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renderdoc/renderdoc/driver/d3d12/d3d12_command_queue_wrap.cpp
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baldurk db07f05f77 Add events for push/pop markers, and queue submits & cmd buf begin/end
* This means the command buffer begin/end won't just be a fake chunk
  with the queue submission API details, it will point to the actual
  begin or end chunk.
2017-12-27 16:05:15 +00:00

644 lines
23 KiB
C++

/******************************************************************************
* 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_command_queue.h"
#include "d3d12_command_list.h"
#include "d3d12_resources.h"
template <typename SerialiserType>
bool WrappedID3D12CommandQueue::Serialise_UpdateTileMappings(
SerialiserType &ser, ID3D12Resource *pResource, UINT NumResourceRegions,
const D3D12_TILED_RESOURCE_COORDINATE *pResourceRegionStartCoordinates,
const D3D12_TILE_REGION_SIZE *pResourceRegionSizes, ID3D12Heap *pHeap, UINT NumRanges,
const D3D12_TILE_RANGE_FLAGS *pRangeFlags, const UINT *pHeapRangeStartOffsets,
const UINT *pRangeTileCounts, D3D12_TILE_MAPPING_FLAGS Flags)
{
D3D12NOTIMP("Tiled Resources");
return true;
}
void STDMETHODCALLTYPE WrappedID3D12CommandQueue::UpdateTileMappings(
ID3D12Resource *pResource, UINT NumResourceRegions,
const D3D12_TILED_RESOURCE_COORDINATE *pResourceRegionStartCoordinates,
const D3D12_TILE_REGION_SIZE *pResourceRegionSizes, ID3D12Heap *pHeap, UINT NumRanges,
const D3D12_TILE_RANGE_FLAGS *pRangeFlags, const UINT *pHeapRangeStartOffsets,
const UINT *pRangeTileCounts, D3D12_TILE_MAPPING_FLAGS Flags)
{
D3D12NOTIMP("Tiled Resources");
m_pReal->UpdateTileMappings(Unwrap(pResource), NumResourceRegions, pResourceRegionStartCoordinates,
pResourceRegionSizes, Unwrap(pHeap), NumRanges, pRangeFlags,
pHeapRangeStartOffsets, pRangeTileCounts, Flags);
}
template <typename SerialiserType>
bool WrappedID3D12CommandQueue::Serialise_CopyTileMappings(
SerialiserType &ser, ID3D12Resource *pDstResource,
const D3D12_TILED_RESOURCE_COORDINATE *pDstRegionStartCoordinate, ID3D12Resource *pSrcResource,
const D3D12_TILED_RESOURCE_COORDINATE *pSrcRegionStartCoordinate,
const D3D12_TILE_REGION_SIZE *pRegionSize, D3D12_TILE_MAPPING_FLAGS Flags)
{
D3D12NOTIMP("Tiled Resources");
return true;
}
void STDMETHODCALLTYPE WrappedID3D12CommandQueue::CopyTileMappings(
ID3D12Resource *pDstResource, const D3D12_TILED_RESOURCE_COORDINATE *pDstRegionStartCoordinate,
ID3D12Resource *pSrcResource, const D3D12_TILED_RESOURCE_COORDINATE *pSrcRegionStartCoordinate,
const D3D12_TILE_REGION_SIZE *pRegionSize, D3D12_TILE_MAPPING_FLAGS Flags)
{
D3D12NOTIMP("Tiled Resources");
m_pReal->CopyTileMappings(Unwrap(pDstResource), pDstRegionStartCoordinate, Unwrap(pSrcResource),
pSrcRegionStartCoordinate, pRegionSize, Flags);
}
template <typename SerialiserType>
bool WrappedID3D12CommandQueue::Serialise_ExecuteCommandLists(SerialiserType &ser,
UINT NumCommandLists,
ID3D12CommandList *const *ppCommandLists)
{
ID3D12CommandQueue *pQueue = this;
SERIALISE_ELEMENT(pQueue);
SERIALISE_ELEMENT_ARRAY(ppCommandLists, NumCommandLists);
{
std::vector<DebugMessage> DebugMessages;
if(ser.IsWriting())
DebugMessages = m_pDevice->GetDebugMessages();
SERIALISE_ELEMENT(DebugMessages);
if(ser.IsReading() && IsLoading(m_State))
{
for(const DebugMessage &msg : DebugMessages)
m_Cmd.m_EventMessages.push_back(msg);
}
}
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
ID3D12CommandQueue *real = Unwrap(pQueue);
if(m_PrevQueueId != GetResID(pQueue))
{
RDCDEBUG("Previous queue execution was on queue %llu, now executing %llu, syncing GPU",
m_PrevQueueId, GetResID(pQueue));
if(m_PrevQueueId != ResourceId())
m_pDevice->GPUSync(GetResourceManager()->GetCurrentAs<ID3D12CommandQueue>(m_PrevQueueId));
m_PrevQueueId = GetResID(pQueue);
}
if(IsLoading(m_State))
{
for(uint32_t i = 0; i < NumCommandLists; i++)
{
ResourceId cmd = GetResourceManager()->GetOriginalID(GetResID(ppCommandLists[i]));
if(m_Cmd.m_BakedCmdListInfo[cmd].executeEvents.empty() ||
m_Cmd.m_BakedCmdListInfo[cmd].executeEvents[0].patched)
{
ID3D12CommandList *list = Unwrap(ppCommandLists[i]);
real->ExecuteCommandLists(1, &list);
#if ENABLED(SINGLE_FLUSH_VALIDATE)
m_pDevice->GPUSync();
#endif
}
else
{
BakedCmdListInfo &info = m_Cmd.m_BakedCmdListInfo[cmd];
// execute the first half of the cracked list
ID3D12CommandList *list = Unwrap(info.crackedLists[0]);
real->ExecuteCommandLists(1, &list);
for(size_t c = 1; c < info.crackedLists.size(); c++)
{
// ensure all work on all queues has finished
m_pDevice->GPUSyncAllQueues();
// readback the patch buffer and perform patching
m_ReplayList->PatchExecuteIndirect(info, uint32_t(c - 1));
// execute next list with this indirect.
list = Unwrap(info.crackedLists[c]);
real->ExecuteCommandLists(1, &list);
}
#if ENABLED(SINGLE_FLUSH_VALIDATE)
m_pDevice->GPUSync();
#endif
}
}
for(uint32_t i = 0; i < NumCommandLists; i++)
{
ResourceId cmd = GetResID(ppCommandLists[i]);
m_pDevice->ApplyBarriers(m_Cmd.m_BakedCmdListInfo[cmd].barriers);
}
m_Cmd.AddEvent();
// we're adding multiple events, need to increment ourselves
m_Cmd.m_RootEventID++;
std::string basename = StringFormat::Fmt("ExecuteCommandLists(%u)", NumCommandLists);
for(uint32_t c = 0; c < NumCommandLists; c++)
{
ResourceId cmd = GetResourceManager()->GetOriginalID(GetResID(ppCommandLists[c]));
BakedCmdListInfo &cmdListInfo = m_Cmd.m_BakedCmdListInfo[cmd];
// add a fake marker
DrawcallDescription draw;
draw.name = StringFormat::Fmt("=> %s[%u]: ID3D12CommandList(%s)", basename.c_str(), c,
ToStr(cmd).c_str());
draw.flags = DrawFlags::PassBoundary | DrawFlags::BeginPass;
m_Cmd.AddEvent();
m_Cmd.m_RootEvents.back().chunkIndex = cmdListInfo.beginChunk;
m_Cmd.m_Events.back().chunkIndex = cmdListInfo.beginChunk;
m_Cmd.AddDrawcall(draw, true);
m_Cmd.m_RootEventID++;
// insert the baked command list in-line into this list of notes, assigning new event and
// drawIDs
m_Cmd.InsertDrawsAndRefreshIDs(cmd, cmdListInfo.draw->children);
for(size_t e = 0; e < cmdListInfo.draw->executedCmds.size(); e++)
{
vector<uint32_t> &submits = m_Cmd.m_Partial[D3D12CommandData::Secondary]
.cmdListExecs[cmdListInfo.draw->executedCmds[e]];
for(size_t s = 0; s < submits.size(); s++)
submits[s] += m_Cmd.m_RootEventID;
}
for(size_t i = 0; i < cmdListInfo.debugMessages.size(); i++)
{
DebugMessage msg = cmdListInfo.debugMessages[i];
msg.eventId += m_Cmd.m_RootEventID;
m_pDevice->AddDebugMessage(msg);
}
// only primary command lists can be submitted
m_Cmd.m_Partial[D3D12CommandData::Primary].cmdListExecs[cmd].push_back(m_Cmd.m_RootEventID);
m_Cmd.m_RootEventID += cmdListInfo.eventCount;
m_Cmd.m_RootDrawcallID += cmdListInfo.drawCount;
draw.name =
StringFormat::Fmt("=> %s[%u]: Close(%s)", basename.c_str(), c, ToStr(cmd).c_str());
draw.flags = DrawFlags::PassBoundary | DrawFlags::EndPass;
m_Cmd.AddEvent();
m_Cmd.m_RootEvents.back().chunkIndex = cmdListInfo.endChunk;
m_Cmd.m_Events.back().chunkIndex = cmdListInfo.endChunk;
m_Cmd.AddDrawcall(draw, true);
m_Cmd.m_RootEventID++;
}
// account for the outer loop thinking we've added one event and incrementing,
// since we've done all the handling ourselves this will be off by one.
m_Cmd.m_RootEventID--;
}
else
{
// account for the queue submit event
m_Cmd.m_RootEventID++;
uint32_t startEID = m_Cmd.m_RootEventID;
// advance m_CurEventID to match the events added when reading
for(uint32_t c = 0; c < NumCommandLists; c++)
{
ResourceId cmd = GetResourceManager()->GetOriginalID(GetResID(ppCommandLists[c]));
// 2 extra for the virtual labels around the command list
m_Cmd.m_RootEventID += 2 + m_Cmd.m_BakedCmdListInfo[cmd].eventCount;
m_Cmd.m_RootDrawcallID += 2 + m_Cmd.m_BakedCmdListInfo[cmd].drawCount;
}
// same accounting for the outer loop as above
m_Cmd.m_RootEventID--;
if(NumCommandLists == 0)
{
// do nothing, don't bother with the logic below
}
else if(m_Cmd.m_LastEventID <= startEID)
{
#if ENABLED(VERBOSE_PARTIAL_REPLAY)
RDCDEBUG("Queue Submit no replay %u == %u", m_Cmd.m_LastEventID, startEID);
#endif
}
else
{
#if ENABLED(VERBOSE_PARTIAL_REPLAY)
RDCDEBUG("Queue Submit re-recording from %u", m_Cmd.m_RootEventID);
#endif
uint32_t eid = startEID;
std::vector<ID3D12CommandList *> rerecordedCmds;
for(uint32_t c = 0; c < NumCommandLists; c++)
{
ResourceId cmdId = GetResourceManager()->GetOriginalID(GetResID(ppCommandLists[c]));
// account for the virtual label at the start of the events here
// so it matches up to baseEvent
eid++;
#if ENABLED(VERBOSE_PARTIAL_REPLAY)
uint32_t end = eid + m_Cmd.m_BakedCmdListInfo[cmdId].eventCount;
#endif
if(eid <= m_Cmd.m_LastEventID)
{
ID3D12CommandList *cmd = m_Cmd.RerecordCmdList(cmdId);
ResourceId rerecord = GetResID(cmd);
#if ENABLED(VERBOSE_PARTIAL_REPLAY)
RDCDEBUG("Queue submit re-recorded replay of %llu, using %llu (%u -> %u <= %u)", cmdId,
rerecord, eid, end, m_Cmd.m_LastEventID);
#endif
rerecordedCmds.push_back(Unwrap(cmd));
m_pDevice->ApplyBarriers(m_Cmd.m_BakedCmdListInfo[rerecord].barriers);
}
else
{
#if ENABLED(VERBOSE_PARTIAL_REPLAY)
RDCDEBUG("Queue not submitting %llu", cmdId);
#endif
}
// 1 extra to account for the virtual end command list label (begin is accounted for
// above)
eid += 1 + m_Cmd.m_BakedCmdListInfo[cmdId].eventCount;
}
#if ENABLED(SINGLE_FLUSH_VALIDATE)
for(size_t i = 0; i < rerecordedCmds.size(); i++)
{
real->ExecuteCommandLists(1, &rerecordedCmds[i]);
m_pDevice->GPUSync();
}
#else
real->ExecuteCommandLists((UINT)rerecordedCmds.size(), &rerecordedCmds[0]);
#endif
}
}
}
return true;
}
void STDMETHODCALLTYPE WrappedID3D12CommandQueue::ExecuteCommandLists(
UINT NumCommandLists, ID3D12CommandList *const *ppCommandLists)
{
ID3D12CommandList **unwrapped = m_pDevice->GetTempArray<ID3D12CommandList *>(NumCommandLists);
for(UINT i = 0; i < NumCommandLists; i++)
unwrapped[i] = Unwrap(ppCommandLists[i]);
SERIALISE_TIME_CALL(m_pReal->ExecuteCommandLists(NumCommandLists, unwrapped));
if(IsCaptureMode(m_State))
{
SCOPED_LOCK(m_Lock);
SCOPED_LOCK(m_pDevice->GetCapTransitionLock());
bool capframe = IsActiveCapturing(m_State);
std::set<ResourceId> refdIDs;
for(UINT i = 0; i < NumCommandLists; i++)
{
WrappedID3D12GraphicsCommandList *wrapped =
(WrappedID3D12GraphicsCommandList *)ppCommandLists[i];
D3D12ResourceRecord *record = GetRecord(ppCommandLists[i]);
if(record->ContainsExecuteIndirect)
m_QueueRecord->ContainsExecuteIndirect = true;
m_pDevice->ApplyBarriers(record->bakedCommands->cmdInfo->barriers);
// need to lock the whole section of code, not just the check on
// m_State, as we also need to make sure we don't check the state,
// start marking dirty resources then while we're doing so the
// state becomes capframe.
// the next sections where we mark resources referenced and add
// the submit chunk to the frame record don't have to be protected.
// Only the decision of whether we're inframe or not, and marking
// dirty.
if(capframe)
{
for(auto it = record->bakedCommands->cmdInfo->dirtied.begin();
it != record->bakedCommands->cmdInfo->dirtied.end(); ++it)
GetResourceManager()->MarkPendingDirty(*it);
}
else
{
for(auto it = record->bakedCommands->cmdInfo->dirtied.begin();
it != record->bakedCommands->cmdInfo->dirtied.end(); ++it)
GetResourceManager()->MarkDirtyResource(*it);
}
if(capframe)
{
// any descriptor copies or writes could reference new resources not in the
// bound descs list yet. So we take all of those referenced descriptors and
// include them to see if we need to flush
std::vector<D3D12Descriptor> dynDescRefs;
m_pDevice->GetDynamicDescriptorReferences(dynDescRefs);
for(size_t d = 0; d < dynDescRefs.size(); d++)
{
ResourceId id, id2;
FrameRefType ref = eFrameRef_Read;
dynDescRefs[d].GetRefIDs(id, id2, ref);
if(id != ResourceId())
{
refdIDs.insert(id);
GetResourceManager()->MarkResourceFrameReferenced(id, ref);
}
if(id2 != ResourceId())
{
refdIDs.insert(id2);
GetResourceManager()->MarkResourceFrameReferenced(id2, ref);
}
}
// for each bound descriptor table, mark it referenced as well as all resources currently
// bound to it
for(auto it = record->bakedCommands->cmdInfo->boundDescs.begin();
it != record->bakedCommands->cmdInfo->boundDescs.end(); ++it)
{
D3D12Descriptor *desc = *it;
ResourceId id, id2;
FrameRefType ref = eFrameRef_Read;
desc->GetRefIDs(id, id2, ref);
if(id != ResourceId())
{
refdIDs.insert(id);
GetResourceManager()->MarkResourceFrameReferenced(id, ref);
}
if(id2 != ResourceId())
{
refdIDs.insert(id2);
GetResourceManager()->MarkResourceFrameReferenced(id2, ref);
}
}
// pull in frame refs from this baked command list
record->bakedCommands->AddResourceReferences(GetResourceManager());
record->bakedCommands->AddReferencedIDs(refdIDs);
// mark the creation record as referenced so it gets pulled in.
GetResourceManager()->MarkResourceFrameReferenced(
wrapped->GetCreationRecord()->GetResourceID(), eFrameRef_Read);
// reference all executed bundles as well
for(size_t b = 0; b < record->bakedCommands->cmdInfo->bundles.size(); b++)
{
record->bakedCommands->cmdInfo->bundles[b]->bakedCommands->AddResourceReferences(
GetResourceManager());
record->bakedCommands->cmdInfo->bundles[b]->bakedCommands->AddReferencedIDs(refdIDs);
GetResourceManager()->MarkResourceFrameReferenced(
record->bakedCommands->cmdInfo->bundles[b]->GetResourceID(), eFrameRef_Read);
record->bakedCommands->cmdInfo->bundles[b]->bakedCommands->AddRef();
}
{
m_CmdListRecords.push_back(record->bakedCommands);
for(size_t sub = 0; sub < record->bakedCommands->cmdInfo->bundles.size(); sub++)
m_CmdListRecords.push_back(record->bakedCommands->cmdInfo->bundles[sub]->bakedCommands);
}
record->bakedCommands->AddRef();
}
record->cmdInfo->dirtied.clear();
}
if(capframe)
{
std::vector<MapState> maps = m_pDevice->GetMaps();
for(auto it = maps.begin(); it != maps.end(); ++it)
{
WrappedID3D12Resource *res = GetWrapped(it->res);
UINT subres = it->subres;
size_t size = (size_t)it->totalSize;
// only need to flush memory that could affect this submitted batch of work
if(refdIDs.find(res->GetResourceID()) == refdIDs.end())
{
RDCDEBUG("Map of memory %llu not referenced in this queue - not flushing",
res->GetResourceID());
continue;
}
size_t diffStart = 0, diffEnd = 0;
bool found = true;
byte *ref = res->GetShadow(subres);
byte *data = res->GetMap(subres);
if(ref)
found = FindDiffRange(data, ref, size, diffStart, diffEnd);
else
diffEnd = size;
if(found)
{
RDCLOG("Persistent map flush forced for %llu (%llu -> %llu)", res->GetResourceID(),
(uint64_t)diffStart, (uint64_t)diffEnd);
D3D12_RANGE range = {diffStart, diffEnd};
m_pDevice->MapDataWrite(res, subres, data, range);
if(ref == NULL)
{
res->AllocShadow(subres, size);
ref = res->GetShadow(subres);
}
// update comparison shadow for next time
memcpy(ref, res->GetMap(subres), size);
GetResourceManager()->MarkPendingDirty(res->GetResourceID());
}
else
{
RDCDEBUG("Persistent map flush not needed for %llu", res->GetResourceID());
}
}
{
WriteSerialiser &ser = GetThreadSerialiser();
ser.SetDrawChunk();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Queue_ExecuteCommandLists);
Serialise_ExecuteCommandLists(ser, NumCommandLists, ppCommandLists);
m_QueueRecord->AddChunk(scope.Get());
}
}
}
}
void STDMETHODCALLTYPE WrappedID3D12CommandQueue::SetMarker(UINT Metadata, const void *pData,
UINT Size)
{
m_pReal->SetMarker(Metadata, pData, Size);
}
void STDMETHODCALLTYPE WrappedID3D12CommandQueue::BeginEvent(UINT Metadata, const void *pData,
UINT Size)
{
m_pReal->BeginEvent(Metadata, pData, Size);
}
void STDMETHODCALLTYPE WrappedID3D12CommandQueue::EndEvent()
{
m_pReal->EndEvent();
}
template <typename SerialiserType>
bool WrappedID3D12CommandQueue::Serialise_Signal(SerialiserType &ser, ID3D12Fence *pFence,
UINT64 Value)
{
SERIALISE_ELEMENT(pFence);
SERIALISE_ELEMENT(Value);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading() && pFence)
{
m_pReal->Signal(Unwrap(pFence), Value);
}
return true;
}
HRESULT STDMETHODCALLTYPE WrappedID3D12CommandQueue::Signal(ID3D12Fence *pFence, UINT64 Value)
{
HRESULT ret;
SERIALISE_TIME_CALL(ret = m_pReal->Signal(Unwrap(pFence), Value));
if(IsActiveCapturing(m_State))
{
SCOPED_LOCK(m_Lock);
WriteSerialiser &ser = GetThreadSerialiser();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Queue_Signal);
Serialise_Signal(ser, pFence, Value);
m_QueueRecord->AddChunk(scope.Get());
GetResourceManager()->MarkResourceFrameReferenced(GetResID(pFence), eFrameRef_Read);
}
return ret;
}
template <typename SerialiserType>
bool WrappedID3D12CommandQueue::Serialise_Wait(SerialiserType &ser, ID3D12Fence *pFence, UINT64 Value)
{
SERIALISE_ELEMENT(pFence);
SERIALISE_ELEMENT(Value);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading() && pFence)
{
m_pDevice->GPUSync();
}
return true;
}
HRESULT STDMETHODCALLTYPE WrappedID3D12CommandQueue::Wait(ID3D12Fence *pFence, UINT64 Value)
{
HRESULT ret;
SERIALISE_TIME_CALL(ret = m_pReal->Wait(Unwrap(pFence), Value));
if(IsActiveCapturing(m_State))
{
SCOPED_LOCK(m_Lock);
WriteSerialiser &ser = GetThreadSerialiser();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Queue_Wait);
Serialise_Wait(ser, pFence, Value);
m_QueueRecord->AddChunk(scope.Get());
GetResourceManager()->MarkResourceFrameReferenced(GetResID(pFence), eFrameRef_Read);
}
return ret;
}
HRESULT STDMETHODCALLTYPE WrappedID3D12CommandQueue::GetTimestampFrequency(UINT64 *pFrequency)
{
return m_pReal->GetTimestampFrequency(pFrequency);
}
HRESULT STDMETHODCALLTYPE WrappedID3D12CommandQueue::GetClockCalibration(UINT64 *pGpuTimestamp,
UINT64 *pCpuTimestamp)
{
return m_pReal->GetClockCalibration(pGpuTimestamp, pCpuTimestamp);
}
INSTANTIATE_FUNCTION_SERIALISED(
void, WrappedID3D12CommandQueue, UpdateTileMappings, ID3D12Resource *pResource,
UINT NumResourceRegions, const D3D12_TILED_RESOURCE_COORDINATE *pResourceRegionStartCoordinates,
const D3D12_TILE_REGION_SIZE *pResourceRegionSizes, ID3D12Heap *pHeap, UINT NumRanges,
const D3D12_TILE_RANGE_FLAGS *pRangeFlags, const UINT *pHeapRangeStartOffsets,
const UINT *pRangeTileCounts, D3D12_TILE_MAPPING_FLAGS Flags);
INSTANTIATE_FUNCTION_SERIALISED(void, WrappedID3D12CommandQueue, CopyTileMappings,
ID3D12Resource *pDstResource,
const D3D12_TILED_RESOURCE_COORDINATE *pDstRegionStartCoordinate,
ID3D12Resource *pSrcResource,
const D3D12_TILED_RESOURCE_COORDINATE *pSrcRegionStartCoordinate,
const D3D12_TILE_REGION_SIZE *pRegionSize,
D3D12_TILE_MAPPING_FLAGS Flags);
INSTANTIATE_FUNCTION_SERIALISED(void, WrappedID3D12CommandQueue, ExecuteCommandLists,
UINT NumCommandLists, ID3D12CommandList *const *ppCommandLists);
INSTANTIATE_FUNCTION_SERIALISED(void, WrappedID3D12CommandQueue, Signal, ID3D12Fence *pFence,
UINT64 Value);
INSTANTIATE_FUNCTION_SERIALISED(void, WrappedID3D12CommandQueue, Wait, ID3D12Fence *pFence,
UINT64 Value);