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renderdoc/renderdoc/driver/d3d12/d3d12_device_wrap8.cpp
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2020-2021 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_device.h"
#include "driver/dxgi/dxgi_common.h"
#include "d3d12_resources.h"
D3D12_RESOURCE_ALLOCATION_INFO STDMETHODCALLTYPE WrappedID3D12Device::GetResourceAllocationInfo2(
UINT visibleMask, UINT numResourceDescs,
_In_reads_(numResourceDescs) const D3D12_RESOURCE_DESC1 *pResourceDescs,
_Out_writes_opt_(numResourceDescs) D3D12_RESOURCE_ALLOCATION_INFO1 *pResourceAllocationInfo1)
{
return m_pDevice8->GetResourceAllocationInfo2(visibleMask, numResourceDescs, pResourceDescs,
pResourceAllocationInfo1);
}
template <typename SerialiserType>
bool WrappedID3D12Device::Serialise_CreateCommittedResource2(
SerialiserType &ser, const D3D12_HEAP_PROPERTIES *pHeapProperties, D3D12_HEAP_FLAGS HeapFlags,
const D3D12_RESOURCE_DESC1 *pDesc, D3D12_RESOURCE_STATES InitialResourceState,
const D3D12_CLEAR_VALUE *pOptimizedClearValue,
ID3D12ProtectedResourceSession *pProtectedSession, REFIID riidResource, void **ppvResource)
{
SERIALISE_ELEMENT_LOCAL(props, *pHeapProperties).Named("pHeapProperties"_lit);
SERIALISE_ELEMENT(HeapFlags);
SERIALISE_ELEMENT_LOCAL(desc, *pDesc).Named("pDesc"_lit).Important();
SERIALISE_ELEMENT(InitialResourceState);
SERIALISE_ELEMENT_OPT(pOptimizedClearValue);
// placeholder for future use if we properly capture & replay protected sessions
SERIALISE_ELEMENT_LOCAL(ProtectedSession, ResourceId()).Named("pProtectedSession"_lit);
SERIALISE_ELEMENT_LOCAL(guid, riidResource).Named("riidResource"_lit);
SERIALISE_ELEMENT_LOCAL(pResource, ((WrappedID3D12Resource *)*ppvResource)->GetResourceID())
.TypedAs("ID3D12Resource *"_lit);
SERIALISE_ELEMENT_LOCAL(gpuAddress,
((WrappedID3D12Resource *)*ppvResource)->GetGPUVirtualAddressIfBuffer())
.Hidden();
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
if(props.Type == D3D12_HEAP_TYPE_UPLOAD && desc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
{
// place large resources in local memory so that initial contents and maps can
// be cached and copied on the GPU instead of memcpy'd from the CPU every time.
// smaller resources it's better to just leave them as upload and map into them
if(desc.Width >= 1024 * 1024)
{
RDCLOG("Remapping committed resource %s from upload to default for efficient replay",
ToStr(pResource).c_str());
props.Type = D3D12_HEAP_TYPE_DEFAULT;
m_UploadResourceIds.insert(pResource);
}
}
APIProps.YUVTextures |= IsYUVFormat(desc.Format);
// always allow SRVs on replay so we can inspect resources
desc.Flags &= ~D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
if(desc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
{
GPUAddressRange range;
range.start = gpuAddress;
range.end = gpuAddress + desc.Width;
range.id = pResource;
m_GPUAddresses.AddTo(range);
}
ID3D12Resource *ret = NULL;
HRESULT hr = E_NOINTERFACE;
if(m_pDevice8)
hr = m_pDevice8->CreateCommittedResource2(&props, HeapFlags, &desc, InitialResourceState,
pOptimizedClearValue, NULL, guid, (void **)&ret);
else
RDCERR("Replaying a without D3D12.8 available");
if(FAILED(hr))
{
RDCERR("Failed on resource serialise-creation, HRESULT: %s", ToStr(hr).c_str());
return false;
}
else
{
SetObjName(ret, StringFormat::Fmt("Committed Resource %s ID %s",
ToStr(desc.Dimension).c_str(), ToStr(pResource).c_str()));
ret = new WrappedID3D12Resource(ret, this);
GetResourceManager()->AddLiveResource(pResource, ret);
SubresourceStateVector &states = m_ResourceStates[GetResID(ret)];
// D3D12_RESOURCE_DESC is the same as the start of D3D12_RESOURCE_DESC1
D3D12_RESOURCE_DESC desc0;
memcpy(&desc0, &desc, sizeof(desc0));
states.fill(GetNumSubresources(m_pDevice, &desc0), InitialResourceState);
ResourceType type = ResourceType::Texture;
const char *prefix = "Texture";
if(desc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
{
type = ResourceType::Buffer;
prefix = "Buffer";
}
else if(desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE1D)
{
prefix = desc.DepthOrArraySize > 1 ? "1D TextureArray" : "1D Texture";
if(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)
prefix = "1D Render Target";
else if(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)
prefix = "1D Depth Target";
}
else if(desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE2D)
{
prefix = desc.DepthOrArraySize > 1 ? "2D TextureArray" : "2D Texture";
if(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)
prefix = "2D Render Target";
else if(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)
prefix = "2D Depth Target";
}
else if(desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D)
{
prefix = "3D Texture";
if(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)
prefix = "3D Render Target";
else if(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)
prefix = "3D Depth Target";
}
AddResource(pResource, type, prefix);
}
}
return true;
}
HRESULT WrappedID3D12Device::CreateCommittedResource2(
const D3D12_HEAP_PROPERTIES *pHeapProperties, D3D12_HEAP_FLAGS HeapFlags,
const D3D12_RESOURCE_DESC1 *pDesc, D3D12_RESOURCE_STATES InitialResourceState,
const D3D12_CLEAR_VALUE *pOptimizedClearValue,
ID3D12ProtectedResourceSession *pProtectedSession, REFIID riidResource, void **ppvResource)
{
if(ppvResource == NULL)
return m_pDevice8->CreateCommittedResource2(pHeapProperties, HeapFlags, pDesc,
InitialResourceState, pOptimizedClearValue,
Unwrap(pProtectedSession), riidResource, NULL);
if(riidResource != __uuidof(ID3D12Resource) && riidResource != __uuidof(ID3D12Resource1) &&
riidResource != __uuidof(ID3D12Resource2))
return E_NOINTERFACE;
void *realptr = NULL;
HRESULT ret;
SERIALISE_TIME_CALL(ret = m_pDevice8->CreateCommittedResource2(
pHeapProperties, HeapFlags, pDesc, InitialResourceState,
pOptimizedClearValue, Unwrap(pProtectedSession), riidResource, &realptr));
ID3D12Resource *real = NULL;
if(riidResource == __uuidof(ID3D12Resource))
real = (ID3D12Resource *)realptr;
else if(riidResource == __uuidof(ID3D12Resource1))
real = (ID3D12Resource1 *)realptr;
else if(riidResource == __uuidof(ID3D12Resource2))
real = (ID3D12Resource2 *)realptr;
if(SUCCEEDED(ret))
{
WrappedID3D12Resource *wrapped = new WrappedID3D12Resource(real, this);
if(IsCaptureMode(m_State))
{
CACHE_THREAD_SERIALISER();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Device_CreateCommittedResource2);
Serialise_CreateCommittedResource2(ser, pHeapProperties, HeapFlags, pDesc,
InitialResourceState, pOptimizedClearValue,
pProtectedSession, riidResource, (void **)&wrapped);
D3D12ResourceRecord *record = GetResourceManager()->AddResourceRecord(wrapped->GetResourceID());
record->type = Resource_Resource;
record->Length = 0;
wrapped->SetResourceRecord(record);
// D3D12_RESOURCE_DESC is the same as the start of D3D12_RESOURCE_DESC1
D3D12_RESOURCE_DESC desc0;
memcpy(&desc0, pDesc, sizeof(desc0));
record->m_MapsCount = GetNumSubresources(this, &desc0);
record->m_Maps = new D3D12ResourceRecord::MapData[record->m_MapsCount];
record->AddChunk(scope.Get());
GetResourceManager()->MarkDirtyResource(wrapped->GetResourceID());
}
else
{
GetResourceManager()->AddLiveResource(wrapped->GetResourceID(), wrapped);
}
{
SCOPED_LOCK(m_ResourceStatesLock);
SubresourceStateVector &states = m_ResourceStates[wrapped->GetResourceID()];
// D3D12_RESOURCE_DESC is the same as the start of D3D12_RESOURCE_DESC1
D3D12_RESOURCE_DESC desc0;
memcpy(&desc0, pDesc, sizeof(desc0));
states.fill(GetNumSubresources(m_pDevice, &desc0), InitialResourceState);
}
if(riidResource == __uuidof(ID3D12Resource))
*ppvResource = (ID3D12Resource *)wrapped;
else if(riidResource == __uuidof(ID3D12Resource1))
*ppvResource = (ID3D12Resource1 *)wrapped;
else if(riidResource == __uuidof(ID3D12Resource2))
*ppvResource = (ID3D12Resource2 *)wrapped;
// while actively capturing we keep all buffers around to prevent the address lookup from
// losing addresses we might need (or the manageable but annoying problem of an address being
// re-used)
{
SCOPED_READLOCK(m_CapTransitionLock);
if(IsActiveCapturing(m_State))
{
wrapped->AddRef();
m_RefBuffers.push_back(wrapped);
}
}
}
return ret;
}
template <typename SerialiserType>
bool WrappedID3D12Device::Serialise_CreatePlacedResource1(
SerialiserType &ser, ID3D12Heap *pHeap, UINT64 HeapOffset, const D3D12_RESOURCE_DESC1 *pDesc,
D3D12_RESOURCE_STATES InitialState, const D3D12_CLEAR_VALUE *pOptimizedClearValue, REFIID riid,
void **ppvResource)
{
SERIALISE_ELEMENT(pHeap).Important();
SERIALISE_ELEMENT(HeapOffset);
SERIALISE_ELEMENT_LOCAL(Descriptor, *pDesc).Named("pDesc"_lit).Important();
SERIALISE_ELEMENT(InitialState);
SERIALISE_ELEMENT_OPT(pOptimizedClearValue);
SERIALISE_ELEMENT_LOCAL(guid, riid).Named("riid"_lit);
SERIALISE_ELEMENT_LOCAL(pResource, ((WrappedID3D12Resource *)*ppvResource)->GetResourceID())
.TypedAs("ID3D12Resource *"_lit);
SERIALISE_ELEMENT_LOCAL(gpuAddress,
((WrappedID3D12Resource *)*ppvResource)->GetGPUVirtualAddressIfBuffer())
.Hidden();
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
if(Descriptor.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
{
GPUAddressRange range;
range.start = gpuAddress;
range.end = gpuAddress + Descriptor.Width;
range.id = pResource;
m_GPUAddresses.AddTo(range);
}
APIProps.YUVTextures |= IsYUVFormat(Descriptor.Format);
// always allow SRVs on replay so we can inspect resources
Descriptor.Flags &= ~D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
D3D12_HEAP_DESC heapDesc = pHeap->GetDesc();
// if the heap was from OpenExistingHeap* then we will have removed the shared flags from it as
// it's CPU-visible and impossible to share.
// That means any resources placed to it would have had this flag that we then need to remove as
// well.
if((heapDesc.Flags & D3D12_HEAP_FLAG_SHARED_CROSS_ADAPTER) == 0)
Descriptor.Flags &= ~D3D12_RESOURCE_FLAG_ALLOW_CROSS_ADAPTER;
ID3D12Resource *ret = NULL;
HRESULT hr = E_NOINTERFACE;
if(m_pDevice8)
hr = m_pDevice8->CreatePlacedResource1(Unwrap(pHeap), HeapOffset, &Descriptor, InitialState,
pOptimizedClearValue, guid, (void **)&ret);
else
RDCERR("Replaying a without D3D12.8 available");
if(FAILED(hr))
{
RDCERR("Failed on resource serialise-creation, HRESULT: %s", ToStr(hr).c_str());
return false;
}
else
{
SetObjName(ret, StringFormat::Fmt("Placed Resource %s %s", ToStr(Descriptor.Dimension).c_str(),
ToStr(pResource).c_str()));
ret = new WrappedID3D12Resource(ret, this);
GetResourceManager()->AddLiveResource(pResource, ret);
// D3D12_RESOURCE_DESC is the same as the start of D3D12_RESOURCE_DESC1
D3D12_RESOURCE_DESC desc0;
memcpy(&desc0, &Descriptor, sizeof(desc0));
SubresourceStateVector &states = m_ResourceStates[GetResID(ret)];
states.fill(GetNumSubresources(m_pDevice, &desc0), InitialState);
}
ResourceType type = ResourceType::Texture;
const char *prefix = "Texture";
if(Descriptor.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
{
type = ResourceType::Buffer;
prefix = "Buffer";
}
else if(Descriptor.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE1D)
{
prefix = Descriptor.DepthOrArraySize > 1 ? "1D TextureArray" : "1D Texture";
if(Descriptor.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)
prefix = "1D Render Target";
else if(Descriptor.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)
prefix = "1D Depth Target";
}
else if(Descriptor.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE2D)
{
prefix = Descriptor.DepthOrArraySize > 1 ? "2D TextureArray" : "2D Texture";
if(Descriptor.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)
prefix = "2D Render Target";
else if(Descriptor.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)
prefix = "2D Depth Target";
}
else if(Descriptor.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D)
{
prefix = "3D Texture";
if(Descriptor.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)
prefix = "3D Render Target";
else if(Descriptor.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)
prefix = "3D Depth Target";
}
AddResource(pResource, type, prefix);
DerivedResource(pHeap, pResource);
}
return true;
}
HRESULT WrappedID3D12Device::CreatePlacedResource1(ID3D12Heap *pHeap, UINT64 HeapOffset,
const D3D12_RESOURCE_DESC1 *pDesc,
D3D12_RESOURCE_STATES InitialState,
const D3D12_CLEAR_VALUE *pOptimizedClearValue,
REFIID riid, void **ppvResource)
{
if(ppvResource == NULL)
return m_pDevice8->CreatePlacedResource1(Unwrap(pHeap), HeapOffset, pDesc, InitialState,
pOptimizedClearValue, riid, NULL);
if(riid != __uuidof(ID3D12Resource))
return E_NOINTERFACE;
const D3D12_RESOURCE_DESC1 *pCreateDesc = pDesc;
D3D12_RESOURCE_DESC1 localDesc;
if(pDesc && pDesc->Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE2D && pDesc->SampleDesc.Count > 1)
{
localDesc = *pDesc;
// need to be able to create SRVs of MSAA textures to copy out their contents
localDesc.Flags &= ~D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
pCreateDesc = &localDesc;
}
ID3D12Resource *real = NULL;
HRESULT ret;
SERIALISE_TIME_CALL(ret = m_pDevice8->CreatePlacedResource1(Unwrap(pHeap), HeapOffset, pCreateDesc,
InitialState, pOptimizedClearValue,
riid, (void **)&real));
if(SUCCEEDED(ret))
{
WrappedID3D12Resource *wrapped = new WrappedID3D12Resource(real, this);
if(IsCaptureMode(m_State))
{
CACHE_THREAD_SERIALISER();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Device_CreatePlacedResource1);
Serialise_CreatePlacedResource1(ser, pHeap, HeapOffset, pDesc, InitialState,
pOptimizedClearValue, riid, (void **)&wrapped);
D3D12ResourceRecord *record = GetResourceManager()->AddResourceRecord(wrapped->GetResourceID());
record->type = Resource_Resource;
record->Length = 0;
wrapped->SetResourceRecord(record);
// D3D12_RESOURCE_DESC is the same as the start of D3D12_RESOURCE_DESC1
D3D12_RESOURCE_DESC desc0;
memcpy(&desc0, pDesc, sizeof(desc0));
record->m_MapsCount = GetNumSubresources(this, &desc0);
record->m_Maps = new D3D12ResourceRecord::MapData[record->m_MapsCount];
RDCASSERT(pHeap);
record->AddParent(GetRecord(pHeap));
record->AddChunk(scope.Get());
GetResourceManager()->MarkDirtyResource(wrapped->GetResourceID());
}
else
{
GetResourceManager()->AddLiveResource(wrapped->GetResourceID(), wrapped);
}
{
SCOPED_LOCK(m_ResourceStatesLock);
SubresourceStateVector &states = m_ResourceStates[wrapped->GetResourceID()];
// D3D12_RESOURCE_DESC is the same as the start of D3D12_RESOURCE_DESC1
D3D12_RESOURCE_DESC desc0;
memcpy(&desc0, pDesc, sizeof(desc0));
states.fill(GetNumSubresources(m_pDevice, &desc0), InitialState);
}
if(riid == __uuidof(ID3D12Resource))
*ppvResource = (ID3D12Resource *)wrapped;
else if(riid == __uuidof(ID3D12Resource1))
*ppvResource = (ID3D12Resource1 *)wrapped;
else if(riid == __uuidof(ID3D12Resource2))
*ppvResource = (ID3D12Resource2 *)wrapped;
// while actively capturing we keep all buffers around to prevent the address lookup from
// losing addresses we might need (or the manageable but annoying problem of an address being
// re-used)
{
SCOPED_READLOCK(m_CapTransitionLock);
if(IsActiveCapturing(m_State))
{
wrapped->AddRef();
m_RefBuffers.push_back(wrapped);
}
}
}
return ret;
}
void STDMETHODCALLTYPE WrappedID3D12Device::CreateSamplerFeedbackUnorderedAccessView(
_In_opt_ ID3D12Resource *pTargetedResource, _In_opt_ ID3D12Resource *pFeedbackResource,
_In_ D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor)
{
RDCERR("CreateSamplerFeedbackUnorderedAccessView called but sampler feedback is not supported!");
}
void STDMETHODCALLTYPE WrappedID3D12Device::GetCopyableFootprints1(
_In_ const D3D12_RESOURCE_DESC1 *pResourceDesc,
_In_range_(0, D3D12_REQ_SUBRESOURCES) UINT FirstSubresource,
_In_range_(0, D3D12_REQ_SUBRESOURCES - FirstSubresource) UINT NumSubresources, UINT64 BaseOffset,
_Out_writes_opt_(NumSubresources) D3D12_PLACED_SUBRESOURCE_FOOTPRINT *pLayouts,
_Out_writes_opt_(NumSubresources) UINT *pNumRows,
_Out_writes_opt_(NumSubresources) UINT64 *pRowSizeInBytes, _Out_opt_ UINT64 *pTotalBytes)
{
return m_pDevice8->GetCopyableFootprints1(pResourceDesc, FirstSubresource, NumSubresources,
BaseOffset, pLayouts, pNumRows, pRowSizeInBytes,
pTotalBytes);
}
INSTANTIATE_FUNCTION_SERIALISED(void, WrappedID3D12Device, CreateCommittedResource2,
const D3D12_HEAP_PROPERTIES *pHeapProperties,
D3D12_HEAP_FLAGS HeapFlags, const D3D12_RESOURCE_DESC1 *pDesc,
D3D12_RESOURCE_STATES InitialResourceState,
const D3D12_CLEAR_VALUE *pOptimizedClearValue,
ID3D12ProtectedResourceSession *pProtectedSession,
REFIID riidResource, void **ppvResource);
INSTANTIATE_FUNCTION_SERIALISED(void, WrappedID3D12Device, CreatePlacedResource1, ID3D12Heap *pHeap,
UINT64 HeapOffset, const D3D12_RESOURCE_DESC1 *pDesc,
D3D12_RESOURCE_STATES InitialState,
const D3D12_CLEAR_VALUE *pOptimizedClearValue, REFIID riid,
void **ppvResource);