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renderdoc/renderdoc/driver/d3d12/d3d12_manager.cpp
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2024 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 "core/settings.h"
#include "driver/dx/official/d3dcompiler.h"
#include "driver/dxgi/dxgi_common.h"
#include "strings/string_utils.h"
#include "d3d12_command_list.h"
#include "d3d12_command_queue.h"
#include "d3d12_device.h"
#include "d3d12_resources.h"
#include "d3d12_rootsig.h"
#include "d3d12_shader_cache.h"
#include "data/hlsl/hlsl_cbuffers.h"
RDOC_CONFIG(uint32_t, D3D12_Debug_RT_IndirectEstimateOverride, 0,
"Override how many bytes are reserved for shader tables in each indirect ray dispatch");
RDOC_CONFIG(uint32_t, D3D12_Debug_RT_MaxVertexIncrement, 1000,
"Amount to add to the API-provided max vertex when building a BLAS with an index "
"buffer, to account for incorrectly set values by application.");
RDOC_CONFIG(
uint32_t, D3D12_Debug_RT_MaxVertexPercentIncrease, 10,
"Percentage increase for the API-provided max vertex when building a BLAS with an index "
"buffer, to account for incorrectly set values by application.");
RDOC_CONFIG(uint32_t, D3D12_Debug_RT_ASCacheThreshold, 5000,
"How many milliseconds to wait before caching an AS to disk if it has been unmodified "
"for that long");
RDOC_CONFIG(bool, D3D12_Debug_RT_Auditing, false, "Audit RT work during capture and replay.");
// batch 50 at a time, if we have one check per frame this would cache 5000 BLASs in 100 frames
// which is a reasonable background pace
RDOC_CONFIG(uint32_t, D3D12_Debug_RT_ASCacheBatchSize, 50,
"The maximum number of ASs to cache to disk in a single batch (batch processing "
"happens at indeterminate intervals but no more than once per submission");
void D3D12Descriptor::Init(const D3D12_SAMPLER_DESC2 *pDesc)
{
if(pDesc)
data.samp.desc.Init(*pDesc);
else
RDCEraseEl(data.samp.desc);
}
void D3D12Descriptor::Init(const D3D12_SAMPLER_DESC *pDesc)
{
if(!pDesc)
{
RDCEraseEl(data.samp.desc);
return;
}
D3D12_SAMPLER_DESC2 desc;
desc.Filter = pDesc->Filter;
desc.Filter = pDesc->Filter;
desc.AddressU = pDesc->AddressU;
desc.AddressV = pDesc->AddressV;
desc.AddressW = pDesc->AddressW;
desc.ComparisonFunc = pDesc->ComparisonFunc;
desc.MipLODBias = pDesc->MipLODBias;
desc.MaxAnisotropy = pDesc->MaxAnisotropy;
memcpy(desc.UintBorderColor, pDesc->BorderColor, sizeof(desc.UintBorderColor));
desc.MinLOD = pDesc->MinLOD;
desc.MaxLOD = pDesc->MaxLOD;
desc.Flags = D3D12_SAMPLER_FLAG_NONE;
data.samp.desc.Init(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:
{
D3D12_SAMPLER_DESC2 desc = data.samp.desc.AsDesc();
if(desc.Flags == D3D12_SAMPLER_FLAG_NONE)
{
D3D12_SAMPLER_DESC desc1;
memcpy(&desc1, &desc, sizeof(desc1));
dev->CreateSampler(&desc1, handle);
}
else
{
dev->CreateSampler2(&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 && desc->ViewDimension != D3D12_SRV_DIMENSION_RAYTRACING_ACCELERATION_STRUCTURE)
{
// 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;
WrappedID3D12DescriptorHeap *heap =
manager->GetLiveAs<WrappedID3D12DescriptorHeap>(handle.heap, true);
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
D3D12RTManager::D3D12RTManager(WrappedID3D12Device *device,
D3D12GpuBufferAllocator &gpuBufferAllocator)
: m_wrappedDevice(device), m_GPUBufferAllocator(gpuBufferAllocator)
{
}
D3D12RTManager::~D3D12RTManager()
{
SAFE_RELEASE(ASSerialiseBuffer);
SAFE_RELEASE(m_accStructPatchInfo.m_rootSignature);
SAFE_RELEASE(m_accStructPatchInfo.m_pipeline);
SAFE_RELEASE(m_TLASCopyingData.ArgsBuffer);
SAFE_RELEASE(m_TLASCopyingData.PreparePipe);
SAFE_RELEASE(m_TLASCopyingData.CopyPipe);
SAFE_RELEASE(m_TLASCopyingData.RootSig);
SAFE_RELEASE(m_TLASCopyingData.IndirectSig);
SAFE_RELEASE(m_RayPatchingData.descPatchRootSig);
SAFE_RELEASE(m_RayPatchingData.descPatchPipe);
SAFE_RELEASE(m_RayPatchingData.indirectComSig);
SAFE_RELEASE(m_RayPatchingData.indirectPrepPipe);
SAFE_RELEASE(m_RayPatchingData.indirectPrepRootSig);
SAFE_RELEASE(m_TimerQueryHeap);
if(m_ASCacheThread)
{
Atomic::Dec32(&m_ASCacheThreadRunning);
// wake the thread so it can notice that the running flag is zero'd
m_ASCacheThreadSemaphore->Wake(1);
Threading::JoinThread(m_ASCacheThread);
Threading::CloseThread(m_ASCacheThread);
m_ASCacheThreadSemaphore->Destroy();
}
}
void D3D12RTManager::InitInternalResources()
{
m_GPUBufferAllocator.Alloc(D3D12GpuBufferHeapType::CustomHeapWithUavCpuAccess,
D3D12GpuBufferHeapMemoryFlag::Default, 16, 256, &ASQueryBuffer);
if(D3D12_Debug_RT_Auditing())
{
m_GPUBufferAllocator.Alloc(D3D12GpuBufferHeapType::ReadBackHeap,
D3D12GpuBufferHeapMemoryFlag::Default, 256, 256,
&PostbuildReadbackBuffer);
}
if(IsReplayMode(m_wrappedDevice->GetState()))
{
InitReplayBlasPatchingResources();
}
InitTLASInstanceCopyingResources();
InitRayDispatchPatchingResources();
}
void D3D12RTManager::ResizeSerialisationBuffer(UINT64 size)
{
if(!ASSerialiseBuffer || size > ASSerialiseBuffer->Size())
{
SAFE_RELEASE(ASSerialiseBuffer);
m_GPUBufferAllocator.Alloc(D3D12GpuBufferHeapType::DefaultHeapWithUav,
D3D12GpuBufferHeapMemoryFlag::Default, size, 256, &ASSerialiseBuffer);
}
}
void D3D12RTManager::Verify(PatchedRayDispatch &r)
{
if(!r.resources.readbackBuffer)
return;
byte *data = (byte *)r.resources.readbackBuffer->Map();
uint32_t patchDataSize = 0;
const uint32_t raygenOffs = patchDataSize;
patchDataSize = (uint32_t)r.desc.RayGenerationShaderRecord.SizeInBytes;
patchDataSize = AlignUp(patchDataSize, (uint32_t)D3D12_RAYTRACING_SHADER_TABLE_BYTE_ALIGNMENT);
const uint32_t missOffs = patchDataSize;
patchDataSize += (uint32_t)r.desc.MissShaderTable.SizeInBytes;
patchDataSize = AlignUp(patchDataSize, (uint32_t)D3D12_RAYTRACING_SHADER_TABLE_BYTE_ALIGNMENT);
const uint32_t hitOffs = patchDataSize;
patchDataSize += (uint32_t)r.desc.HitGroupTable.SizeInBytes;
patchDataSize = AlignUp(patchDataSize, (uint32_t)D3D12_RAYTRACING_SHADER_TABLE_BYTE_ALIGNMENT);
const uint32_t callOffs = patchDataSize;
patchDataSize += (uint32_t)r.desc.CallableShaderTable.SizeInBytes;
WrappedID3D12DescriptorHeap *sampHeap = NULL, *resHeap = NULL;
for(ResourceId heapId : r.heaps)
{
WrappedID3D12DescriptorHeap *heap =
(WrappedID3D12DescriptorHeap *)m_wrappedDevice->GetResourceManager()
->GetCurrentAs<ID3D12DescriptorHeap>(heapId);
if(heap->GetDescriptors()->GetType() == D3D12DescriptorType::Sampler)
sampHeap = heap;
else
resHeap = heap;
}
if(r.desc.RayGenerationShaderRecord.StartAddress)
{
VerifyRecord(r.desc.RayGenerationShaderRecord.SizeInBytes, data + raygenOffs,
data + r.resources.patchScratchBuffer->Size() + raygenOffs, resHeap, sampHeap);
}
if(r.desc.MissShaderTable.StartAddress)
{
if(r.desc.MissShaderTable.StrideInBytes == 0)
r.desc.MissShaderTable.StrideInBytes = r.desc.MissShaderTable.SizeInBytes;
for(UINT64 i = 0; i < r.desc.MissShaderTable.SizeInBytes / r.desc.MissShaderTable.StrideInBytes;
i++)
VerifyRecord(r.desc.MissShaderTable.StrideInBytes,
data + missOffs + r.desc.MissShaderTable.StrideInBytes * i,
data + r.resources.patchScratchBuffer->Size() + missOffs +
r.desc.MissShaderTable.StrideInBytes * i,
resHeap, sampHeap);
}
if(r.desc.HitGroupTable.StartAddress)
{
if(r.desc.HitGroupTable.StrideInBytes == 0)
r.desc.HitGroupTable.StrideInBytes = r.desc.HitGroupTable.SizeInBytes;
for(UINT64 i = 0; i < r.desc.HitGroupTable.SizeInBytes / r.desc.HitGroupTable.StrideInBytes; i++)
VerifyRecord(r.desc.HitGroupTable.StrideInBytes,
data + hitOffs + r.desc.HitGroupTable.StrideInBytes * i,
data + r.resources.patchScratchBuffer->Size() + hitOffs +
r.desc.HitGroupTable.StrideInBytes * i,
resHeap, sampHeap);
}
if(r.desc.CallableShaderTable.StartAddress)
{
if(r.desc.CallableShaderTable.StrideInBytes == 0)
r.desc.CallableShaderTable.StrideInBytes = r.desc.CallableShaderTable.SizeInBytes;
for(UINT64 i = 0;
i < r.desc.CallableShaderTable.SizeInBytes / r.desc.CallableShaderTable.StrideInBytes; i++)
VerifyRecord(r.desc.CallableShaderTable.StrideInBytes,
data + callOffs + r.desc.CallableShaderTable.StrideInBytes * i,
data + r.resources.patchScratchBuffer->Size() + callOffs +
r.desc.CallableShaderTable.StrideInBytes * i,
resHeap, sampHeap);
}
r.resources.readbackBuffer->Unmap();
}
void D3D12RTManager::VerifyRecord(const uint64_t recordSize, byte *wrappedRecord,
byte *unwrappedRef, WrappedID3D12DescriptorHeap *resHeap,
WrappedID3D12DescriptorHeap *sampHeap)
{
bytebuf record;
record.resize((size_t)recordSize);
memcpy(record.data(), wrappedRecord, (size_t)recordSize);
struct ShaderIdentifier
{
ResourceId id; // the object which has the actual identifier in its ownExports array
uint32_t index; // the index in the object's ownExports array
uint32_t pad[5]; // padding up to D3D12_SHADER_IDENTIFIER_SIZE_IN_BYTES
};
ShaderIdentifier *ident = (ShaderIdentifier *)wrappedRecord;
WrappedID3D12StateObject *obj =
m_wrappedDevice->GetResourceManager()->GetLiveAs<WrappedID3D12StateObject>(ident->id);
uint16_t localIdx = 0xffff;
if(obj)
{
memcpy(record.data(), obj->exports->ownExports[ident->index].real,
D3D12_SHADER_IDENTIFIER_SIZE_IN_BYTES);
localIdx = obj->exports->ownExports[ident->index].localRootSigIndex;
}
else
{
memset(record.data(), 0, D3D12_SHADER_IDENTIFIER_SIZE_IN_BYTES);
}
if(localIdx != 0xffff)
{
rdcarray<uint32_t> &rootConfig = m_UniqueLocalRootSigs[localIdx];
for(uint32_t offs : rootConfig)
{
bool isVA = (offs & 0x80000000U) != 0;
offs &= ~0x80000000U;
if(isVA)
{
D3D12_GPU_VIRTUAL_ADDRESS *va = (uint64_t *)(wrappedRecord + offs);
ResourceId id;
uint64_t resoffs;
m_wrappedDevice->GetResIDFromOrigAddr(*va, id, resoffs);
D3D12_GPU_VIRTUAL_ADDRESS unwrappedVA = 0;
if(*va == 0)
{
}
else if(id == ResourceId())
{
RDCWARN("Invalid VA %llx, setting to 0", *va);
}
else
{
ID3D12Resource *res = m_wrappedDevice->GetResourceManager()->GetLiveAs<ID3D12Resource>(id);
unwrappedVA = res->GetGPUVirtualAddress() + resoffs;
}
memcpy(record.data() + offs, &unwrappedVA, sizeof(unwrappedVA));
}
else
{
uint64_t wrappedHandle = *(uint64_t *)(wrappedRecord + offs);
D3D12_GPU_DESCRIPTOR_HANDLE unwrappedHandle = {};
if(resHeap && wrappedHandle >= resHeap->GetOriginalGPUBase() &&
wrappedHandle < resHeap->GetOriginalGPUBase() +
resHeap->GetNumDescriptors() * sizeof(D3D12Descriptor))
{
uint32_t idx =
uint32_t((wrappedHandle - resHeap->GetOriginalGPUBase()) / sizeof(D3D12Descriptor));
unwrappedHandle = resHeap->GetGPU(idx);
}
else if(sampHeap && wrappedHandle >= sampHeap->GetOriginalGPUBase() &&
wrappedHandle < +sampHeap->GetOriginalGPUBase() +
sampHeap->GetNumDescriptors() * sizeof(D3D12Descriptor))
{
uint32_t idx =
uint32_t((wrappedHandle - sampHeap->GetOriginalGPUBase()) / sizeof(D3D12Descriptor));
unwrappedHandle = sampHeap->GetGPU(idx);
}
else
{
RDCWARN("Invalid descriptor, setting to 0");
}
memcpy(record.data() + offs, &unwrappedHandle, sizeof(unwrappedHandle));
}
}
}
RDCASSERT(memcmp(record.data(), unwrappedRef, record.size()) == 0);
}
uint32_t D3D12RTManager::GetFreeQuery()
{
SCOPED_LOCK(m_TimerStatsLock);
if(m_TimerQueryHeap == NULL)
{
D3D12_QUERY_HEAP_DESC timerQueryDesc;
// allow for up to 50 dispatches per frame, 500 AS builds, and assume 5 frames before we see the results
timerQueryDesc.Count = (50 + 500) * 5 * 2;
timerQueryDesc.NodeMask = 1;
timerQueryDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
HRESULT hr = m_wrappedDevice->GetReal()->CreateQueryHeap(
&timerQueryDesc, __uuidof(ID3D12QueryHeap), (void **)&m_TimerQueryHeap);
CHECK_HR(m_wrappedDevice, hr);
if(FAILED(hr))
RDCERR("Failed to create timer query heap HRESULT: %s", ToStr(hr).c_str());
m_GPUBufferAllocator.Alloc(D3D12GpuBufferHeapType::ReadBackHeap,
D3D12GpuBufferHeapMemoryFlag::Default,
timerQueryDesc.Count * sizeof(UINT64), 64, &m_TimerReadbackBuffer);
if(m_TimerReadbackBuffer && m_TimerQueryHeap)
{
m_Timestamps = (uint64_t *)m_TimerReadbackBuffer->Map();
for(uint32_t i = 0; i < timerQueryDesc.Count; i += 2)
m_FreeQueries.push_back(i);
}
m_wrappedDevice->GetQueue()->GetTimestampFrequency(&m_TimerFrequency);
}
if(!m_FreeQueries.empty())
return m_FreeQueries.takeAt(m_FreeQueries.size() - 1);
return ~0U;
}
void D3D12RTManager::AddDispatchTimer(uint32_t q)
{
// could track this maybe, for now drop it on the floor
if(q == ~0U)
return;
uint64_t *timestamps = m_Timestamps + q;
{
SCOPED_LOCK(m_TimerStatsLock);
m_AccumulatedStats.dispatches++;
m_AccumulatedStats.totalDispatchesMS +=
((timestamps[1] - timestamps[0]) / double(m_TimerFrequency)) * 1024.0;
m_FreeQueries.push_back(q);
}
}
void D3D12RTManager::AddBuildTimer(uint32_t q, uint64_t size)
{
if(q == ~0U)
return;
uint64_t *timestamps = m_Timestamps + q;
{
SCOPED_LOCK(m_TimerStatsLock);
m_AccumulatedStats.builds++;
m_AccumulatedStats.buildBytes += size;
m_AccumulatedStats.totalBuildMS +=
((timestamps[1] - timestamps[0]) / double(m_TimerFrequency)) * 1024.0;
m_FreeQueries.push_back(q);
}
}
void D3D12RTManager::AddPendingASBuilds(ID3D12Fence *fence, UINT64 waitValue,
const rdcarray<std::function<bool()>> &callbacks)
{
SCOPED_LOCK(m_PendingASBuildsLock);
for(const std::function<bool()> &cb : callbacks)
{
fence->AddRef();
m_PendingASBuilds.push_back({fence, waitValue, cb});
}
}
void D3D12RTManager::TickASManagement()
{
CheckPendingASBuilds();
CheckASCaching();
}
FILE *OpenCacheFile()
{
rdcstr filename = StringFormat::Fmt(
"%s/rdoc_as_%llu_%llu.bin", get_dirname(RenderDoc::Inst().GetCaptureFileTemplate()).c_str(),
Timing::GetTick(), Threading::GetCurrentID());
FILE *file = FileIO::OpenTransientFileHandle(filename, FileIO::OverwriteBinary);
if(!file)
{
FileIO::CreateParentDirectory(filename);
file = FileIO::OpenTransientFileHandle(filename, FileIO::OverwriteBinary);
}
return file;
}
DiskCachedAS D3D12RTManager::AllocDiskCache(uint64_t byteSize)
{
DiskCachedAS ret;
ret.size = byteSize;
uint64_t blocksNeeded = AlignUp(byteSize, DiskCacheFile::blockSize) / DiskCacheFile::blockSize;
if(blocksNeeded >= DiskCacheFile::blocksInFile)
RDCWARN("disk cache sized insufficiently for allocation %llu, allocating dedicated file",
byteSize);
if(blocksNeeded < DiskCacheFile::blocksInFile)
{
SCOPED_LOCK(m_DiskCacheLock);
for(size_t i = 0; i < m_DiskCache.size(); i++)
{
DiskCacheFile &diskCache = m_DiskCache[i];
uint64_t firstBlock = ~0U;
uint64_t blocksFree = 0;
for(uint64_t b = 0; b < (uint64_t)ARRAY_COUNT(DiskCacheFile::blocksUsed); b++)
{
if(b + blocksNeeded > ARRAY_COUNT(DiskCacheFile::blocksUsed))
break;
if(diskCache.blocksUsed[b])
{
blocksFree = 0;
firstBlock = ~0U;
}
else
{
blocksFree++;
if(firstBlock == ~0U)
firstBlock = b;
if(blocksFree == blocksNeeded)
break;
}
}
if(blocksFree == blocksNeeded)
{
ret.fileIndex = i;
ret.offset = firstBlock * DiskCacheFile::blockSize;
memset(&m_DiskCache[i].blocksUsed[firstBlock], 1, size_t(blocksNeeded * sizeof(bool)));
return ret;
}
}
}
// if this was oversized it will allow silent writing off the end by the user
{
SCOPED_LOCK(m_DiskCacheLock);
FILE *f = OpenCacheFile();
DiskCacheFile cache;
cache.file = f;
// if this was an outsized file, only reset the first N blocks for our tracking. The file will
// be larger forever, but that's fine
if(blocksNeeded > DiskCacheFile::blocksInFile)
blocksNeeded = DiskCacheFile::blocksInFile;
memset(cache.blocksUsed, 1, size_t(blocksNeeded * sizeof(bool)));
{
SCOPED_LOCK(m_DiskCacheLock);
ret.fileIndex = m_DiskCache.size();
m_DiskCache.push_back(cache);
}
return ret;
}
}
void D3D12RTManager::ReleaseDiskCache(DiskCachedAS diskCache)
{
uint64_t blocksNeeded =
AlignUp(diskCache.size, DiskCacheFile::blockSize) / DiskCacheFile::blockSize;
uint64_t blockOffset = diskCache.offset / DiskCacheFile::blockSize;
// if this was an outsized file, only reset the first N blocks for our tracking. The file will be
// larger forever, but that's fine
if(blocksNeeded > DiskCacheFile::blocksInFile)
blocksNeeded = DiskCacheFile::blocksInFile;
if(diskCache.fileIndex >= m_DiskCache.size())
{
RDCERR("Invalid disk cache file %zu vs %zu", diskCache.fileIndex, m_DiskCache.size());
return;
}
memset(&m_DiskCache[diskCache.fileIndex].blocksUsed[blockOffset], 0,
size_t(blocksNeeded * sizeof(bool)));
}
void D3D12RTManager::FillDiskCache(DiskCachedAS diskCache, void *data)
{
FileIO::fseek64(m_DiskCache[diskCache.fileIndex].file, diskCache.offset, SEEK_SET);
StreamWriter writer(m_DiskCache[diskCache.fileIndex].file, Ownership::Nothing);
// de-interleave positions in geoms here if their stride is greater than vertex format to save space?
writer.Write(data, diskCache.size);
}
void D3D12RTManager::PushDiskCacheTask(std::function<void()> task)
{
{
SCOPED_LOCK(m_ASCacheThreadLock);
// create thread lazily if we need it and it's not already here
if(!m_ASCacheThread)
{
m_ASCacheThreadRunning = 1;
m_ASCacheThreadSemaphore = Threading::Semaphore::Create();
m_ASCacheThread = Threading::CreateThread([this]() {
// loop until we shut down
while(Atomic::CmpExch32(&m_ASCacheThreadRunning, 1, 1) == 1)
{
// wait until there's a work item (may be multiple, we process one per loop and may not
// actually block here if there's more work waiting)
m_ASCacheThreadSemaphore->WaitForWake();
// grab a task
std::function<void()> task;
{
SCOPED_LOCK(m_ASCacheThreadLock);
if(!m_ASCacheTasks.empty())
{
task = m_ASCacheTasks.front();
m_ASCacheTasks.erase(0);
// consider ourselves active as soon as we have the task before releasing the lock so
// there is no period where both the queue is empty and we're not active, but a task is in flight
Atomic::Inc32(&m_ASCacheThreadActive);
}
}
// run it if we got one
if(task)
{
task();
Atomic::Dec32(&m_ASCacheThreadActive);
}
}
});
}
// push a task
m_ASCacheTasks.push_back(task);
}
// wake the thread to do one bit of work
m_ASCacheThreadSemaphore->Wake(1);
}
void D3D12RTManager::FlushDiskCacheThread()
{
if(!m_ASCacheThread)
return;
m_ASCacheThreadSemaphore->Wake(1);
// just spin until the thread is done
while(true)
{
SCOPED_LOCK(m_ASCacheThreadLock);
// there may be a task running on the thread even if the queue is empty, ensure the active flag is not set
if(m_ASCacheTasks.empty() && Atomic::CmpExch32(&m_ASCacheThreadActive, 0, 0) == 0)
return;
}
}
void D3D12RTManager::CheckASCaching()
{
double now = m_Timestamp.GetMilliseconds();
SCOPED_LOCK(m_ASBuildDataLock);
const uint32_t ageThreshold = D3D12_Debug_RT_ASCacheThreshold();
const size_t maxCacheBatch = D3D12_Debug_RT_ASCacheBatchSize();
// see if any AS builds are finished and old enough that we should flush them to disk.
// to avoid doing too much work at a time we do these in batches of up to N. They're pushed in
// order so the first one is oldest. We don't care too much about completion (there may be a
// slight gap between record/create and submission, but that will be dominated by the time
// between submission and it being old enough) but we don't want an AS which is built but never
// submitted or destroyed and stays potential forever to block caching, so we skip over any such
// ASs and start from the first old-enough AS.
size_t first = ~0U;
for(size_t i = 0; i < m_InMemASBuildDatas.size(); i++)
{
ASBuildData *buildData = m_InMemASBuildDatas[i];
uint32_t age = uint32_t(now - buildData->timestamp);
// if we encounter one that is too young, bail out as all later ones will be too young as well
if(age < ageThreshold)
break;
// skip any that are somehow old enough but not complete
if(!buildData->IsWorkComplete())
continue;
// this build is both complete and old enough, store
first = i;
}
// if we didn't find one at all, stop now.
if(first == ~0U)
return;
// the build data at [first] is both old enough to be cached and complete! we take a few more -
// up to a small batch at a time.
size_t last;
for(last = first; last < m_InMemASBuildDatas.size() && last < first + maxCacheBatch; last++)
{
ASBuildData *buildData = m_InMemASBuildDatas[last];
uint32_t age = uint32_t(now - buildData->timestamp);
// as soon as we find a build which is either too new or not complete, we're finished.
if(age < ageThreshold || !buildData->IsWorkComplete())
{
// decrement last now so that it is inclusive of the range. We know [first] will have passed
// because it can only have gotten older
last--;
break;
}
}
// if the whole list was old then last could be pointing off the end
if(last == m_InMemASBuildDatas.size())
last--;
// whether there were more to batch or not, last is the last element (and may be equal to first)
for(size_t i = first; i <= last; i++)
{
ASBuildData *buildData = m_InMemASBuildDatas[i];
// grab parameters for the task
D3D12GpuBuffer *buf = buildData->buffer;
// immediately update the build data as if the cache has completed. We flush the thread
DiskCachedAS diskCache = buildData->diskCache = AllocDiskCache(buildData->buffer->Size());
buildData->buffer = NULL;
if(D3D12_Debug_RT_Auditing())
{
RDCDEBUG("Flushing AS build data of size %llu to disk", buf->Size());
}
PushDiskCacheTask([this, diskCache, buf]() {
// de-interleave positions in geoms here if their stride is greater than vertex format to save space?
FillDiskCache(diskCache, buf->Map());
buf->Unmap();
buf->Release();
});
m_DiskCachedASBuildDatas.push_back(buildData);
}
// remove the build datas that we've processed
m_InMemASBuildDatas.erase(first, last - first + 1);
}
void D3D12RTManager::CheckPendingASBuilds()
{
std::map<ID3D12Fence *, UINT64> fenceValues;
SCOPED_LOCK(m_PendingASBuildsLock);
if(m_PendingASBuilds.empty())
return;
for(size_t i = 0; i < m_PendingASBuilds.size(); i++)
{
PendingASBuild &build = m_PendingASBuilds[i];
// first time we see each fence, get the completed value
if(fenceValues[build.fence] == 0)
fenceValues[build.fence] = build.fence->GetCompletedValue();
// if this fence has been satisfied, release our ref (so it will also get removed below) and call the callback
if(fenceValues[build.fence] >= build.fenceValue)
{
SAFE_RELEASE(build.fence);
build.callback();
// swap with last if this isn't already last - we don't need to keep order
if(i < m_PendingASBuilds.size() - 1)
std::swap(build, m_PendingASBuilds.back());
m_PendingASBuilds.pop_back();
}
}
}
void D3D12RTManager::GatherRTStatistics(ASStats &blasAges, ASStats &tlasAges,
RTGPUPatchingStats &gpuStats)
{
double now = m_Timestamp.GetMilliseconds();
gpuStats = m_AccumulatedStats;
m_AccumulatedStats = {};
SCOPED_LOCK(m_ASBuildDataLock);
blasAges.bucket[0].msThreshold = tlasAges.bucket[0].msThreshold = 50;
blasAges.bucket[1].msThreshold = tlasAges.bucket[1].msThreshold = 250;
blasAges.bucket[2].msThreshold = tlasAges.bucket[2].msThreshold = 2000;
blasAges.bucket[3].msThreshold = tlasAges.bucket[3].msThreshold = ~0U;
for(ASBuildData *buildData : m_DiskCachedASBuildDatas)
{
if(buildData && buildData->diskCache.Valid())
{
ASStats &ages = buildData->Type == D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE_TOP_LEVEL
? tlasAges
: blasAges;
ages.diskBytes += buildData->diskCache.size;
ages.diskCached++;
}
}
for(ASBuildData *buildData : m_InMemASBuildDatas)
{
if(buildData)
{
uint32_t age = uint32_t(now - buildData->timestamp);
ASStats &ages = buildData->Type == D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE_TOP_LEVEL
? tlasAges
: blasAges;
// should never encounter this
if(buildData->diskCache.Valid())
continue;
uint64_t size = buildData->buffer ? buildData->buffer->Size() : 0;
ages.overheadBytes += buildData->bytesOverhead;
for(size_t i = 0; i < ARRAY_COUNT(tlasAges.bucket); i++)
{
if(age <= ages.bucket[i].msThreshold)
{
ages.bucket[i].count++;
ages.bucket[i].bytes += size;
break;
}
}
}
}
}
PatchedRayDispatch D3D12RTManager::PatchRayDispatch(ID3D12GraphicsCommandList4 *unwrappedCmd,
rdcarray<ResourceId> heaps,
const D3D12_DISPATCH_RAYS_DESC &desc)
{
PatchedRayDispatch ret = {};
ret.desc = desc;
ret.heaps = heaps;
D3D12MarkerRegion region(unwrappedCmd, "PatchRayDispatch");
ret.resources.query = GetFreeQuery();
if(ret.resources.query != ~0U)
{
unwrappedCmd->EndQuery(m_TimerQueryHeap, D3D12_QUERY_TYPE_TIMESTAMP, ret.resources.query);
}
PrepareRayDispatchBuffer(NULL);
D3D12GpuBuffer *scratchBuffer = NULL;
RayDispatchPatchCB cbufferData = {};
uint32_t patchDataSize = 0;
const uint32_t raygenOffs = patchDataSize;
patchDataSize = (uint32_t)desc.RayGenerationShaderRecord.SizeInBytes;
patchDataSize = AlignUp(patchDataSize, (uint32_t)D3D12_RAYTRACING_SHADER_TABLE_BYTE_ALIGNMENT);
const uint32_t missOffs = patchDataSize;
patchDataSize += (uint32_t)desc.MissShaderTable.SizeInBytes;
patchDataSize = AlignUp(patchDataSize, (uint32_t)D3D12_RAYTRACING_SHADER_TABLE_BYTE_ALIGNMENT);
const uint32_t hitOffs = patchDataSize;
patchDataSize += (uint32_t)desc.HitGroupTable.SizeInBytes;
patchDataSize = AlignUp(patchDataSize, (uint32_t)D3D12_RAYTRACING_SHADER_TABLE_BYTE_ALIGNMENT);
const uint32_t callOffs = patchDataSize;
patchDataSize += (uint32_t)desc.CallableShaderTable.SizeInBytes;
m_GPUBufferAllocator.Alloc(D3D12GpuBufferHeapType::DefaultHeapWithUav,
D3D12GpuBufferHeapMemoryFlag::Default, patchDataSize,
D3D12_RAYTRACING_SHADER_TABLE_BYTE_ALIGNMENT, &scratchBuffer);
ret.resources.readbackBuffer = NULL;
if(IsReplayMode(m_wrappedDevice->GetState()) && D3D12_Debug_RT_Auditing())
{
m_GPUBufferAllocator.Alloc(D3D12GpuBufferHeapType::ReadBackHeap,
D3D12GpuBufferHeapMemoryFlag::Default, patchDataSize * 2,
D3D12_RAYTRACING_SHADER_TABLE_BYTE_ALIGNMENT,
&ret.resources.readbackBuffer);
}
RDCCOMPILE_ASSERT(WRAPPED_DESCRIPTOR_STRIDE == sizeof(D3D12Descriptor),
"Shader descriptor stride is wrong");
for(ResourceId heapId : heaps)
{
WrappedID3D12DescriptorHeap *heap =
(WrappedID3D12DescriptorHeap *)m_wrappedDevice->GetResourceManager()
->GetCurrentAs<ID3D12DescriptorHeap>(heapId);
if(heap->GetDescriptors()->GetType() == D3D12DescriptorType::Sampler)
{
cbufferData.wrapped_sampHeapBase = heap->GetOriginalGPUBase();
cbufferData.unwrapped_sampHeapBase = heap->GetGPU(0).ptr;
cbufferData.wrapped_sampHeapSize = heap->GetNumDescriptors() * sizeof(D3D12Descriptor);
cbufferData.unwrapped_heapStrides |= uint16_t(heap->GetUnwrappedIncrement());
}
else
{
cbufferData.wrapped_srvHeapBase = heap->GetOriginalGPUBase();
cbufferData.unwrapped_srvHeapBase = heap->GetGPU(0).ptr;
cbufferData.wrapped_srvHeapSize = heap->GetNumDescriptors() * sizeof(D3D12Descriptor);
cbufferData.unwrapped_heapStrides |= uint32_t(heap->GetUnwrappedIncrement()) << 16;
}
}
cbufferData.numPatchingAddrs = m_NumPatchingAddrs;
RayDispatchShaderRecordCB recordInfo;
// set up general patching data - lookup buffers and so on
unwrappedCmd->SetPipelineState(m_RayPatchingData.descPatchPipe);
unwrappedCmd->SetComputeRootSignature(m_RayPatchingData.descPatchRootSig);
unwrappedCmd->SetComputeRoot32BitConstants((UINT)D3D12PatchRayDispatchParam::GeneralCB,
sizeof(cbufferData) / sizeof(uint32_t), &cbufferData, 0);
unwrappedCmd->SetComputeRootShaderResourceView((UINT)D3D12PatchRayDispatchParam::StateObjectData,
m_LookupAddrs[0]);
unwrappedCmd->SetComputeRootShaderResourceView((UINT)D3D12PatchRayDispatchParam::RecordData,
m_LookupAddrs[1]);
unwrappedCmd->SetComputeRootShaderResourceView((UINT)D3D12PatchRayDispatchParam::RootSigData,
m_LookupAddrs[2]);
unwrappedCmd->SetComputeRootShaderResourceView((UINT)D3D12PatchRayDispatchParam::AddrPatchData,
m_LookupAddrs[3]);
// dispatch per shader table
// raygen - required
{
recordInfo.shaderrecord_count = 1;
recordInfo.shaderrecord_stride = uint32_t(ret.desc.RayGenerationShaderRecord.SizeInBytes);
unwrappedCmd->SetComputeRoot32BitConstants((UINT)D3D12PatchRayDispatchParam::RecordCB,
sizeof(recordInfo) / sizeof(uint32_t), &recordInfo, 0);
unwrappedCmd->SetComputeRootShaderResourceView((UINT)D3D12PatchRayDispatchParam::SourceBuffer,
ret.desc.RayGenerationShaderRecord.StartAddress);
if(ret.resources.readbackBuffer)
{
CopyFromVA(unwrappedCmd, ret.resources.readbackBuffer->Resource(),
ret.resources.readbackBuffer->Offset() + raygenOffs,
ret.desc.RayGenerationShaderRecord.StartAddress,
desc.RayGenerationShaderRecord.SizeInBytes);
}
ret.desc.RayGenerationShaderRecord.StartAddress = scratchBuffer->Address() + raygenOffs;
unwrappedCmd->SetComputeRootUnorderedAccessView((UINT)D3D12PatchRayDispatchParam::DestBuffer,
ret.desc.RayGenerationShaderRecord.StartAddress);
unwrappedCmd->Dispatch(1, 1, 1);
}
// miss - optional
if(ret.desc.MissShaderTable.SizeInBytes > 0)
{
recordInfo.shaderrecord_count = uint32_t(ret.desc.MissShaderTable.SizeInBytes /
RDCMAX(1ULL, ret.desc.MissShaderTable.StrideInBytes));
recordInfo.shaderrecord_stride = uint32_t(ret.desc.MissShaderTable.StrideInBytes);
unwrappedCmd->SetComputeRoot32BitConstants((UINT)D3D12PatchRayDispatchParam::RecordCB,
sizeof(recordInfo) / sizeof(uint32_t), &recordInfo, 0);
unwrappedCmd->SetComputeRootShaderResourceView((UINT)D3D12PatchRayDispatchParam::SourceBuffer,
ret.desc.MissShaderTable.StartAddress);
if(ret.resources.readbackBuffer)
{
CopyFromVA(unwrappedCmd, ret.resources.readbackBuffer->Resource(),
ret.resources.readbackBuffer->Offset() + missOffs,
ret.desc.MissShaderTable.StartAddress, desc.MissShaderTable.SizeInBytes);
}
ret.desc.MissShaderTable.StartAddress = scratchBuffer->Address() + missOffs;
unwrappedCmd->SetComputeRootUnorderedAccessView((UINT)D3D12PatchRayDispatchParam::DestBuffer,
ret.desc.MissShaderTable.StartAddress);
unwrappedCmd->Dispatch(AlignUp(recordInfo.shaderrecord_count, (uint32_t)RECORD_PATCH_THREADS) /
RECORD_PATCH_THREADS,
1, 1);
}
// hitgroups - optional
if(desc.HitGroupTable.SizeInBytes > 0)
{
recordInfo.shaderrecord_count = uint32_t(ret.desc.HitGroupTable.SizeInBytes /
RDCMAX(1ULL, ret.desc.HitGroupTable.StrideInBytes));
recordInfo.shaderrecord_stride = uint32_t(ret.desc.HitGroupTable.StrideInBytes);
unwrappedCmd->SetComputeRoot32BitConstants((UINT)D3D12PatchRayDispatchParam::RecordCB,
sizeof(recordInfo) / sizeof(uint32_t), &recordInfo, 0);
unwrappedCmd->SetComputeRootShaderResourceView((UINT)D3D12PatchRayDispatchParam::SourceBuffer,
ret.desc.HitGroupTable.StartAddress);
if(ret.resources.readbackBuffer)
{
CopyFromVA(unwrappedCmd, ret.resources.readbackBuffer->Resource(),
ret.resources.readbackBuffer->Offset() + hitOffs,
ret.desc.HitGroupTable.StartAddress, desc.HitGroupTable.SizeInBytes);
}
ret.desc.HitGroupTable.StartAddress = scratchBuffer->Address() + hitOffs;
unwrappedCmd->SetComputeRootUnorderedAccessView((UINT)D3D12PatchRayDispatchParam::DestBuffer,
ret.desc.HitGroupTable.StartAddress);
unwrappedCmd->Dispatch(AlignUp(recordInfo.shaderrecord_count, (uint32_t)RECORD_PATCH_THREADS) /
RECORD_PATCH_THREADS,
1, 1);
}
// callables - optional
if(desc.CallableShaderTable.SizeInBytes > 0)
{
recordInfo.shaderrecord_count =
uint32_t(ret.desc.CallableShaderTable.SizeInBytes /
RDCMAX(1ULL, ret.desc.CallableShaderTable.StrideInBytes));
recordInfo.shaderrecord_stride = uint32_t(ret.desc.CallableShaderTable.StrideInBytes);
unwrappedCmd->SetComputeRoot32BitConstants((UINT)D3D12PatchRayDispatchParam::RecordCB,
sizeof(recordInfo) / sizeof(uint32_t), &recordInfo, 0);
unwrappedCmd->SetComputeRootShaderResourceView((UINT)D3D12PatchRayDispatchParam::SourceBuffer,
ret.desc.CallableShaderTable.StartAddress);
if(ret.resources.readbackBuffer)
{
CopyFromVA(unwrappedCmd, ret.resources.readbackBuffer->Resource(),
ret.resources.readbackBuffer->Offset() + callOffs,
ret.desc.CallableShaderTable.StartAddress, desc.CallableShaderTable.SizeInBytes);
}
ret.desc.CallableShaderTable.StartAddress = scratchBuffer->Address() + callOffs;
unwrappedCmd->SetComputeRootUnorderedAccessView((UINT)D3D12PatchRayDispatchParam::DestBuffer,
ret.desc.CallableShaderTable.StartAddress);
unwrappedCmd->Dispatch(AlignUp(recordInfo.shaderrecord_count, (uint32_t)RECORD_PATCH_THREADS) /
RECORD_PATCH_THREADS,
1, 1);
}
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Transition.pResource = scratchBuffer->Resource();
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
barrier.Transition.StateAfter =
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_COPY_SOURCE;
unwrappedCmd->ResourceBarrier(1, &barrier);
if(ret.resources.readbackBuffer)
{
unwrappedCmd->CopyBufferRegion(ret.resources.readbackBuffer->Resource(),
ret.resources.readbackBuffer->Offset() + patchDataSize,
scratchBuffer->Resource(), scratchBuffer->Offset(), patchDataSize);
}
// we have our own ref, the patch data has its ref too that will be held while the list is
// submittable. Each submission will also get a ref to keep this referenced lookup buffer alive until then
m_LookupBuffer->AddRef();
ret.resources.lookupBuffer = m_LookupBuffer;
// the patch buffer is not owned by us, so the refcounting is the same as above but it takes the
// ref we had when we created it.
ret.resources.patchScratchBuffer = scratchBuffer;
ret.resources.argumentBuffer = NULL;
if(ret.resources.query != ~0U)
{
unwrappedCmd->EndQuery(m_TimerQueryHeap, D3D12_QUERY_TYPE_TIMESTAMP, ret.resources.query + 1);
unwrappedCmd->ResolveQueryData(
m_TimerQueryHeap, D3D12_QUERY_TYPE_TIMESTAMP, ret.resources.query, 2,
m_TimerReadbackBuffer->Resource(),
m_TimerReadbackBuffer->Offset() + sizeof(uint64_t) * ret.resources.query);
}
return ret;
}
PatchedRayDispatch D3D12RTManager::PatchIndirectRayDispatch(
ID3D12GraphicsCommandList *unwrappedCmd, rdcarray<ResourceId> heaps,
ID3D12CommandSignature *pCommandSignature, UINT &MaxCommandCount, ID3D12Resource *pArgumentBuffer,
UINT64 ArgumentBufferOffset, ID3D12Resource *pCountBuffer, UINT64 CountBufferOffset)
{
PatchedRayDispatch ret = {};
D3D12MarkerRegion region(unwrappedCmd, "PatchIndirectRayDispatch");
PrepareRayDispatchBuffer(NULL);
D3D12GpuBuffer *scratchBuffer = NULL;
// :( some games have fixed sizes, so any other estimate could fail.
// games without fixed sizes would be reasonably served by 3 or 4 multiplied by the number of BLAS
// in the largest TLAS, multiplied by the largest local root signature size.
//
// minimum of 64 bytes to account for MaxCommandCount so that we don't allocate 0-sized buffers
uint32_t patchDataSize = RDCMAX(64U, 20 * 1024 * 1024 * MaxCommandCount);
if(D3D12_Debug_RT_IndirectEstimateOverride() > 0)
patchDataSize = RDCMAX(patchDataSize, D3D12_Debug_RT_IndirectEstimateOverride());
m_GPUBufferAllocator.Alloc(D3D12GpuBufferHeapType::DefaultHeapWithUav,
D3D12GpuBufferHeapMemoryFlag::Default, patchDataSize,
D3D12_RAYTRACING_SHADER_TABLE_BYTE_ALIGNMENT, &scratchBuffer);
WrappedID3D12CommandSignature *comSig = (WrappedID3D12CommandSignature *)pCommandSignature;
D3D12GpuBuffer *argsBuffer = NULL;
// the args buffer contains both patched arguments for the application as well as patched
// arguments & count for our indirect patching
uint64_t applicationArgsSize = AlignUp16(MaxCommandCount * comSig->sig.ByteStride);
uint64_t patchingArgsSize = AlignUp16(MaxCommandCount * 4 * AlignUp16(sizeof(PatchingExecute)));
m_GPUBufferAllocator.Alloc(D3D12GpuBufferHeapType::DefaultHeapWithUav,
D3D12GpuBufferHeapMemoryFlag::Default,
applicationArgsSize + patchingArgsSize + 4,
D3D12_RAYTRACING_SHADER_TABLE_BYTE_ALIGNMENT, &argsBuffer);
RDCCOMPILE_ASSERT(WRAPPED_DESCRIPTOR_STRIDE == sizeof(D3D12Descriptor),
"Shader descriptor stride is wrong");
RayDispatchPatchCB cbufferData = {};
for(ResourceId heapId : heaps)
{
WrappedID3D12DescriptorHeap *heap =
(WrappedID3D12DescriptorHeap *)m_wrappedDevice->GetResourceManager()
->GetCurrentAs<ID3D12DescriptorHeap>(heapId);
if(heap->GetDescriptors()->GetType() == D3D12DescriptorType::Sampler)
{
cbufferData.wrapped_sampHeapBase = heap->GetOriginalGPUBase();
cbufferData.unwrapped_sampHeapBase = heap->GetGPU(0).ptr;
cbufferData.wrapped_sampHeapSize = heap->GetNumDescriptors() * sizeof(D3D12Descriptor);
cbufferData.unwrapped_heapStrides |= uint16_t(heap->GetUnwrappedIncrement());
}
else
{
cbufferData.wrapped_srvHeapBase = heap->GetOriginalGPUBase();
cbufferData.unwrapped_srvHeapBase = heap->GetGPU(0).ptr;
cbufferData.wrapped_srvHeapSize = heap->GetNumDescriptors() * sizeof(D3D12Descriptor);
cbufferData.unwrapped_heapStrides |= uint32_t(heap->GetUnwrappedIncrement()) << 16;
}
}
cbufferData.numPatchingAddrs = m_NumPatchingAddrs;
RayIndirectDispatchCB prepInfo = {};
prepInfo.commandSigDispatchOffset = comSig->sig.PackedByteSize - sizeof(D3D12_DISPATCH_RAYS_DESC);
prepInfo.commandSigSize = comSig->sig.PackedByteSize;
prepInfo.commandSigStride = comSig->sig.ByteStride;
prepInfo.maxCommandCount = MaxCommandCount;
prepInfo.scratchBuffer = scratchBuffer->Address();
if(pCountBuffer == NULL)
prepInfo.maxCommandCount |= 0x80000000U;
// set up general patching data - lookup buffers and so on
unwrappedCmd->SetPipelineState(m_RayPatchingData.indirectPrepPipe);
unwrappedCmd->SetComputeRootSignature(m_RayPatchingData.indirectPrepRootSig);
unwrappedCmd->SetComputeRoot32BitConstants((UINT)D3D12IndirectPrepParam::GeneralCB,
sizeof(prepInfo) / sizeof(uint32_t), &prepInfo, 0);
unwrappedCmd->SetComputeRootShaderResourceView(
(UINT)D3D12IndirectPrepParam::AppExecuteArgs,
pArgumentBuffer->GetGPUVirtualAddress() + ArgumentBufferOffset);
unwrappedCmd->SetComputeRootShaderResourceView(
(UINT)D3D12IndirectPrepParam::AppCount,
pCountBuffer ? pCountBuffer->GetGPUVirtualAddress() + CountBufferOffset
: pArgumentBuffer->GetGPUVirtualAddress());
unwrappedCmd->SetComputeRootUnorderedAccessView((UINT)D3D12IndirectPrepParam::PatchedExecuteArgs,
argsBuffer->Address());
unwrappedCmd->SetComputeRootUnorderedAccessView((UINT)D3D12IndirectPrepParam::InternalExecuteArgs,
argsBuffer->Address() + applicationArgsSize);
unwrappedCmd->SetComputeRootUnorderedAccessView(
(UINT)D3D12IndirectPrepParam::InternalExecuteCount,
argsBuffer->Address() + applicationArgsSize + patchingArgsSize);
// prepare our actual indirect patching by setting up destination space locations as well as
// patching the actual arguments buffer we'll return
unwrappedCmd->Dispatch(1, 1, 1);
// this is ready for the application to use (once we patch the things it refers to), and for us to use below
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Transition.pResource = argsBuffer->Resource();
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT;
unwrappedCmd->ResourceBarrier(1, &barrier);
unwrappedCmd->SetPipelineState(m_RayPatchingData.descPatchPipe);
unwrappedCmd->SetComputeRootSignature(m_RayPatchingData.descPatchRootSig);
unwrappedCmd->SetComputeRoot32BitConstants((UINT)D3D12PatchRayDispatchParam::GeneralCB,
sizeof(cbufferData) / sizeof(uint32_t), &cbufferData, 0);
unwrappedCmd->SetComputeRootShaderResourceView((UINT)D3D12PatchRayDispatchParam::StateObjectData,
m_LookupAddrs[0]);
unwrappedCmd->SetComputeRootShaderResourceView((UINT)D3D12PatchRayDispatchParam::RecordData,
m_LookupAddrs[1]);
unwrappedCmd->SetComputeRootShaderResourceView((UINT)D3D12PatchRayDispatchParam::RootSigData,
m_LookupAddrs[2]);
unwrappedCmd->SetComputeRootShaderResourceView((UINT)D3D12PatchRayDispatchParam::AddrPatchData,
m_LookupAddrs[3]);
RayDispatchShaderRecordCB recordInfo = {};
// these will be overwritten by the execute indirect, but set them to something to be safe
unwrappedCmd->SetComputeRoot32BitConstants((UINT)D3D12PatchRayDispatchParam::RecordCB,
sizeof(recordInfo) / sizeof(uint32_t), &recordInfo, 0);
unwrappedCmd->SetComputeRootShaderResourceView((UINT)D3D12PatchRayDispatchParam::SourceBuffer,
m_LookupAddrs[0]);
unwrappedCmd->SetComputeRootUnorderedAccessView((UINT)D3D12PatchRayDispatchParam::DestBuffer,
scratchBuffer->Address());
// execute the indirect arguments buffer that we prepared in the dispatch above to do the actual
// shader record patching/unwrapping
unwrappedCmd->ExecuteIndirect(m_RayPatchingData.indirectComSig, MaxCommandCount * 4,
argsBuffer->Resource(), argsBuffer->Offset() + applicationArgsSize,
argsBuffer->Resource(),
argsBuffer->Offset() + applicationArgsSize + patchingArgsSize);
// scratch buffer has now been patched and is ready to use as well
barrier.Transition.pResource = scratchBuffer->Resource();
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
unwrappedCmd->ResourceBarrier(1, &barrier);
// we have our own ref, the patch data has its ref too that will be held while the list is
// submittable. Each submission will also get a ref to keep this referenced lookup buffer alive until then
m_LookupBuffer->AddRef();
ret.resources.lookupBuffer = m_LookupBuffer;
// the patch and arguments buffers are not owned by us, so the refcounting is the same as above
// but it takes the ref we had when we created it.
ret.resources.patchScratchBuffer = scratchBuffer;
ret.resources.argumentBuffer = argsBuffer;
// TODO: Verify for indirect executes
if(IsReplayMode(m_wrappedDevice->GetState()) && D3D12_Debug_RT_Auditing())
{
// only one execute is allowed per command signature, if it's ray tracing and we're auditing then turn it off
MaxCommandCount = 0;
}
return ret;
}
void D3D12RTManager::PrepareRayDispatchBuffer(const GPUAddressRangeTracker *origAddresses)
{
SCOPED_LOCK(m_LookupBufferLock);
if(m_LookupBufferDirty || origAddresses)
{
m_LookupBufferDirty = false;
SAFE_RELEASE(m_LookupBuffer);
bytebuf lookupData;
const size_t ObjectLookupStride = sizeof(StateObjectLookup);
const size_t RecordDataStride = sizeof(D3D12ShaderExportDatabase::ExportedIdentifier);
const size_t RootSigStride = sizeof(LocalRootSigData);
RDCCOMPILE_ASSERT(int(ObjectLookupStride / 8) * 8 == ObjectLookupStride, "Not aligned");
RDCCOMPILE_ASSERT(RecordDataStride == sizeof(ShaderRecordData), "Not identically sized");
size_t numExports = 0;
for(size_t i = 0; i < m_ExportDatabases.size(); i++)
numExports += m_ExportDatabases[i]->ownExports.size();
const size_t ObjectLookupOffset = lookupData.size();
// we include one extra export database as a NULL terminator
lookupData.resize(lookupData.size() + (m_ExportDatabases.size() + 1) * ObjectLookupStride);
lookupData.resize(AlignUp(lookupData.size(), (size_t)256U));
const size_t RecordDataOffset = lookupData.size();
lookupData.resize(lookupData.size() + numExports * RecordDataStride);
lookupData.resize(AlignUp(lookupData.size(), (size_t)256U));
const size_t RootSigOffset = lookupData.size();
lookupData.resize(lookupData.size() + m_UniqueLocalRootSigs.size() * RootSigStride);
const size_t PatchAddrOffset = lookupData.size();
if(origAddresses)
{
lookupData.resize(lookupData.size() + sizeof(BlasAddressPair) * origAddresses->addresses.size());
}
else
{
lookupData.resize(lookupData.size() + sizeof(BlasAddressPair));
}
uint32_t exportIndex = 0;
for(size_t i = 0; i < m_ExportDatabases.size(); i++)
{
ResourceId id = m_ExportDatabases[i]->GetResourceId();
memcpy(lookupData.data() + ObjectLookupOffset + i * ObjectLookupStride, &id, sizeof(id));
memcpy(lookupData.data() + ObjectLookupOffset + i * ObjectLookupStride + sizeof(ResourceId),
&exportIndex, sizeof(exportIndex));
memcpy(lookupData.data() + RecordDataOffset + RecordDataStride * exportIndex,
m_ExportDatabases[i]->ownExports.data(), m_ExportDatabases[i]->ownExports.byteSize());
exportIndex += (uint32_t)m_ExportDatabases[i]->ownExports.size();
}
for(size_t i = 0; i < m_UniqueLocalRootSigs.size(); i++)
{
uint32_t *rootSigData = (uint32_t *)(lookupData.data() + RootSigOffset + RootSigStride * i);
rootSigData[0] = (uint32_t)m_UniqueLocalRootSigs[i].size();
memcpy(&rootSigData[1], m_UniqueLocalRootSigs[i].data(), m_UniqueLocalRootSigs[i].byteSize());
}
m_NumPatchingAddrs = 0;
for(size_t i = 0; origAddresses && i < origAddresses->addresses.size(); i++)
{
GPUAddressRange addressRange = origAddresses->addresses[i];
ResourceId resId = addressRange.id;
if(m_wrappedDevice->GetResourceManager()->HasLiveResource(resId))
{
WrappedID3D12Resource *wrappedRes =
(WrappedID3D12Resource *)m_wrappedDevice->GetResourceManager()->GetLiveResource(resId);
BlasAddressPair addressPair;
addressPair.oldAddress.start = addressRange.start;
addressPair.oldAddress.end = addressRange.realEnd;
addressPair.newAddress.start = wrappedRes->GetGPUVirtualAddress();
addressPair.newAddress.end = addressPair.newAddress.start + wrappedRes->GetDesc().Width;
memcpy(lookupData.data() + PatchAddrOffset + sizeof(BlasAddressPair) * m_NumPatchingAddrs,
&addressPair, sizeof(addressPair));
m_NumPatchingAddrs++;
}
}
m_GPUBufferAllocator.Alloc(D3D12GpuBufferHeapType::UploadHeap,
D3D12GpuBufferHeapMemoryFlag::Default, lookupData.size(), 256,
&m_LookupBuffer);
memcpy(m_LookupBuffer->Map(), lookupData.data(), lookupData.size());
m_LookupBuffer->Unmap();
D3D12_GPU_VIRTUAL_ADDRESS baseAddr = m_LookupBuffer->Address();
m_LookupAddrs[0] = baseAddr + ObjectLookupOffset;
m_LookupAddrs[1] = baseAddr + RecordDataOffset;
m_LookupAddrs[2] = baseAddr + RootSigOffset;
m_LookupAddrs[3] = baseAddr + PatchAddrOffset;
}
}
ASBuildData *D3D12RTManager::CopyBuildInputs(
ID3D12GraphicsCommandList4 *unwrappedCmd,
const D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS &inputs)
{
ASBuildData *ret = new ASBuildData;
ret->Type = inputs.Type;
ret->Flags = inputs.Flags;
ret->timestamp = m_Timestamp.GetMilliseconds();
ret->rtManager = this;
ret->query = GetFreeQuery();
if(ret->query != ~0U)
{
unwrappedCmd->EndQuery(m_TimerQueryHeap, D3D12_QUERY_TYPE_TIMESTAMP, ret->query);
}
if(inputs.Type == D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE_TOP_LEVEL)
{
ret->NumBLAS = inputs.NumDescs;
if(ret->NumBLAS > 0)
{
uint64_t byteSize = sizeof(D3D12_RAYTRACING_INSTANCE_DESC) * inputs.NumDescs;
m_GPUBufferAllocator.Alloc(D3D12GpuBufferHeapType::ReadBackHeap,
D3D12GpuBufferHeapMemoryFlag::Default, byteSize, 256, &ret->buffer);
if(inputs.DescsLayout == D3D12_ELEMENTS_LAYOUT_ARRAY)
{
// easy case, one copy of instances
ResourceId sourceBufferId;
D3D12BufferOffset sourceOffset;
WrappedID3D12Resource::GetResIDFromAddr(inputs.InstanceDescs, sourceBufferId, sourceOffset);
ID3D12Resource *sourceBuffer = Unwrap(
m_wrappedDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(sourceBufferId));
unwrappedCmd->CopyBufferRegion(ret->buffer->Resource(), ret->buffer->Offset(), sourceBuffer,
sourceOffset, byteSize);
}
else
{
// hard case :( instance pointers, need to do indirected copy with compute
// this is extra hard because all the indirect pointers are inaccessible from shaders so we
// need to shunt through an ExecuteIndirect to use them as root SRVs. That also means that
// we need to first do a pre-pass to prepare the indirect argument buffer from
// {BLASDescAddr, BLASDescAddr, BlasDescAddr...} to
// {BLASDescAddr, dispatch(1,1,1), BLASDescAddr, dispatch(1,1,1), ...}
const uint64_t unpackedLayoutSize = byteSize;
if(m_TLASCopyingData.ScratchBuffer == NULL ||
m_TLASCopyingData.ScratchBuffer->Size() < unpackedLayoutSize)
{
m_GPUBufferAllocator.Alloc(D3D12GpuBufferHeapType::DefaultHeapWithUav,
D3D12GpuBufferHeapMemoryFlag::Default, unpackedLayoutSize,
D3D12_RAYTRACING_SHADER_TABLE_BYTE_ALIGNMENT,
&m_TLASCopyingData.ScratchBuffer);
}
UnrollBLASInstancesList(unwrappedCmd, inputs, 0, 0, m_TLASCopyingData.ScratchBuffer);
// copy to readback buffer (can't write to it directly)
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Transition.pResource = m_TLASCopyingData.ScratchBuffer->Resource();
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
unwrappedCmd->ResourceBarrier(1, &barrier);
unwrappedCmd->CopyBufferRegion(ret->buffer->Resource(), ret->buffer->Offset(),
m_TLASCopyingData.ScratchBuffer->Resource(),
m_TLASCopyingData.ScratchBuffer->Offset(), unpackedLayoutSize);
// keep these buffer around until the parent cmd executes even if we reallocate soon
m_TLASCopyingData.ArgsBuffer->AddRef();
m_TLASCopyingData.ScratchBuffer->AddRef();
ret->cleanupCallback = [this]() {
m_TLASCopyingData.ArgsBuffer->Release();
m_TLASCopyingData.ScratchBuffer->Release();
return true;
};
}
}
}
else
{
ret->NumBLAS = 0;
if(inputs.DescsLayout == D3D12_ELEMENTS_LAYOUT_ARRAY)
{
ret->geoms.assign((ASBuildData::RTGeometryDesc *)inputs.pGeometryDescs, inputs.NumDescs);
}
else
{
ret->geoms.reserve(inputs.NumDescs);
for(UINT i = 0; i < inputs.NumDescs; i++)
ret->geoms.push_back(*inputs.ppGeometryDescs[i]);
}
// calculate how much data is needed. Add 256 bytes padding
uint64_t byteSize = 0;
uint64_t bytesOverhead = 0;
for(const ASBuildData::RTGeometryDesc &desc : ret->geoms)
{
if(desc.Type == D3D12_RAYTRACING_GEOMETRY_TYPE_PROCEDURAL_PRIMITIVE_AABBS)
{
if(desc.AABBs.AABBCount > 0)
{
byteSize += (desc.AABBs.AABBCount - 1) * desc.AABBs.AABBs.StrideInBytes;
byteSize += sizeof(D3D12_RAYTRACING_AABB);
byteSize = AlignUp16(byteSize);
if(desc.AABBs.AABBs.StrideInBytes > sizeof(D3D12_RAYTRACING_AABB))
bytesOverhead += (desc.AABBs.AABBCount - 1) *
(desc.AABBs.AABBs.StrideInBytes - sizeof(D3D12_RAYTRACING_AABB));
}
}
else
{
if(desc.Triangles.Transform3x4)
{
byteSize += sizeof(float) * 3 * 4;
byteSize = AlignUp16(byteSize);
}
if(desc.Triangles.IndexBuffer)
{
UINT isize = 2;
if(desc.Triangles.IndexFormat == DXGI_FORMAT_R32_UINT)
isize = 4;
byteSize += isize * desc.Triangles.IndexCount;
byteSize = AlignUp16(byteSize);
ResourceId vbId;
uint64_t srcOffs = 0;
WrappedID3D12Resource::GetResIDFromAddr(desc.Triangles.VertexBuffer.RVA, vbId, srcOffs);
ID3D12Resource *sourceBuffer =
m_wrappedDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(vbId);
uint64_t vbSize = sourceBuffer->GetDesc().Width - srcOffs;
uint32_t untrustedVertexCount = desc.Triangles.VertexCount;
uint32_t estimatedVertexCount =
untrustedVertexCount +
(untrustedVertexCount / 100) * D3D12_Debug_RT_MaxVertexPercentIncrease() +
D3D12_Debug_RT_MaxVertexIncrement();
RDCASSERT(vbSize >= desc.Triangles.VertexBuffer.StrideInBytes * untrustedVertexCount);
vbSize = RDCMIN(vbSize, desc.Triangles.VertexBuffer.StrideInBytes * estimatedVertexCount);
byteSize += vbSize;
byteSize = AlignUp16(byteSize);
uint64_t tightStride = GetByteSize(1, 1, 1, desc.Triangles.VertexFormat, 0);
if(desc.Triangles.VertexBuffer.StrideInBytes > tightStride)
{
bytesOverhead += vbSize - (tightStride * untrustedVertexCount);
}
else if(vbSize > desc.Triangles.VertexBuffer.StrideInBytes * untrustedVertexCount)
{
bytesOverhead +=
vbSize - (desc.Triangles.VertexBuffer.StrideInBytes * untrustedVertexCount);
}
}
else
{
if(desc.Triangles.VertexCount > 0)
{
byteSize += (desc.Triangles.VertexCount - 1) * desc.Triangles.VertexBuffer.StrideInBytes;
uint64_t tightStride = GetByteSize(1, 1, 1, desc.Triangles.VertexFormat, 0);
if(desc.Triangles.VertexBuffer.StrideInBytes > tightStride)
bytesOverhead += (desc.Triangles.VertexCount - 1) *
(desc.Triangles.VertexBuffer.StrideInBytes - tightStride);
byteSize += tightStride;
byteSize = AlignUp16(byteSize);
}
}
}
}
ret->bytesOverhead = bytesOverhead;
m_GPUBufferAllocator.Alloc(D3D12GpuBufferHeapType::ReadBackHeap,
D3D12GpuBufferHeapMemoryFlag::Default, byteSize, 256, &ret->buffer);
if(!ret->buffer)
{
RDCERR("Failed to allocate shadow storage for AS");
ret = {};
return ret;
}
ID3D12Resource *dstRes = ret->buffer->Resource();
uint64_t dstOffset = ret->buffer->Offset();
uint64_t baseOffset = dstOffset;
for(ASBuildData::RTGeometryDesc &desc : ret->geoms)
{
if(desc.Type == D3D12_RAYTRACING_GEOMETRY_TYPE_PROCEDURAL_PRIMITIVE_AABBS)
{
if(desc.AABBs.AABBCount > 0)
{
byteSize = (desc.AABBs.AABBCount - 1) * desc.AABBs.AABBs.StrideInBytes;
byteSize += sizeof(D3D12_RAYTRACING_AABB);
CopyFromVA(unwrappedCmd, dstRes, dstOffset, desc.AABBs.AABBs.RVA, byteSize);
desc.AABBs.AABBs.RVA = dstOffset - baseOffset;
dstOffset = AlignUp16(dstOffset + byteSize);
}
else
{
// set a NULL marker so that we don't confuse an offset of 0 with an intended NULL
desc.AABBs.AABBs.RVA = ASBuildData::NULLVA;
}
}
else
{
if(desc.Triangles.Transform3x4)
{
byteSize = sizeof(float) * 3 * 4;
CopyFromVA(unwrappedCmd, dstRes, dstOffset, desc.Triangles.Transform3x4, byteSize);
desc.Triangles.Transform3x4 = dstOffset - baseOffset;
dstOffset = AlignUp16(dstOffset + byteSize);
}
else
{
desc.Triangles.Transform3x4 = ASBuildData::NULLVA;
}
if(desc.Triangles.IndexBuffer)
{
UINT isize = 2;
if(desc.Triangles.IndexFormat == DXGI_FORMAT_R32_UINT)
isize = 4;
byteSize = isize * desc.Triangles.IndexCount;
CopyFromVA(unwrappedCmd, dstRes, dstOffset, desc.Triangles.IndexBuffer, byteSize);
desc.Triangles.IndexBuffer = dstOffset - baseOffset;
dstOffset = AlignUp16(dstOffset + byteSize);
ResourceId vbId;
uint64_t srcOffs = 0;
WrappedID3D12Resource::GetResIDFromAddr(desc.Triangles.VertexBuffer.RVA, vbId, srcOffs);
ID3D12Resource *sourceBuffer =
m_wrappedDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(vbId);
uint64_t vbSize = sourceBuffer->GetDesc().Width - srcOffs;
uint32_t untrustedVertexCount = desc.Triangles.VertexCount;
uint32_t estimatedVertexCount =
untrustedVertexCount +
(untrustedVertexCount / 100) * D3D12_Debug_RT_MaxVertexPercentIncrease() +
D3D12_Debug_RT_MaxVertexIncrement();
vbSize = RDCMIN(vbSize, desc.Triangles.VertexBuffer.StrideInBytes * estimatedVertexCount);
unwrappedCmd->CopyBufferRegion(dstRes, dstOffset, Unwrap(sourceBuffer), srcOffs, vbSize);
desc.Triangles.VertexBuffer.RVA = dstOffset - baseOffset;
dstOffset = AlignUp16(dstOffset + vbSize);
}
else
{
desc.Triangles.IndexBuffer = ASBuildData::NULLVA;
if(desc.Triangles.VertexCount > 0)
{
byteSize = (desc.Triangles.VertexCount - 1) * desc.Triangles.VertexBuffer.StrideInBytes;
byteSize += GetByteSize(1, 1, 1, desc.Triangles.VertexFormat, 0);
CopyFromVA(unwrappedCmd, dstRes, dstOffset, desc.Triangles.VertexBuffer.RVA, byteSize);
desc.Triangles.VertexBuffer.RVA = dstOffset - baseOffset;
dstOffset = AlignUp16(dstOffset + byteSize);
}
}
}
}
}
// ensure the copy finishes before anything changes in the input buffer
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
unwrappedCmd->ResourceBarrier(1, &barrier);
// only bother tracking build data with a buffer attached, as without the buffer there is nothing
// to cache and we don't care too much about missing stats for empty/degenerate ASs
if(ret->buffer)
{
SCOPED_LOCK(m_ASBuildDataLock);
m_InMemASBuildDatas.push_back(ret);
}
if(ret->query != ~0U)
{
unwrappedCmd->EndQuery(m_TimerQueryHeap, D3D12_QUERY_TYPE_TIMESTAMP, ret->query + 1);
unwrappedCmd->ResolveQueryData(m_TimerQueryHeap, D3D12_QUERY_TYPE_TIMESTAMP, ret->query, 2,
m_TimerReadbackBuffer->Resource(),
m_TimerReadbackBuffer->Offset() + sizeof(uint64_t) * ret->query);
}
return ret;
}
D3D12GpuBuffer *D3D12RTManager::UnrollBLASInstancesList(
ID3D12GraphicsCommandList4 *unwrappedCmd,
const D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS &inputs,
D3D12_GPU_VIRTUAL_ADDRESS addressPairResAddress, uint64_t addressCount,
D3D12GpuBuffer *copyDestUAV)
{
const uint64_t indirectArgSize =
AlignUp(sizeof(TLASCopyExecute) * (uint64_t)inputs.NumDescs, 256ULL);
if(m_TLASCopyingData.ArgsBuffer == NULL || m_TLASCopyingData.ArgsBuffer->Size() < indirectArgSize)
{
// needs to be dedicated so we can sure it's not shared with anything when we transition it...
m_GPUBufferAllocator.Alloc(D3D12GpuBufferHeapType::DefaultHeapWithUav,
D3D12GpuBufferHeapMemoryFlag::Dedicated, indirectArgSize,
D3D12_RAYTRACING_SHADER_TABLE_BYTE_ALIGNMENT,
&m_TLASCopyingData.ArgsBuffer);
}
// do a normal dispatch to set up the EI argument buffer in temporary scratch memory
unwrappedCmd->SetPipelineState(m_TLASCopyingData.PreparePipe);
unwrappedCmd->SetComputeRootSignature(m_TLASCopyingData.RootSig);
unwrappedCmd->SetComputeRoot32BitConstant((UINT)D3D12TLASInstanceCopyParam::RootCB,
(UINT)addressCount, 0);
unwrappedCmd->SetComputeRootShaderResourceView((UINT)D3D12TLASInstanceCopyParam::SourceSRV,
inputs.InstanceDescs);
unwrappedCmd->SetComputeRootShaderResourceView(
(UINT)D3D12TLASInstanceCopyParam::RootAddressPairSrv,
addressPairResAddress ? addressPairResAddress : inputs.InstanceDescs);
unwrappedCmd->SetComputeRootUnorderedAccessView((UINT)D3D12TLASInstanceCopyParam::DestUAV,
m_TLASCopyingData.ArgsBuffer->Address());
unwrappedCmd->Dispatch(inputs.NumDescs, 1, 1);
// make sure the argument buffer is ready
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Transition.pResource = m_TLASCopyingData.ArgsBuffer->Resource();
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT;
unwrappedCmd->ResourceBarrier(1, &barrier);
unwrappedCmd->SetPipelineState(m_TLASCopyingData.CopyPipe);
unwrappedCmd->SetComputeRootSignature(m_TLASCopyingData.RootSig);
// dummy, will be set by the EI argument
unwrappedCmd->SetComputeRoot32BitConstant((UINT)D3D12TLASInstanceCopyParam::RootCB, 0, 0);
unwrappedCmd->SetComputeRootShaderResourceView(
(UINT)D3D12TLASInstanceCopyParam::RootAddressPairSrv,
addressPairResAddress ? addressPairResAddress : inputs.InstanceDescs);
unwrappedCmd->SetComputeRootUnorderedAccessView((UINT)D3D12TLASInstanceCopyParam::DestUAV,
copyDestUAV->Address());
// the EI takes care of both setting the source SRV and the index constant
unwrappedCmd->ExecuteIndirect(m_TLASCopyingData.IndirectSig, inputs.NumDescs,
m_TLASCopyingData.ArgsBuffer->Resource(),
m_TLASCopyingData.ArgsBuffer->Offset(), NULL, 0);
return m_TLASCopyingData.ArgsBuffer;
}
void D3D12RTManager::CopyFromVA(ID3D12GraphicsCommandList4 *unwrappedCmd, ID3D12Resource *dstRes,
uint64_t dstOffset, D3D12_GPU_VIRTUAL_ADDRESS sourceVA,
uint64_t byteSize)
{
ResourceId srcId;
uint64_t srcOffs = 0;
WrappedID3D12Resource::GetResIDFromAddr(sourceVA, srcId, srcOffs);
ID3D12Resource *srcBuf = m_wrappedDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(srcId);
unwrappedCmd->CopyBufferRegion(dstRes, dstOffset, Unwrap(srcBuf), srcOffs, byteSize);
}
void D3D12RTManager::InitRayDispatchPatchingResources()
{
D3D12ShaderCache *shaderCache = m_wrappedDevice->GetShaderCache();
if(shaderCache == NULL)
{
RDCERR("Shadercache not available");
return;
}
// need 5x 2-DWORD root buffers, the rest we can have for constants.
// this could be made another buffer to track but it fits in push constants so we'll use them
RDCCOMPILE_ASSERT(
((sizeof(RayDispatchPatchCB) + sizeof(RayDispatchShaderRecordCB)) / sizeof(uint32_t)) +
(uint32_t(D3D12PatchRayDispatchParam::Count) - 2) * 2 <
64,
"Root signature constants are too large");
// Root Signature
rdcarray<D3D12_ROOT_PARAMETER1> rootParameters;
rootParameters.reserve((uint16_t)D3D12PatchRayDispatchParam::Count);
{
D3D12_ROOT_PARAMETER1 rootParam;
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParam.Constants.ShaderRegister = 0;
rootParam.Constants.RegisterSpace = 0;
rootParam.Constants.Num32BitValues = sizeof(RayDispatchPatchCB) / sizeof(uint32_t);
rootParameters.push_back(rootParam);
}
{
D3D12_ROOT_PARAMETER1 rootParam;
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParam.Constants.ShaderRegister = 1;
rootParam.Constants.RegisterSpace = 0;
rootParam.Constants.Num32BitValues = sizeof(RayDispatchShaderRecordCB) / sizeof(uint32_t);
rootParameters.push_back(rootParam);
}
{
D3D12_ROOT_PARAMETER1 rootParam;
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParam.Descriptor.ShaderRegister = 0;
rootParam.Descriptor.RegisterSpace = 0;
rootParam.Descriptor.Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE;
rootParameters.push_back(rootParam);
}
{
D3D12_ROOT_PARAMETER1 rootParam;
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV;
rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParam.Descriptor.ShaderRegister = 0;
rootParam.Descriptor.RegisterSpace = 0;
rootParam.Descriptor.Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE;
rootParameters.push_back(rootParam);
}
{
D3D12_ROOT_PARAMETER1 rootParam;
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParam.Descriptor.ShaderRegister = 1;
rootParam.Descriptor.RegisterSpace = 0;
rootParam.Descriptor.Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE;
rootParameters.push_back(rootParam);
}
{
D3D12_ROOT_PARAMETER1 rootParam;
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParam.Descriptor.ShaderRegister = 2;
rootParam.Descriptor.RegisterSpace = 0;
rootParam.Descriptor.Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE;
rootParameters.push_back(rootParam);
}
{
D3D12_ROOT_PARAMETER1 rootParam;
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParam.Descriptor.ShaderRegister = 3;
rootParam.Descriptor.RegisterSpace = 0;
rootParam.Descriptor.Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE;
rootParameters.push_back(rootParam);
}
{
D3D12_ROOT_PARAMETER1 rootParam;
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParam.Descriptor.ShaderRegister = 4;
rootParam.Descriptor.RegisterSpace = 0;
rootParam.Descriptor.Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE;
rootParameters.push_back(rootParam);
}
RDCASSERT(rootParameters.size() == uint32_t(D3D12PatchRayDispatchParam::Count));
bytebuf rootSig = EncodeRootSig(m_wrappedDevice->RootSigVersion(), rootParameters,
D3D12_ROOT_SIGNATURE_FLAG_NONE);
if(!rootSig.empty())
{
HRESULT result = m_wrappedDevice->GetReal()->CreateRootSignature(
0, rootSig.data(), rootSig.size(), __uuidof(ID3D12RootSignature),
(void **)&m_RayPatchingData.descPatchRootSig);
if(!SUCCEEDED(result))
RDCERR("Unable to create root signature for dispatch patching");
// PipelineState
ID3DBlob *shader = NULL;
rdcstr hlsl = GetEmbeddedResource(raytracing_hlsl);
shaderCache->GetShaderBlob(hlsl.c_str(), "RENDERDOC_PatchRayDispatchCS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "cs_5_0", &shader);
if(shader)
{
D3D12_COMPUTE_PIPELINE_STATE_DESC pipeline;
pipeline.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
pipeline.NodeMask = 0;
pipeline.CS = {(void *)shader->GetBufferPointer(), shader->GetBufferSize()};
pipeline.CachedPSO = {NULL, 0};
pipeline.pRootSignature = m_RayPatchingData.descPatchRootSig;
result = m_wrappedDevice->GetReal()->CreateComputePipelineState(
&pipeline, __uuidof(ID3D12PipelineState), (void **)&m_RayPatchingData.descPatchPipe);
if(!SUCCEEDED(result))
RDCERR("Unable to create pipeline for dispatch patching");
if(m_RayPatchingData.descPatchPipe)
m_RayPatchingData.descPatchPipe->SetName(L"RENDERDOC_PatchRayDispatchCS");
}
else
{
RDCERR("Failed to get shader for dispatch patching");
}
SAFE_RELEASE(shader);
}
// need 5x 2-DWORD root buffers, the rest we can have for constants.
// this could be made another buffer to track but it fits in push constants so we'll use them
RDCCOMPILE_ASSERT((sizeof(RayIndirectDispatchCB) / sizeof(uint32_t)) +
(uint32_t(D3D12IndirectPrepParam::Count) - 2) * 2 <
64,
"Root signature constants are too large");
rootParameters.clear();
rootParameters.reserve((uint16_t)D3D12IndirectPrepParam::Count);
{
D3D12_ROOT_PARAMETER1 rootParam;
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParam.Constants.ShaderRegister = 0;
rootParam.Constants.RegisterSpace = 0;
rootParam.Constants.Num32BitValues = sizeof(RayIndirectDispatchCB) / sizeof(uint32_t);
rootParameters.push_back(rootParam);
}
{
D3D12_ROOT_PARAMETER1 rootParam;
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParam.Descriptor.ShaderRegister = 0;
rootParam.Descriptor.RegisterSpace = 0;
rootParam.Descriptor.Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE;
rootParameters.push_back(rootParam);
}
{
D3D12_ROOT_PARAMETER1 rootParam;
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParam.Descriptor.ShaderRegister = 1;
rootParam.Descriptor.RegisterSpace = 0;
rootParam.Descriptor.Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE;
rootParameters.push_back(rootParam);
}
{
D3D12_ROOT_PARAMETER1 rootParam;
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV;
rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParam.Descriptor.ShaderRegister = 0;
rootParam.Descriptor.RegisterSpace = 0;
rootParam.Descriptor.Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE;
rootParameters.push_back(rootParam);
}
{
D3D12_ROOT_PARAMETER1 rootParam;
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV;
rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParam.Descriptor.ShaderRegister = 1;
rootParam.Descriptor.RegisterSpace = 0;
rootParam.Descriptor.Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE;
rootParameters.push_back(rootParam);
}
{
D3D12_ROOT_PARAMETER1 rootParam;
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV;
rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParam.Descriptor.ShaderRegister = 2;
rootParam.Descriptor.RegisterSpace = 0;
rootParam.Descriptor.Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE;
rootParameters.push_back(rootParam);
}
RDCASSERT(rootParameters.size() == uint32_t(D3D12IndirectPrepParam::Count));
rootSig = EncodeRootSig(m_wrappedDevice->RootSigVersion(), rootParameters,
D3D12_ROOT_SIGNATURE_FLAG_NONE);
if(!rootSig.empty())
{
HRESULT result = m_wrappedDevice->GetReal()->CreateRootSignature(
0, rootSig.data(), rootSig.size(), __uuidof(ID3D12RootSignature),
(void **)&m_RayPatchingData.indirectPrepRootSig);
if(!SUCCEEDED(result))
RDCERR("Unable to create root signature for indirect execute patching");
// PipelineState
ID3DBlob *shader = NULL;
rdcstr hlsl = GetEmbeddedResource(raytracing_hlsl);
shaderCache->GetShaderBlob(hlsl.c_str(), "RENDERDOC_PrepareRayIndirectExecuteCS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "cs_5_0", &shader);
if(shader)
{
D3D12_COMPUTE_PIPELINE_STATE_DESC pipeline;
pipeline.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
pipeline.NodeMask = 0;
pipeline.CS = {(void *)shader->GetBufferPointer(), shader->GetBufferSize()};
pipeline.CachedPSO = {NULL, 0};
pipeline.pRootSignature = m_RayPatchingData.indirectPrepRootSig;
result = m_wrappedDevice->GetReal()->CreateComputePipelineState(
&pipeline, __uuidof(ID3D12PipelineState), (void **)&m_RayPatchingData.indirectPrepPipe);
if(m_RayPatchingData.indirectPrepPipe)
m_RayPatchingData.indirectPrepPipe->SetName(L"RENDERDOC_PrepareRayIndirectExecuteCS");
if(!SUCCEEDED(result))
RDCERR("Unable to create pipeline for indirect execute patching");
}
else
{
RDCERR("Failed to get shader for indirect execute patching");
}
SAFE_RELEASE(shader);
}
{
D3D12_INDIRECT_ARGUMENT_DESC args[] = {
{D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT},
{D3D12_INDIRECT_ARGUMENT_TYPE_SHADER_RESOURCE_VIEW},
{D3D12_INDIRECT_ARGUMENT_TYPE_UNORDERED_ACCESS_VIEW},
{D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH},
};
args[0].Constant.DestOffsetIn32BitValues = 0;
args[0].Constant.Num32BitValuesToSet = sizeof(RayDispatchShaderRecordCB) / sizeof(uint32_t);
args[0].Constant.RootParameterIndex = (uint32_t)D3D12PatchRayDispatchParam::RecordCB;
RDCCOMPILE_ASSERT(sizeof(RayDispatchShaderRecordCB) == offsetof(PatchingExecute, sourceData),
"Start of PatchingExecute is not one RayDispatchShaderRecordCB");
args[1].ShaderResourceView.RootParameterIndex =
(uint32_t)D3D12PatchRayDispatchParam::SourceBuffer;
args[2].UnorderedAccessView.RootParameterIndex = (uint32_t)D3D12PatchRayDispatchParam::DestBuffer;
RDCCOMPILE_ASSERT(sizeof(PatchingExecute) == sizeof(GPUAddress) * 2 +
sizeof(RayDispatchShaderRecordCB) +
sizeof(Vec4u) + sizeof(uint32_t) * 2,
"PatchingExecute has changed size");
RDCCOMPILE_ASSERT(sizeof(PatchingExecute) % 16 == 0,
"PatchingExecute is not 16-byte aligned, add explicit padding");
D3D12_COMMAND_SIGNATURE_DESC desc = {};
desc.ByteStride = (UINT)AlignUp16(sizeof(PatchingExecute));
desc.NumArgumentDescs = ARRAY_COUNT(args);
desc.pArgumentDescs = args;
HRESULT hr = m_wrappedDevice->GetReal()->CreateCommandSignature(
&desc, m_RayPatchingData.descPatchRootSig, __uuidof(ID3D12CommandSignature),
(void **)&m_RayPatchingData.indirectComSig);
if(!SUCCEEDED(hr))
RDCERR("Unable to create command signature for indirect execute patching");
}
}
void D3D12RTManager::InitTLASInstanceCopyingResources()
{
D3D12ShaderCache *shaderCache = m_wrappedDevice->GetShaderCache();
if(shaderCache == NULL)
{
RDCERR("Shadercache not available");
return;
}
// Root Signature
rdcarray<D3D12_ROOT_PARAMETER1> rootParameters;
rootParameters.reserve((uint16_t)D3D12TLASInstanceCopyParam::Count);
// used as an index in the EI, and as an address count in the prepare step
{
D3D12_ROOT_PARAMETER1 rootParam;
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParam.Constants.ShaderRegister = 0;
rootParam.Constants.RegisterSpace = 0;
rootParam.Constants.Num32BitValues = 1;
rootParameters.push_back(rootParam);
}
{
D3D12_ROOT_PARAMETER1 rootParam;
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParam.Descriptor.ShaderRegister = 1;
rootParam.Descriptor.RegisterSpace = 0;
rootParam.Descriptor.Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE;
rootParameters.push_back(rootParam);
}
{
D3D12_ROOT_PARAMETER1 rootParam;
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV;
rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParam.Descriptor.ShaderRegister = 0;
rootParam.Descriptor.RegisterSpace = 0;
rootParam.Descriptor.Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE;
rootParameters.push_back(rootParam);
}
{
D3D12_ROOT_PARAMETER1 rootParam;
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParam.Descriptor.ShaderRegister = 0;
rootParam.Descriptor.RegisterSpace = 0;
rootParam.Descriptor.Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE;
rootParameters.push_back(rootParam);
}
RDCASSERT(rootParameters.size() == uint32_t(D3D12TLASInstanceCopyParam::Count));
bytebuf rootSig = EncodeRootSig(m_wrappedDevice->RootSigVersion(), rootParameters,
D3D12_ROOT_SIGNATURE_FLAG_NONE);
if(!rootSig.empty())
{
HRESULT result = m_wrappedDevice->GetReal()->CreateRootSignature(
0, rootSig.data(), rootSig.size(), __uuidof(ID3D12RootSignature),
(void **)&m_TLASCopyingData.RootSig);
if(!SUCCEEDED(result))
RDCERR("Unable to create root signature for TLAS instance copying");
// PipelineState
ID3DBlob *shader = NULL;
rdcstr hlsl = GetEmbeddedResource(raytracing_hlsl);
shaderCache->GetShaderBlob(hlsl.c_str(), "RENDERDOC_PrepareTLASCopyIndirectExecuteCS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "cs_5_0", &shader);
if(shader)
{
D3D12_COMPUTE_PIPELINE_STATE_DESC pipeline;
pipeline.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
pipeline.NodeMask = 0;
pipeline.CS = {(void *)shader->GetBufferPointer(), shader->GetBufferSize()};
pipeline.CachedPSO = {NULL, 0};
pipeline.pRootSignature = m_TLASCopyingData.RootSig;
result = m_wrappedDevice->GetReal()->CreateComputePipelineState(
&pipeline, __uuidof(ID3D12PipelineState), (void **)&m_TLASCopyingData.PreparePipe);
if(m_TLASCopyingData.PreparePipe)
m_TLASCopyingData.PreparePipe->SetName(L"RENDERDOC_PrepareTLASCopyIndirectExecuteCS");
if(!SUCCEEDED(result))
RDCERR("Unable to create pipeline for TLAS instance copying");
}
else
{
RDCERR("Failed to get shader for TLAS instance copying");
}
SAFE_RELEASE(shader);
shaderCache->GetShaderBlob(hlsl.c_str(), "RENDERDOC_CopyBLASInstanceCS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "cs_5_0", &shader);
if(shader)
{
D3D12_COMPUTE_PIPELINE_STATE_DESC pipeline;
pipeline.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
pipeline.NodeMask = 0;
pipeline.CS = {(void *)shader->GetBufferPointer(), shader->GetBufferSize()};
pipeline.CachedPSO = {NULL, 0};
pipeline.pRootSignature = m_TLASCopyingData.RootSig;
result = m_wrappedDevice->GetReal()->CreateComputePipelineState(
&pipeline, __uuidof(ID3D12PipelineState), (void **)&m_TLASCopyingData.CopyPipe);
if(m_TLASCopyingData.CopyPipe)
m_TLASCopyingData.CopyPipe->SetName(L"RENDERDOC_CopyBLASInstanceCS");
if(!SUCCEEDED(result))
RDCERR("Unable to create pipeline for TLAS instance copying");
}
else
{
RDCERR("Failed to get shader for TLAS instance copying");
}
}
{
D3D12_INDIRECT_ARGUMENT_DESC args[] = {
{D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT},
{D3D12_INDIRECT_ARGUMENT_TYPE_SHADER_RESOURCE_VIEW},
{D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH},
};
args[0].Constant.DestOffsetIn32BitValues = 0;
args[0].Constant.Num32BitValuesToSet = 1;
args[0].Constant.RootParameterIndex = (uint32_t)D3D12TLASInstanceCopyParam::RootCB;
args[1].ShaderResourceView.RootParameterIndex = (uint32_t)D3D12TLASInstanceCopyParam::SourceSRV;
D3D12_COMMAND_SIGNATURE_DESC desc = {};
desc.ByteStride = (UINT)AlignUp16(sizeof(TLASCopyExecute));
desc.NumArgumentDescs = ARRAY_COUNT(args);
desc.pArgumentDescs = args;
HRESULT hr = m_wrappedDevice->GetReal()->CreateCommandSignature(
&desc, m_TLASCopyingData.RootSig, __uuidof(ID3D12CommandSignature),
(void **)&m_TLASCopyingData.IndirectSig);
if(!SUCCEEDED(hr))
RDCERR("Unable to create command signature for TLAS instance copying");
}
}
void D3D12RTManager::InitReplayBlasPatchingResources()
{
// Root Signature
rdcarray<D3D12_ROOT_PARAMETER1> rootParameters;
rootParameters.reserve((uint16_t)D3D12PatchTLASBuildParam::Count);
{
D3D12_ROOT_PARAMETER1 rootParam;
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParam.Constants.ShaderRegister = 0;
rootParam.Constants.RegisterSpace = 0;
rootParam.Constants.Num32BitValues = 1;
rootParameters.push_back(rootParam);
}
{
D3D12_ROOT_PARAMETER1 rootParam;
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParam.Descriptor.ShaderRegister = 0;
rootParam.Descriptor.RegisterSpace = 0;
rootParam.Descriptor.Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE;
rootParameters.push_back(rootParam);
}
{
D3D12_ROOT_PARAMETER1 rootParam;
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV;
rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParam.Descriptor.ShaderRegister = 0;
rootParam.Descriptor.RegisterSpace = 0;
rootParam.Descriptor.Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE;
rootParameters.push_back(rootParam);
}
D3D12ShaderCache *shaderCache = m_wrappedDevice->GetShaderCache();
if(shaderCache != NULL)
{
bytebuf rootSig = EncodeRootSig(m_wrappedDevice->RootSigVersion(), rootParameters,
D3D12_ROOT_SIGNATURE_FLAG_NONE);
if(!rootSig.empty())
{
HRESULT result = m_wrappedDevice->GetReal()->CreateRootSignature(
0, rootSig.data(), rootSig.size(), __uuidof(ID3D12RootSignature),
(void **)&m_accStructPatchInfo.m_rootSignature);
if(!SUCCEEDED(result))
RDCERR("Unable to create root signature for patching the BLAS");
// PipelineState
ID3DBlob *shader = NULL;
rdcstr hlsl = GetEmbeddedResource(raytracing_hlsl);
shaderCache->GetShaderBlob(hlsl.c_str(), "RENDERDOC_PatchAccStructAddressCS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "cs_5_0", &shader);
if(shader)
{
D3D12_COMPUTE_PIPELINE_STATE_DESC pipeline;
pipeline.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
pipeline.NodeMask = 0;
pipeline.CS = {(void *)shader->GetBufferPointer(), shader->GetBufferSize()};
pipeline.CachedPSO = {NULL, 0};
pipeline.pRootSignature = m_accStructPatchInfo.m_rootSignature;
result = m_wrappedDevice->GetReal()->CreateComputePipelineState(
&pipeline, __uuidof(ID3D12PipelineState), (void **)&m_accStructPatchInfo.m_pipeline);
if(m_accStructPatchInfo.m_pipeline)
m_accStructPatchInfo.m_pipeline->SetName(L"RENDERDOC_PatchAccStructAddressCS");
if(!SUCCEEDED(result))
RDCERR("Unable to create pipeline for patching the BLAS");
}
SAFE_RELEASE(shader);
}
}
else
{
RDCERR("Shadercache not available");
}
}
uint32_t D3D12RTManager::RegisterLocalRootSig(const D3D12RootSignature &sig)
{
rdcarray<uint32_t> patchOffsets;
uint32_t offset = D3D12_SHADER_IDENTIFIER_SIZE_IN_BYTES;
for(uint32_t i = 0; i < sig.Parameters.size(); i++)
{
// constants are 4-byte aligned, everything else is 8-byte
if(sig.Parameters[i].ParameterType != D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS)
offset = AlignUp(offset, 8U);
if(sig.Parameters[i].ParameterType == D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE)
patchOffsets.push_back(offset);
if(sig.Parameters[i].ParameterType == D3D12_ROOT_PARAMETER_TYPE_CBV ||
sig.Parameters[i].ParameterType == D3D12_ROOT_PARAMETER_TYPE_SRV ||
sig.Parameters[i].ParameterType == D3D12_ROOT_PARAMETER_TYPE_UAV)
patchOffsets.push_back(0x80000000U | offset);
if(sig.Parameters[i].ParameterType == D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS)
offset += sig.Parameters[i].Constants.Num32BitValues * sizeof(uint32_t);
else
offset += sizeof(uint64_t);
}
if(patchOffsets.size() > MAX_LOCALSIG_PARAMS)
RDCERR("Local root signature uses more than %zu patchable parameters, will fail to patch",
patchOffsets.size());
// no patching needed if no tables
if(patchOffsets.empty())
return ~0U;
SCOPED_LOCK(m_LookupBufferLock);
int idx = m_UniqueLocalRootSigs.indexOf(patchOffsets);
if(idx < 0)
{
idx = m_UniqueLocalRootSigs.count();
m_UniqueLocalRootSigs.push_back(patchOffsets);
m_LookupBufferDirty = true;
}
return idx;
}
void D3D12RTManager::RegisterExportDatabase(D3D12ShaderExportDatabase *db)
{
SCOPED_LOCK(m_LookupBufferLock);
m_ExportDatabases.push_back(db);
m_LookupBufferDirty = true;
}
void D3D12RTManager::UnregisterExportDatabase(D3D12ShaderExportDatabase *db)
{
SCOPED_LOCK(m_LookupBufferLock);
m_ExportDatabases.removeOne(db);
// don't dirty the lookup buffer here, there's not much value in recreating it just to reduce
// memory use - next time we need to add data we'll reclaim that.
}
bool D3D12GpuBufferAllocator::D3D12GpuBufferResource::CreateCommittedResourceBuffer(
ID3D12Device *device, const D3D12_HEAP_PROPERTIES &heapProperty, D3D12_RESOURCE_STATES initState,
uint64_t size, bool allowUav, D3D12GpuBufferResource **bufferResource)
{
if(device && bufferResource)
{
ID3D12Resource *newBufferResource = NULL;
D3D12_RESOURCE_DESC bufferResDesc;
bufferResDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
bufferResDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
bufferResDesc.DepthOrArraySize = 1u;
bufferResDesc.MipLevels = 1u;
bufferResDesc.Height = 1u;
bufferResDesc.Flags =
allowUav ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS : D3D12_RESOURCE_FLAG_NONE;
bufferResDesc.Format = DXGI_FORMAT_UNKNOWN;
bufferResDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
bufferResDesc.SampleDesc = {1, 0};
bufferResDesc.Width = size;
D3D12GpuBufferResource *retBufferRes = NULL;
// Create committed resource
HRESULT opResult = device->CreateCommittedResource(
&heapProperty, D3D12_HEAP_FLAG_NONE, &bufferResDesc, initState, NULL,
__uuidof(ID3D12Resource), (void **)&newBufferResource);
if(SUCCEEDED(opResult) && newBufferResource != NULL)
{
retBufferRes = new D3D12GpuBufferResource(newBufferResource, heapProperty.Type);
}
else
{
RDCERR("Allocation failed with result code %s", ToStr(opResult).c_str());
}
if(retBufferRes)
{
*bufferResource = retBufferRes;
return true;
}
}
return false;
}
bool D3D12GpuBufferAllocator::D3D12GpuBufferResource::ReleaseGpuBufferResource(
D3D12GpuBufferResource *bufferResource)
{
delete bufferResource;
bufferResource = NULL;
return true;
}
D3D12GpuBufferAllocator::D3D12GpuBufferResource::D3D12GpuBufferResource(ID3D12Resource *resource,
D3D12_HEAP_TYPE heapType)
: m_resource(resource), m_heapType(heapType), m_subRanges(), m_lastFree(m_subRanges.begin())
{
if(m_resource)
{
m_resDesc = m_resource->GetDesc();
m_resourceGpuAddressRange.start = resource->GetGPUVirtualAddress();
m_resourceGpuAddressRange.realEnd = m_resourceGpuAddressRange.start + m_resDesc.Width;
m_bytesFree = m_resDesc.Width;
}
}
bool D3D12GpuBufferAllocator::D3D12GpuBufferPool::Alloc(WrappedID3D12Device *wrappedDevice,
D3D12GpuBufferHeapMemoryFlag heapMem,
uint64_t size, uint64_t alignment,
D3D12GpuBuffer **gpuBuffer)
{
D3D12GpuBufferAllocator &allocator = wrappedDevice->GetResourceManager()->GetGPUBufferAllocator();
if(heapMem == D3D12GpuBufferHeapMemoryFlag::Default)
{
if(size > m_bufferInitSize)
{
m_bufferInitSize = size;
}
D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = 0;
for(D3D12GpuBufferResource *bufferRes : m_bufferResourceList)
{
if(size > bufferRes->m_bytesFree)
continue;
if(bufferRes->SubAlloc(size, alignment, gpuAddress))
{
*gpuBuffer = new D3D12GpuBuffer(allocator, m_bufferPoolHeapType,
D3D12GpuBufferHeapMemoryFlag::Default, size, alignment,
gpuAddress, bufferRes->Resource());
return true;
}
}
D3D12GpuBufferResource *newBufferResource = NULL;
if(D3D12GpuBufferAllocator::D3D12GpuBufferResource::CreateBufferResource(
wrappedDevice, m_bufferPoolHeapType, m_bufferInitSize, &newBufferResource))
{
m_bufferResourceList.push_back(newBufferResource);
if(newBufferResource->SubAlloc(size, alignment, gpuAddress))
{
*gpuBuffer = new D3D12GpuBuffer(allocator, m_bufferPoolHeapType,
D3D12GpuBufferHeapMemoryFlag::Default, size, alignment,
gpuAddress, newBufferResource->Resource());
return true;
}
}
}
else
{
D3D12GpuBufferResource *newBufferResource = NULL;
if(D3D12GpuBufferAllocator::D3D12GpuBufferResource::CreateBufferResource(
wrappedDevice, m_bufferPoolHeapType, size, &newBufferResource))
{
m_bufferResourceList.push_back(newBufferResource);
D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = 0;
if(newBufferResource->SubAlloc(size, alignment, gpuAddress))
{
*gpuBuffer = new D3D12GpuBuffer(
allocator, m_bufferPoolHeapType, D3D12GpuBufferHeapMemoryFlag::Dedicated, size,
D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT, gpuAddress, newBufferResource->Resource());
}
return true;
}
}
RDCERR("Unable to allocate GPU memory");
return false;
}
void D3D12GpuBufferAllocator::D3D12GpuBufferPool::Free(const D3D12GpuBuffer &gpuBuffer)
{
if(gpuBuffer.Resource() == NULL)
{
RDCERR("Freeing invalid GPU buffer");
return;
}
for(D3D12GpuBufferResource *bufferRes : m_bufferResourceList)
{
if(bufferRes->Resource() == gpuBuffer.Resource())
{
D3D12GpuBufferHeapMemoryFlag heapMem = gpuBuffer.HeapMemory();
if(heapMem == D3D12GpuBufferHeapMemoryFlag::Default)
{
if(bufferRes->SubAllocationInRange(gpuBuffer.Address()))
{
if(!bufferRes->Free(gpuBuffer.Address(), gpuBuffer.Size(), gpuBuffer.Alignment()))
{
RDCERR("Invalid address when freeing buffer");
}
return;
}
}
else if(heapMem == D3D12GpuBufferHeapMemoryFlag::Dedicated)
{
if(D3D12GpuBufferResource::ReleaseGpuBufferResource(bufferRes))
{
m_bufferResourceList.removeOne(bufferRes);
return;
}
}
}
}
}
bool D3D12GpuBufferAllocator::Alloc(D3D12GpuBufferHeapType heapType,
D3D12GpuBufferHeapMemoryFlag heapMem, uint64_t size,
uint64_t alignment, D3D12GpuBuffer **gpuBuffer)
{
if(size == 0)
{
RDCERR("Can't allocate 0-byte buffer");
*gpuBuffer = NULL;
return false;
}
SCOPED_LOCK(m_bufferAllocLock);
bool success = false;
if(heapType < D3D12GpuBufferHeapType::Count && heapType != D3D12GpuBufferHeapType::UnInitialized)
{
size_t heap = (size_t)heapType;
if(m_bufferPoolList[heap] == NULL)
{
uint64_t bufferPoolInitSize = D3D12GpuBufferPool::kDefaultWithUavSizeBufferInitSize;
if(heapType == D3D12GpuBufferHeapType::AccStructDefaultHeap)
{
bufferPoolInitSize = D3D12GpuBufferPool::kAccStructBufferPoolInitSize;
}
m_bufferPoolList[heap] = new D3D12GpuBufferPool(heapType, bufferPoolInitSize);
}
if(m_bufferPoolList[heap] != NULL)
{
success = m_bufferPoolList[heap]->Alloc(m_wrappedDevice, heapMem, size, alignment, gpuBuffer);
}
}
if(success)
{
m_totalAllocatedMemoryInUse += size;
}
return success;
}
void D3D12GpuBufferAllocator::Release(const D3D12GpuBuffer &gpuBuffer)
{
SCOPED_LOCK(m_bufferAllocLock);
size_t heap = (size_t)gpuBuffer.HeapType();
if(gpuBuffer.HeapType() < D3D12GpuBufferHeapType::Count && m_bufferPoolList[heap] != NULL)
{
m_bufferPoolList[heap]->Free(gpuBuffer);
return;
}
RDCERR("Couldn't identify buffer heap type %zu", heap);
}
bool D3D12GpuBufferAllocator::D3D12GpuBufferResource::CreateBufferResource(
WrappedID3D12Device *wrappedDevice, D3D12GpuBufferHeapType heapType, uint64_t size,
D3D12GpuBufferResource **bufferResource)
{
D3D12_HEAP_PROPERTIES heapProperty;
heapProperty.CreationNodeMask = 0;
heapProperty.VisibleNodeMask = 0;
heapProperty.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProperty.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
D3D12_RESOURCE_STATES initState = D3D12_RESOURCE_STATE_COMMON;
bool allowUav = false;
switch(heapType)
{
case D3D12GpuBufferHeapType::AccStructDefaultHeap:
case D3D12GpuBufferHeapType::DefaultHeap:
case D3D12GpuBufferHeapType::DefaultHeapWithUav:
{
heapProperty.Type = D3D12_HEAP_TYPE_DEFAULT;
if(heapType == D3D12GpuBufferHeapType::AccStructDefaultHeap)
{
initState = D3D12_RESOURCE_STATE_RAYTRACING_ACCELERATION_STRUCTURE;
allowUav = true;
}
if(heapType == D3D12GpuBufferHeapType::DefaultHeapWithUav)
{
allowUav = true;
}
break;
}
case D3D12GpuBufferHeapType::ReadBackHeap:
{
heapProperty.Type = D3D12_HEAP_TYPE_READBACK;
initState = D3D12_RESOURCE_STATE_COPY_DEST;
break;
}
case D3D12GpuBufferHeapType::UploadHeap:
{
heapProperty.Type = D3D12_HEAP_TYPE_UPLOAD;
initState = D3D12_RESOURCE_STATE_GENERIC_READ;
break;
}
case D3D12GpuBufferHeapType::CustomHeapWithUavCpuAccess:
{
heapProperty.Type = D3D12_HEAP_TYPE_CUSTOM;
heapProperty.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_WRITE_BACK;
heapProperty.MemoryPoolPreference = D3D12_MEMORY_POOL_L0;
allowUav = true;
break;
}
default: RDCLOG("Unhandled buffer pool");
}
D3D12GpuBufferResource *newBufferResource = NULL;
if(D3D12GpuBufferResource::CreateCommittedResourceBuffer(
wrappedDevice->GetReal(), heapProperty, initState, size, allowUav, &newBufferResource))
{
*bufferResource = newBufferResource;
return true;
}
return false;
}
void D3D12ResourceManager::ResolveDeferredWrappers()
{
rdcarray<ID3D12DeviceChild *> wrappers;
for(auto it = m_WrapperMap.begin(); it != m_WrapperMap.end();)
{
if((uint64_t)it->first >= m_DummyHandle)
{
wrappers.push_back(it->second);
it = m_WrapperMap.erase(it);
continue;
}
++it;
}
for(ID3D12DeviceChild *wrapper : wrappers)
AddWrapper(wrapper, Unwrap(wrapper));
}
void D3D12ResourceManager::ApplyBarriers(BarrierSet &barriers,
std::map<ResourceId, SubresourceStateVector> &states)
{
for(size_t b = 0; b < barriers.barriers.size(); b++)
{
const D3D12_RESOURCE_TRANSITION_BARRIER &trans = barriers.barriers[b].Transition;
ResourceId id = GetResID(trans.pResource);
auto it = states.find(id);
if(it == states.end())
continue;
SubresourceStateVector &st = it->second;
// skip non-transitions, or begin-halves of transitions
if(barriers.barriers[b].Type != D3D12_RESOURCE_BARRIER_TYPE_TRANSITION ||
(barriers.barriers[b].Flags & D3D12_RESOURCE_BARRIER_FLAG_BEGIN_ONLY))
continue;
size_t first = trans.Subresource;
if(trans.Subresource == D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES)
first = 0;
for(size_t i = first; i < st.size(); i++)
{
// layout must either match StateBefore or else be in the common layout
BARRIER_ASSERT("Mismatching before state",
(st[i].IsStates() && st[i].ToStates() == trans.StateBefore) ||
(st[i].IsLayout() && st[i].ToLayout() == D3D12_BARRIER_LAYOUT_COMMON),
st[i], trans.StateBefore, i);
st[i] = D3D12ResourceLayout::FromStates(trans.StateAfter);
if(trans.Subresource != D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES)
break;
}
}
for(size_t b = 0; b < barriers.newBarriers.size(); b++)
{
const D3D12_TEXTURE_BARRIER &trans = barriers.newBarriers[b];
ResourceId id = GetResID(trans.pResource);
auto it = states.find(id);
if(it == states.end())
continue;
SubresourceStateVector &st = it->second;
// skip begin-halves of split transitions
if(trans.SyncBefore == D3D12_BARRIER_SYNC_SPLIT)
continue;
// skip non-layout barriers (including UNDEFINED-UNDEFINED)
if(trans.LayoutBefore == trans.LayoutAfter)
continue;
if(trans.Subresources.NumMipLevels == 0)
{
size_t first = 0;
if(trans.Subresources.IndexOrFirstMipLevel == D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES)
first = 0;
for(size_t sub = first; sub < st.size(); sub++)
{
// layout must either match StateBefore, be undefined, or else be in the common state
BARRIER_ASSERT("Mismatching before state",
(st[sub].IsLayout() && st[sub].ToLayout() == trans.LayoutBefore) ||
trans.LayoutBefore == D3D12_BARRIER_LAYOUT_UNDEFINED ||
(st[sub].IsStates() && st[sub].ToStates() == D3D12_RESOURCE_STATE_COMMON),
st[sub], trans.LayoutBefore, sub);
st[sub] = D3D12ResourceLayout::FromLayout(trans.LayoutAfter);
if(trans.Subresources.IndexOrFirstMipLevel != D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES)
break;
}
}
D3D12_RESOURCE_DESC desc = trans.pResource->GetDesc();
UINT arrays = RDCMAX((UINT16)1, desc.DepthOrArraySize);
if(desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D)
arrays = 1;
UINT mips = RDCMAX((UINT16)1, desc.MipLevels);
for(UINT p = trans.Subresources.FirstPlane; p < trans.Subresources.NumPlanes; p++)
{
for(UINT a = trans.Subresources.FirstArraySlice; a < trans.Subresources.NumArraySlices; a++)
{
for(UINT m = trans.Subresources.IndexOrFirstMipLevel; m < trans.Subresources.NumMipLevels; m++)
{
UINT sub = ((p * arrays) + a) * mips + m;
// layout must either match StateBefore, be undefined, or else be in the common state
BARRIER_ASSERT(
"Mismatching before state",
(st[sub].IsLayout() && st[sub].ToLayout() == trans.LayoutBefore) ||
trans.LayoutBefore == D3D12_BARRIER_LAYOUT_UNDEFINED ||
(st[sub].IsStates() && st[sub].ToStates() == D3D12_RESOURCE_STATE_COMMON),
st[sub], trans.LayoutBefore, sub);
st[sub] = D3D12ResourceLayout::FromLayout(trans.LayoutAfter);
}
}
}
}
}
void AddStateResetBarrier(D3D12ResourceLayout srcState, D3D12ResourceLayout dstState,
ID3D12Resource *res, UINT subresource, BarrierSet &barriers)
{
if(srcState.IsStates() && dstState.IsStates())
{
D3D12_RESOURCE_BARRIER b;
b.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
b.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
b.Transition.pResource = res;
b.Transition.Subresource = (UINT)subresource;
b.Transition.StateBefore = srcState.ToStates();
b.Transition.StateAfter = dstState.ToStates();
barriers.barriers.push_back(b);
}
else if(srcState.IsLayout() && dstState.IsLayout())
{
D3D12_TEXTURE_BARRIER b = {};
b.LayoutBefore = srcState.ToLayout();
b.AccessBefore = D3D12_BARRIER_ACCESS_COMMON;
b.SyncBefore = D3D12_BARRIER_SYNC_ALL;
b.AccessAfter = D3D12_BARRIER_ACCESS_COMMON;
b.SyncAfter = D3D12_BARRIER_SYNC_ALL;
b.LayoutAfter = dstState.ToLayout();
if(b.LayoutBefore == D3D12_BARRIER_LAYOUT_UNDEFINED)
b.AccessBefore = D3D12_BARRIER_ACCESS_NO_ACCESS;
if(b.LayoutAfter == D3D12_BARRIER_LAYOUT_UNDEFINED)
b.AccessAfter = D3D12_BARRIER_ACCESS_NO_ACCESS;
b.Subresources.IndexOrFirstMipLevel = (UINT)subresource;
b.pResource = res;
barriers.newBarriers.push_back(b);
}
else
{
// difficult case, moving between barrier types and need to go to common in between
if(srcState.IsStates())
{
if(srcState.ToStates() != D3D12_RESOURCE_STATE_COMMON)
{
D3D12_RESOURCE_BARRIER b;
b.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
b.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
b.Transition.pResource = res;
b.Transition.Subresource = (UINT)subresource;
b.Transition.StateBefore = srcState.ToStates();
b.Transition.StateAfter = D3D12_RESOURCE_STATE_COMMON;
barriers.barriers.push_back(b);
}
{
D3D12_TEXTURE_BARRIER b = {};
b.LayoutBefore = D3D12_BARRIER_LAYOUT_COMMON;
b.AccessBefore = D3D12_BARRIER_ACCESS_COMMON;
b.SyncBefore = D3D12_BARRIER_SYNC_ALL;
b.AccessAfter = D3D12_BARRIER_ACCESS_COMMON;
b.SyncAfter = D3D12_BARRIER_SYNC_ALL;
b.LayoutAfter = dstState.ToLayout();
if(b.LayoutBefore == D3D12_BARRIER_LAYOUT_UNDEFINED)
b.AccessBefore = D3D12_BARRIER_ACCESS_NO_ACCESS;
if(b.LayoutAfter == D3D12_BARRIER_LAYOUT_UNDEFINED)
b.AccessAfter = D3D12_BARRIER_ACCESS_NO_ACCESS;
b.Subresources.IndexOrFirstMipLevel = (UINT)subresource;
b.pResource = res;
barriers.newBarriers.push_back(b);
}
}
else
{
{
D3D12_TEXTURE_BARRIER b = {};
b.LayoutBefore = srcState.ToLayout();
b.AccessBefore = D3D12_BARRIER_ACCESS_COMMON;
b.SyncBefore = D3D12_BARRIER_SYNC_ALL;
b.AccessAfter = D3D12_BARRIER_ACCESS_COMMON;
b.SyncAfter = D3D12_BARRIER_SYNC_ALL;
b.LayoutAfter = D3D12_BARRIER_LAYOUT_COMMON;
b.Subresources.IndexOrFirstMipLevel = (UINT)subresource;
b.pResource = res;
barriers.newBarriers.push_back(b);
}
if(dstState.ToStates() != D3D12_RESOURCE_STATE_COMMON)
{
D3D12_RESOURCE_BARRIER b;
b.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
b.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
b.Transition.pResource = res;
b.Transition.Subresource = (UINT)subresource;
b.Transition.StateBefore = D3D12_RESOURCE_STATE_COMMON;
b.Transition.StateAfter = dstState.ToStates();
barriers.newToOldBarriers.push_back(b);
}
}
}
}
template <typename SerialiserType>
void D3D12ResourceManager::SerialiseResourceStates(
SerialiserType &ser, BarrierSet &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++)
{
D3D12ResourceLayout srcState = states[liveid][m];
D3D12ResourceLayout dstState = States[m];
// because of some extreme ugliness on the D3D12 side, resources can be created in new
// layouts without the new barriers actually being supported. If that's the case, we just
// pretend they're in old COMMON to avoid doing the new barrier
if(!m_Device->GetOpts12().EnhancedBarriersSupported && srcState.IsLayout())
{
RDCASSERT(srcState.ToLayout() == D3D12_BARRIER_LAYOUT_COMMON, srcState.ToLayout());
srcState = D3D12ResourceLayout::FromStates(D3D12_RESOURCE_STATE_COMMON);
}
if(!m_Device->GetOpts12().EnhancedBarriersSupported && dstState.IsLayout())
{
RDCASSERT(dstState.ToLayout() == D3D12_BARRIER_LAYOUT_COMMON, dstState.ToLayout());
dstState = D3D12ResourceLayout::FromStates(D3D12_RESOURCE_STATE_COMMON);
}
if(srcState != dstState)
{
AddStateResetBarrier(srcState, dstState, (ID3D12Resource *)GetCurrentResource(liveid),
(UINT)m, barriers);
}
}
}
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++)
{
const D3D12ResourceLayout srcState = states[it->first][m];
const D3D12ResourceLayout dstState = it->second[m];
if(srcState != dstState)
AddStateResetBarrier(srcState, dstState,
(ID3D12Resource *)GetCurrentResource(it->first), (UINT)m, barriers);
}
}
}
}
ApplyBarriers(barriers, states);
}
template void D3D12ResourceManager::SerialiseResourceStates(
ReadSerialiser &ser, BarrierSet &barriers, std::map<ResourceId, SubresourceStateVector> &states,
const std::map<ResourceId, SubresourceStateVector> &initialStates);
template void D3D12ResourceManager::SerialiseResourceStates(
WriteSerialiser &ser, BarrierSet &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;
}
rdcarray<ResourceId> D3D12ResourceManager::InitialContentResources()
{
rdcarray<ResourceId> resources =
ResourceManager<D3D12ResourceManagerConfiguration>::InitialContentResources();
std::sort(resources.begin(), resources.end(), [this](ResourceId a, ResourceId b) {
const InitialContentData &aData = m_InitialContents[a].data;
const InitialContentData &bData = m_InitialContents[b].data;
// Always sort BLASs before TLASs, as a TLAS holds device addresses for it's BLASs
// and we make sure those addresses are built first
if(aData.buildData && bData.buildData)
return aData.buildData->Type > bData.buildData->Type;
// serialise ASs first to allow reallocation.
// since the enum is serialised we couldn't change the order so we do this by hand
int aASSort = aData.resourceType == Resource_AccelerationStructure ? 0 : 1;
int bASSort = bData.resourceType == Resource_AccelerationStructure ? 0 : 1;
if(aASSort != bASSort)
return aASSort < bASSort;
return aData.resourceType < bData.resourceType;
});
return resources;
}
void D3D12GpuBuffer::AddRef()
{
InterlockedIncrement(&m_RefCount);
}
void D3D12GpuBuffer::Release()
{
unsigned int ret = InterlockedDecrement(&m_RefCount);
if(ret == 0)
{
m_Allocator.Release(*this);
delete this;
}
}
void ASBuildData::MarkWorkComplete()
{
complete = true;
rtManager->AddBuildTimer(query, buffer ? buffer->Size() : 0);
}
void ASBuildData::AddRef()
{
InterlockedIncrement(&m_RefCount);
}
void ASBuildData::Release()
{
unsigned int ret = InterlockedDecrement(&m_RefCount);
if(ret == 0)
{
if(rtManager)
rtManager->RemoveASBuildData(this);
SAFE_RELEASE(buffer);
if(diskCache.size && rtManager)
{
rtManager->ReleaseDiskCache(diskCache);
}
delete this;
}
}