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D3D12EventNode contains all data for an Event during loading: APIEvent, ActionDescription, resource usage, debugMessages, annotations. Action ID, Event ID is not computed whilst loading is happening. At the end of Loading when the D3D12EventNode's have been flattened into linear submission order then the D3D12EventNode's are baked into RenderDoc replay APIEvents and Actions. Event IDs and Action IDs are assigned as part of the baking process
267 lines
9.4 KiB
C++
267 lines
9.4 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2023-2026 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "d3d12_command_list.h"
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#include "d3d12_debug.h"
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template <typename SerialiserType>
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bool WrappedID3D12GraphicsCommandList::Serialise_Barrier(SerialiserType &ser, UINT32 NumBarrierGroups,
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const D3D12_BARRIER_GROUP *pBarrierGroups)
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{
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ID3D12GraphicsCommandList7 *pCommandList = this;
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SERIALISE_ELEMENT(pCommandList);
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SERIALISE_ELEMENT(NumBarrierGroups);
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SERIALISE_ELEMENT_ARRAY(pBarrierGroups, NumBarrierGroups).Important();
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SERIALISE_CHECK_READ_ERRORS();
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if(IsReplayingAndReading())
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{
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if(GetWrapped(pCommandList)->GetReal7() == NULL)
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{
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SET_ERROR_RESULT(m_Cmd->m_FailedReplayResult, ResultCode::APIHardwareUnsupported,
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"Capture requires ID3D12GraphicsCommandList7 which isn't available");
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return false;
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}
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m_Cmd->m_LastCmdListID = GetResID(pCommandList);
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rdcarray<D3D12_BUFFER_BARRIER> filteredUnwrappedBuf;
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rdcarray<D3D12_TEXTURE_BARRIER> filteredUnwrappedTex;
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rdcarray<D3D12_BARRIER_GROUP> filteredUnwrapped;
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// resize so we can take pointers
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for(UINT i = 0; i < NumBarrierGroups; i++)
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{
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if(pBarrierGroups[i].Type == D3D12_BARRIER_TYPE_BUFFER)
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filteredUnwrappedBuf.resize(filteredUnwrappedBuf.size() + pBarrierGroups[i].NumBarriers);
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else if(pBarrierGroups[i].Type == D3D12_BARRIER_TYPE_TEXTURE)
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filteredUnwrappedTex.resize(filteredUnwrappedTex.size() + pBarrierGroups[i].NumBarriers);
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}
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D3D12_TEXTURE_BARRIER *tex = filteredUnwrappedTex.data();
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D3D12_BUFFER_BARRIER *buf = filteredUnwrappedBuf.data();
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D3D12EventNode &eventNode = m_Cmd->m_LoadingEventNode;
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// filter out any barriers that reference a NULL resource - this means the resource wasn't used
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// elsewhere so was discarded from the capture
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for(UINT i = 0; i < NumBarrierGroups; i++)
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{
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D3D12_BARRIER_GROUP group = pBarrierGroups[i];
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if(pBarrierGroups[i].Type == D3D12_BARRIER_TYPE_BUFFER)
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{
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const UINT num = group.NumBarriers;
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group.NumBarriers = 0;
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for(UINT b = 0; b < num; b++)
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{
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ID3D12Resource *res = group.pBufferBarriers[b].pResource;
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if(res)
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{
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buf[group.NumBarriers] = group.pBufferBarriers[b];
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buf[group.NumBarriers].pResource = Unwrap(res);
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group.NumBarriers++;
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if(IsLoading(m_State))
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eventNode.resourceUsage.push_back(make_rdcpair(GetResID(res), ResourceUsage::Barrier));
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}
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}
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group.pBufferBarriers = buf;
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buf += group.NumBarriers;
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if(group.NumBarriers > 0)
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filteredUnwrapped.push_back(group);
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}
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else if(pBarrierGroups[i].Type == D3D12_BARRIER_TYPE_TEXTURE)
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{
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const UINT num = group.NumBarriers;
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group.NumBarriers = 0;
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for(UINT b = 0; b < num; b++)
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{
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ID3D12Resource *res = group.pTextureBarriers[b].pResource;
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if(res)
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{
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tex[group.NumBarriers] = group.pTextureBarriers[b];
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tex[group.NumBarriers].pResource = Unwrap(res);
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group.NumBarriers++;
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if(IsLoading(m_State))
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eventNode.resourceUsage.push_back(make_rdcpair(GetResID(res), ResourceUsage::Barrier));
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}
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}
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group.pTextureBarriers = tex;
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tex += group.NumBarriers;
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if(group.NumBarriers > 0)
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filteredUnwrapped.push_back(group);
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}
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else
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{
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filteredUnwrapped.push_back(group);
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}
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}
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if(IsActiveReplaying(m_State))
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{
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if(m_Cmd->InRerecordRange(m_Cmd->m_LastCmdListID))
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{
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ID3D12GraphicsCommandListX *rerecord = m_Cmd->RerecordCmdList(m_Cmd->m_LastCmdListID);
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pCommandList = rerecord;
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if(!filteredUnwrapped.empty())
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{
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Unwrap7(pCommandList)->Barrier((UINT)filteredUnwrapped.size(), filteredUnwrapped.data());
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if(m_pDevice->GetReplayOptions().optimisation != ReplayOptimisationLevel::Fastest)
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{
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for(UINT i = 0; i < NumBarrierGroups; i++)
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{
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if(pBarrierGroups[i].Type == D3D12_BARRIER_TYPE_TEXTURE)
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{
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for(UINT b = 0; b < pBarrierGroups[i].NumBarriers; b++)
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{
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const D3D12_TEXTURE_BARRIER &barrier = pBarrierGroups[i].pTextureBarriers[b];
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if(barrier.pResource && (barrier.Flags & D3D12_TEXTURE_BARRIER_FLAG_DISCARD))
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{
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m_pDevice->GetDebugManager()->FillWithDiscardPattern(
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rerecord, m_Cmd->m_BakedCmdListInfo[m_Cmd->m_LastCmdListID].state,
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DiscardType::UndefinedTransition, barrier.pResource, NULL,
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barrier.LayoutAfter);
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}
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}
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}
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}
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}
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}
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}
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else
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{
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pCommandList = NULL;
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}
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}
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else
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{
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if(!filteredUnwrapped.empty())
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{
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Unwrap7(pCommandList)->Barrier((UINT)filteredUnwrapped.size(), filteredUnwrapped.data());
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}
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}
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if(pCommandList)
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{
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ResourceId cmd = GetResID(pCommandList);
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for(UINT i = 0; i < NumBarrierGroups; i++)
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{
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if(pBarrierGroups[i].Type == D3D12_BARRIER_TYPE_TEXTURE)
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{
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for(UINT b = 0; b < pBarrierGroups[i].NumBarriers; b++)
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{
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if(pBarrierGroups[i].pTextureBarriers[b].pResource)
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{
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m_Cmd->m_BakedCmdListInfo[m_Cmd->m_LastCmdListID].barriers.newBarriers.push_back(
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pBarrierGroups[i].pTextureBarriers[b]);
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m_Cmd->m_BakedCmdListInfo[cmd].barriers.newBarriers.push_back(
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pBarrierGroups[i].pTextureBarriers[b]);
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}
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}
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}
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}
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}
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}
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return true;
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}
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void WrappedID3D12GraphicsCommandList::Barrier(UINT32 NumBarrierGroups,
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const D3D12_BARRIER_GROUP *pBarrierGroups)
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{
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size_t memSize = sizeof(D3D12_BARRIER_GROUP) * NumBarrierGroups;
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for(UINT i = 0; i < NumBarrierGroups; i++)
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{
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if(pBarrierGroups[i].Type == D3D12_BARRIER_TYPE_BUFFER)
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memSize += pBarrierGroups[i].NumBarriers * sizeof(D3D12_BUFFER_BARRIER);
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else if(pBarrierGroups[i].Type == D3D12_BARRIER_TYPE_TEXTURE)
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memSize += pBarrierGroups[i].NumBarriers * sizeof(D3D12_TEXTURE_BARRIER);
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}
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byte *mem = m_pDevice->GetTempMemory(memSize);
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D3D12_BARRIER_GROUP *barriers = (D3D12_BARRIER_GROUP *)mem;
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mem += sizeof(D3D12_BARRIER_GROUP) * NumBarrierGroups;
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for(UINT i = 0; i < NumBarrierGroups; i++)
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{
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barriers[i] = pBarrierGroups[i];
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if(barriers[i].Type == D3D12_BARRIER_TYPE_BUFFER)
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{
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D3D12_BUFFER_BARRIER *buf = (D3D12_BUFFER_BARRIER *)mem;
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mem += sizeof(D3D12_BUFFER_BARRIER) * barriers[i].NumBarriers;
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for(UINT b = 0; b < barriers[i].NumBarriers; b++)
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{
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buf[b] = barriers[i].pBufferBarriers[b];
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buf[b].pResource = Unwrap(buf[b].pResource);
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}
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barriers[i].pBufferBarriers = buf;
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}
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else if(barriers[i].Type == D3D12_BARRIER_TYPE_TEXTURE)
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{
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D3D12_TEXTURE_BARRIER *tex = (D3D12_TEXTURE_BARRIER *)mem;
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mem += sizeof(D3D12_TEXTURE_BARRIER) * barriers[i].NumBarriers;
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for(UINT b = 0; b < barriers[i].NumBarriers; b++)
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{
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tex[b] = barriers[i].pTextureBarriers[b];
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tex[b].pResource = Unwrap(tex[b].pResource);
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}
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barriers[i].pTextureBarriers = tex;
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}
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}
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SERIALISE_TIME_CALL(m_pList7->Barrier(NumBarrierGroups, barriers));
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if(IsCaptureMode(m_State))
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{
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CACHE_THREAD_SERIALISER();
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SCOPED_SERIALISE_CHUNK(D3D12Chunk::List_Barrier);
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Serialise_Barrier(ser, NumBarrierGroups, pBarrierGroups);
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m_ListRecord->AddChunk(scope.Get(m_ListRecord->cmdInfo->alloc));
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for(UINT i = 0; i < NumBarrierGroups; i++)
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if(pBarrierGroups[i].Type == D3D12_BARRIER_TYPE_TEXTURE)
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m_ListRecord->cmdInfo->barriers.newBarriers.append(pBarrierGroups[i].pTextureBarriers,
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pBarrierGroups[i].NumBarriers);
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}
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}
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INSTANTIATE_FUNCTION_SERIALISED(void, WrappedID3D12GraphicsCommandList, Barrier,
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UINT32 NumBarrierGroups, const D3D12_BARRIER_GROUP *pBarrierGroups);
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