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renderdoc/renderdoc/driver/d3d12/d3d12_manager.cpp
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2020 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 <algorithm>
#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)
data.samp.desc = *pDesc;
else
RDCEraseEl(data.samp.desc);
}
void D3D12Descriptor::Init(const D3D12_CONSTANT_BUFFER_VIEW_DESC *pDesc)
{
data.nonsamp.type = D3D12DescriptorType::CBV;
data.nonsamp.resource = ResourceId();
if(pDesc)
data.nonsamp.cbv = *pDesc;
else
RDCEraseEl(data.nonsamp.cbv);
}
void D3D12Descriptor::Init(ID3D12Resource *pResource, const D3D12_SHADER_RESOURCE_VIEW_DESC *pDesc)
{
data.nonsamp.type = D3D12DescriptorType::SRV;
data.nonsamp.resource = GetResID(pResource);
if(pDesc)
data.nonsamp.srv.Init(*pDesc);
else
RDCEraseEl(data.nonsamp.srv);
}
void D3D12Descriptor::Init(ID3D12Resource *pResource, ID3D12Resource *pCounterResource,
const D3D12_UNORDERED_ACCESS_VIEW_DESC *pDesc)
{
data.nonsamp.type = D3D12DescriptorType::UAV;
data.nonsamp.resource = GetResID(pResource);
data.nonsamp.counterResource = GetResID(pCounterResource);
if(pDesc)
data.nonsamp.uav.Init(*pDesc);
else
RDCEraseEl(data.nonsamp.uav);
}
void D3D12Descriptor::Init(ID3D12Resource *pResource, const D3D12_RENDER_TARGET_VIEW_DESC *pDesc)
{
data.nonsamp.type = D3D12DescriptorType::RTV;
data.nonsamp.resource = GetResID(pResource);
if(pDesc)
data.nonsamp.rtv = *pDesc;
else
RDCEraseEl(data.nonsamp.rtv);
}
void D3D12Descriptor::Init(ID3D12Resource *pResource, const D3D12_DEPTH_STENCIL_VIEW_DESC *pDesc)
{
data.nonsamp.type = D3D12DescriptorType::DSV;
data.nonsamp.resource = GetResID(pResource);
if(pDesc)
data.nonsamp.dsv = *pDesc;
else
RDCEraseEl(data.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)
{
D3D12DescriptorType type = GetType();
ID3D12Resource *res = NULL;
ID3D12Resource *countRes = NULL;
if(type != D3D12DescriptorType::Sampler && type != D3D12DescriptorType::CBV)
res = dev->GetResourceManager()->GetCurrentAs<ID3D12Resource>(data.nonsamp.resource);
// 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.
if(type == D3D12DescriptorType::UAV && res)
countRes = dev->GetResourceManager()->GetCurrentAs<ID3D12Resource>(data.nonsamp.counterResource);
switch(type)
{
case D3D12DescriptorType::Sampler:
{
dev->CreateSampler(&data.samp.desc, handle);
break;
}
case D3D12DescriptorType::CBV:
{
if(data.nonsamp.cbv.BufferLocation != 0)
dev->CreateConstantBufferView(&data.nonsamp.cbv, handle);
else
dev->CreateShaderResourceView(NULL, defaultSRV(), handle);
break;
}
case D3D12DescriptorType::SRV:
{
D3D12_SHADER_RESOURCE_VIEW_DESC srvdesc = data.nonsamp.srv.AsDesc();
D3D12_SHADER_RESOURCE_VIEW_DESC *desc = &srvdesc;
if(desc->ViewDimension == D3D12_SRV_DIMENSION_UNKNOWN)
{
desc = res ? NULL : defaultSRV();
const std::map<ResourceId, DXGI_FORMAT> &bbs = dev->GetBackbufferFormats();
auto it = bbs.find(GetResID(res));
// 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(res, &bbDesc, handle);
return;
}
}
else if(!res)
{
// if we don't have a resource (which is possible if the descriptor is unused or invalidated
// by referring to a resource that was deleted), use a default descriptor
desc = defaultSRV();
}
else if(desc->Format == DXGI_FORMAT_UNKNOWN)
{
const std::map<ResourceId, DXGI_FORMAT> &bbs = dev->GetBackbufferFormats();
auto it = bbs.find(GetResID(res));
// fixup for backbuffers
if(it != bbs.end())
{
D3D12_SHADER_RESOURCE_VIEW_DESC bbDesc = *desc;
bbDesc.Format = it->second;
dev->CreateShaderResourceView(res, &bbDesc, handle);
return;
}
}
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(res && 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(res, desc, handle);
break;
}
case D3D12DescriptorType::RTV:
{
D3D12_RENDER_TARGET_VIEW_DESC *desc = &data.nonsamp.rtv;
if(desc->ViewDimension == D3D12_RTV_DIMENSION_UNKNOWN)
{
desc = res ? NULL : defaultRTV();
const std::map<ResourceId, DXGI_FORMAT> &bbs = dev->GetBackbufferFormats();
auto it = bbs.find(GetResID(res));
// 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(res, &bbDesc, handle);
return;
}
}
else if(!res)
{
// if we don't have a resource (which is possible if the descriptor is unused or invalidated
// by referring to a resource that was deleted), use a default descriptor
desc = defaultRTV();
}
else if(desc->Format == DXGI_FORMAT_UNKNOWN)
{
const std::map<ResourceId, DXGI_FORMAT> &bbs = dev->GetBackbufferFormats();
auto it = bbs.find(GetResID(res));
// fixup for backbuffers
if(it != bbs.end())
{
D3D12_RENDER_TARGET_VIEW_DESC bbDesc = *desc;
bbDesc.Format = it->second;
dev->CreateRenderTargetView(res, &bbDesc, handle);
return;
}
}
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(res && 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(res, desc, handle);
break;
}
case D3D12DescriptorType::DSV:
{
D3D12_DEPTH_STENCIL_VIEW_DESC *desc = &data.nonsamp.dsv;
if(desc->ViewDimension == D3D12_DSV_DIMENSION_UNKNOWN)
{
desc = res ? NULL : defaultDSV();
}
else if(!res)
{
// if we don't have a resource (which is possible if the descriptor is unused or invalidated
// by referring to a resource that was deleted), use a default descriptor
desc = defaultDSV();
}
dev->CreateDepthStencilView(res, desc, handle);
break;
}
case D3D12DescriptorType::UAV:
{
D3D12_UNORDERED_ACCESS_VIEW_DESC uavdesc = data.nonsamp.uav.AsDesc();
D3D12_UNORDERED_ACCESS_VIEW_DESC *desc = &uavdesc;
if(uavdesc.ViewDimension == D3D12_UAV_DIMENSION_UNKNOWN)
{
desc = res ? NULL : defaultUAV();
const std::map<ResourceId, DXGI_FORMAT> &bbs = dev->GetBackbufferFormats();
auto it = bbs.find(GetResID(res));
// 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(res, NULL, &bbDesc, handle);
return;
}
}
else if(!res)
{
// if we don't have a resource (which is possible if the descriptor is unused), use a
// default descriptor
desc = defaultUAV();
}
else if(desc->Format == DXGI_FORMAT_UNKNOWN)
{
const std::map<ResourceId, DXGI_FORMAT> &bbs = dev->GetBackbufferFormats();
auto it = bbs.find(GetResID(res));
// fixup for backbuffers
if(it != bbs.end())
{
D3D12_UNORDERED_ACCESS_VIEW_DESC bbDesc = *desc;
bbDesc.Format = it->second;
dev->CreateUnorderedAccessView(res, NULL, &bbDesc, handle);
return;
}
}
if(countRes == NULL && desc && desc->ViewDimension == D3D12_UAV_DIMENSION_BUFFER)
desc->Buffer.CounterOffsetInBytes = 0;
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(res && 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(res, countRes, desc, handle);
break;
}
case D3D12DescriptorType::Undefined:
{
// 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 = data.samp.heap;
uint32_t index = data.samp.idx;
*this = src;
data.samp.heap = heap;
data.samp.idx = index;
}
void D3D12Descriptor::GetRefIDs(ResourceId &id, ResourceId &id2, FrameRefType &ref)
{
id = ResourceId();
id2 = ResourceId();
ref = eFrameRef_Read;
switch(GetType())
{
case D3D12DescriptorType::Undefined:
case D3D12DescriptorType::Sampler:
// nothing to do - no resource here
break;
case D3D12DescriptorType::CBV:
id = WrappedID3D12Resource::GetResIDFromAddr(data.nonsamp.cbv.BufferLocation);
break;
case D3D12DescriptorType::SRV: id = data.nonsamp.resource; break;
case D3D12DescriptorType::UAV: id2 = data.nonsamp.counterResource; DELIBERATE_FALLTHROUGH();
case D3D12DescriptorType::RTV:
case D3D12DescriptorType::DSV:
ref = eFrameRef_PartialWrite;
id = data.nonsamp.resource;
break;
}
}
D3D12_CPU_DESCRIPTOR_HANDLE D3D12Descriptor::GetCPU() const
{
return data.samp.heap->GetCPU(data.samp.idx);
}
D3D12_GPU_DESCRIPTOR_HANDLE D3D12Descriptor::GetGPU() const
{
return data.samp.heap->GetGPU(data.samp.idx);
}
PortableHandle D3D12Descriptor::GetPortableHandle() const
{
return PortableHandle(GetResID(data.samp.heap), data.samp.idx);
}
ResourceId D3D12Descriptor::GetHeapResourceId() const
{
return GetResID(data.samp.heap);
}
ResourceId D3D12Descriptor::GetResResourceId() const
{
return data.nonsamp.resource;
}
ResourceId D3D12Descriptor::GetCounterResourceId() const
{
return data.nonsamp.counterResource;
}
D3D12_CPU_DESCRIPTOR_HANDLE UnwrapCPU(D3D12Descriptor *handle)
{
D3D12_CPU_DESCRIPTOR_HANDLE ret = {};
if(handle == NULL)
return ret;
return handle->GetCPU();
}
D3D12_GPU_DESCRIPTOR_HANDLE UnwrapGPU(D3D12Descriptor *handle)
{
D3D12_GPU_DESCRIPTOR_HANDLE ret = {};
if(handle == NULL)
return ret;
return handle->GetGPU();
}
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 desc->GetPortableHandle();
}
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(rdcarray<D3D12_RESOURCE_BARRIER> &barriers,
std::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;
}
}
}
template <typename SerialiserType>
void D3D12ResourceManager::SerialiseResourceStates(
SerialiserType &ser, rdcarray<D3D12_RESOURCE_BARRIER> &barriers,
std::map<ResourceId, SubresourceStateVector> &states,
const std::map<ResourceId, SubresourceStateVector> &initialStates)
{
SERIALISE_ELEMENT_LOCAL(NumMems, (uint32_t)states.size());
auto srcit = states.begin();
std::unordered_set<ResourceId> processed;
for(uint32_t i = 0; i < NumMems; i++)
{
SERIALISE_ELEMENT_LOCAL(Resource, srcit->first).TypedAs("ID3D12Resource *"_lit);
SERIALISE_ELEMENT_LOCAL(States, srcit->second);
ResourceId liveid;
if(IsReplayingAndReading() && HasLiveResource(Resource))
liveid = GetLiveID(Resource);
if(IsReplayingAndReading() && liveid != ResourceId())
{
processed.insert(liveid);
for(size_t m = 0; m < States.size(); m++)
{
if(states[liveid][m] != States[m])
{
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 = (UINT)m;
b.Transition.StateBefore = states[liveid][m];
b.Transition.StateAfter = States[m];
barriers.push_back(b);
}
}
}
if(ser.IsWriting())
srcit++;
}
// for any resources that didn't have a recorded state, use the initialStates we're given and
// restore them if needed
if(IsReplayingAndReading())
{
for(auto it = initialStates.begin(); it != initialStates.end(); ++it)
{
// ignore internal resources, we only care about restoring states for captured resources
if(GetOriginalID(it->first) == it->first)
continue;
if(processed.find(it->first) == processed.end())
{
for(size_t m = 0; m < it->second.size(); m++)
{
if(states[it->first][m] != it->second[m])
{
D3D12_RESOURCE_BARRIER b;
b.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
b.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
b.Transition.pResource = (ID3D12Resource *)GetCurrentResource(it->first);
b.Transition.Subresource = (UINT)m;
b.Transition.StateBefore = states[it->first][m];
b.Transition.StateAfter = it->second[m];
barriers.push_back(b);
}
}
}
}
}
ApplyBarriers(barriers, states);
}
template void D3D12ResourceManager::SerialiseResourceStates(
ReadSerialiser &ser, rdcarray<D3D12_RESOURCE_BARRIER> &barriers,
std::map<ResourceId, SubresourceStateVector> &states,
const std::map<ResourceId, SubresourceStateVector> &initialStates);
template void D3D12ResourceManager::SerialiseResourceStates(
WriteSerialiser &ser, rdcarray<D3D12_RESOURCE_BARRIER> &barriers,
std::map<ResourceId, SubresourceStateVector> &states,
const std::map<ResourceId, SubresourceStateVector> &initialStates);
void D3D12ResourceManager::SetInternalResource(ID3D12DeviceChild *res)
{
if(!RenderDoc::Inst().IsReplayApp() && res)
{
D3D12ResourceRecord *record = GetResourceRecord(GetResID(res));
if(record)
record->InternalResource = true;
}
}
ResourceId D3D12ResourceManager::GetID(ID3D12DeviceChild *res)
{
return GetResID(res);
}
bool D3D12ResourceManager::ResourceTypeRelease(ID3D12DeviceChild *res)
{
if(res)
res->Release();
return true;
}
void GPUAddressRangeTracker::AddTo(const GPUAddressRange &range)
{
SCOPED_WRITELOCK(addressLock);
auto it = std::lower_bound(addresses.begin(), addresses.end(), range.start);
addresses.insert(it - addresses.begin(), range);
}
void GPUAddressRangeTracker::RemoveFrom(const GPUAddressRange &range)
{
{
SCOPED_WRITELOCK(addressLock);
size_t i = std::lower_bound(addresses.begin(), addresses.end(), range.start) - addresses.begin();
// there might be multiple buffers with the same range start, find the exact range for this
// buffer
while(i < addresses.size() && addresses[i].start == range.start)
{
if(addresses[i].id == range.id)
{
addresses.erase(i);
return;
}
++i;
}
}
RDCERR("Couldn't find matching range to remove for %s", ToStr(range.id).c_str());
}
void GPUAddressRangeTracker::GetResIDFromAddr(D3D12_GPU_VIRTUAL_ADDRESS addr, ResourceId &id,
UINT64 &offs)
{
id = ResourceId();
offs = 0;
if(addr == 0)
return;
GPUAddressRange range;
// this should really be a read-write lock
{
SCOPED_READLOCK(addressLock);
auto it = std::lower_bound(addresses.begin(), addresses.end(), addr);
if(it == addresses.end())
return;
range = *it;
}
if(addr < range.start || addr >= range.end)
return;
id = range.id;
offs = addr - range.start;
}