionsTier !=
D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER_NOT_SUPPORTED)
{
if(samplePos.NumPixels > 0 && samplePos.NumSamplesPerPixel > 0)
{
cmd->SetSamplePositions(samplePos.NumSamplesPerPixel, samplePos.NumPixels,
(D3D12_SAMPLE_POSITION *)samplePos.Positions.data());
}
}
// safe to set this - if the pipeline has view instancing disabled, it will do nothing
if(dev->GetOpts3().ViewInstancingTier != D3D12_VIEW_INSTANCING_TIER_NOT_SUPPORTED)
cmd->SetViewInstanceMask(viewInstMask);
}
if(GetWrapped(cmd)->GetReal5())
{
if(dev->GetOpts6().VariableShadingRateTier != D3D12_VARIABLE_SHADING_RATE_TIER_NOT_SUPPORTED)
{
cmd->RSSetShadingRate(shadingRate, shadingRateCombiners);
if(shadingRateImage != ResourceId())
cmd->RSSetShadingRateImage(
GetResourceManager()->GetCurrentAs<ID3D12Resource>(shadingRateImage));
}
}
if(ibuffer.buf != ResourceId())
{
D3D12_INDEX_BUFFER_VIEW ib;
ID3D12Resource *res = GetResourceManager()->GetCurrentAs<ID3D12Resource>(ibuffer.buf);
if(res)
ib.BufferLocation = res->GetGPUVirtualAddress() + ibuffer.offs;
else
ib.BufferLocation = 0;
ib.Format = (ibuffer.bytewidth == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT);
ib.SizeInBytes = ibuffer.size;
cmd->IASetIndexBuffer(&ib);
}
for(size_t i = 0; i < vbuffers.size(); i++)
{
D3D12_VERTEX_BUFFER_VIEW vb;
vb.BufferLocation = 0;
if(vbuffers[i].buf != ResourceId())
{
ID3D12Resource *res = GetResourceManager()->GetCurrentAs<ID3D12Resource>(vbuffers[i].buf);
if(res)
vb.BufferLocation = res->GetGPUVirtualAddress() + vbuffers[i].offs;
else
vb.BufferLocation = 0;
vb.StrideInBytes = vbuffers[i].stride;
vb.SizeInBytes = vbuffers[i].size;
cmd->IASetVertexBuffers((UINT)i, 1, &vb);
}
}
if(!rts.empty() || dsv.GetResResourceId() != ResourceId())
{
D3D12_CPU_DESCRIPTOR_HANDLE rtHandles[8];
D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = {};
if(dsv.GetResResourceId() != ResourceId())
dsvHandle = Unwrap(GetDebugManager()->GetTempDescriptor(dsv));
for(size_t i = 0; i < rts.size(); i++)
rtHandles[i] = Unwrap(GetDebugManager()->GetTempDescriptor(rts[i], i));
// need to unwrap here, as FromPortableHandle unwraps too.
Unwrap(cmd)->OMSetRenderTargets((UINT)rts.size(), rtHandles, FALSE,
dsvHandle.ptr ? &dsvHandle : NULL);
}
}
ApplyDescriptorHeaps(cmd);
if(graphics.rootsig != ResourceId())
{
cmd->SetGraphicsRootSignature(
GetResourceManager()->GetCurrentAs<ID3D12RootSignature>(graphics.rootsig));
ApplyGraphicsRootElements(cmd);
}
if(compute.rootsig != ResourceId())
{
cmd->SetComputeRootSignature(
GetResourceManager()->GetCurrentAs<ID3D12RootSignature>(compute.rootsig));
ApplyComputeRootElements(cmd);
}
}
void D3D12RenderState::ApplyDescriptorHeaps(ID3D12GraphicsCommandListX *cmd) const
{
rdcarray<ID3D12DescriptorHeap *> descHeaps;
descHeaps.resize(heaps.size());
for(size_t i = 0; i < heaps.size(); i++)
descHeaps[i] = GetResourceManager()->GetCurrentAs<ID3D12DescriptorHeap>(heaps[i]);
if(!descHeaps.empty())
cmd->SetDescriptorHeaps((UINT)descHeaps.size(), &descHeaps[0]);
}
void D3D12RenderState::ApplyComputeRootElements(ID3D12GraphicsCommandListX *cmd) const
{
for(size_t i = 0; i < compute.sigelems.size(); i++)
{
// just don't set tables that aren't in the descriptor heaps, since it's invalid and can crash
// and is probably just from stale bindings that aren't going to be used
if(compute.sigelems[i].type != eRootTable || heaps.contains(compute.sigelems[i].id))
{
compute.sigelems[i].SetToCompute(GetResourceManager(), cmd, (UINT)i);
}
else
{
RDCDEBUG("Skipping setting possibly stale compute root table referring to heap %s",
ToStr(compute.sigelems[i].id).c_str());
}
}
}
void D3D12RenderState::ApplyGraphicsRootElements(ID3D12GraphicsCommandListX *cmd) const
{
for(size_t i = 0; i < graphics.sigelems.size(); i++)
{
// just don't set tables that aren't in the descriptor heaps, since it's invalid and can crash
// and is probably just from stale bindings that aren't going to be used
if(graphics.sigelems[i].type != eRootTable || heaps.contains(graphics.sigelems[i].id))
{
graphics.sigelems[i].SetToGraphics(GetResourceManager(), cmd, (UINT)i);
}
else
{
RDCDEBUG("Skipping setting possibly stale graphics root table referring to heap %s",
ToStr(graphics.sigelems[i].id).c_str());
}
}
}