mirror of
https://github.com/baldurk/renderdoc.git
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1285 lines
43 KiB
C++
1285 lines
43 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2022 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "core/settings.h"
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#include "driver/dxgi/dxgi_common.h"
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#include "d3d12_command_list.h"
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#include "d3d12_command_queue.h"
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#include "d3d12_debug.h"
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#include "d3d12_device.h"
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#include "d3d12_manager.h"
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#include "d3d12_resources.h"
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bool D3D12ResourceManager::Prepare_InitialState(ID3D12DeviceChild *res)
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{
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ResourceId id = GetResID(res);
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D3D12ResourceType type = IdentifyTypeByPtr(res);
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if(type == Resource_DescriptorHeap)
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{
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WrappedID3D12DescriptorHeap *heap = (WrappedID3D12DescriptorHeap *)res;
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UINT numElems = heap->GetDesc().NumDescriptors;
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D3D12Descriptor *descs = new D3D12Descriptor[numElems];
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memcpy(descs, heap->GetDescriptors(), sizeof(D3D12Descriptor) * numElems);
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SetInitialContents(heap->GetResourceID(), D3D12InitialContents(descs, numElems));
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return true;
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}
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else if(type == Resource_Resource)
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{
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WrappedID3D12Resource *r = (WrappedID3D12Resource *)res;
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ID3D12Pageable *unwrappedPageable = r->UnwrappedResidencyPageable();
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bool nonresident = false;
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if(!r->IsResident())
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nonresident = true;
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D3D12_RESOURCE_DESC desc = r->GetDesc();
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D3D12InitialContents initContents;
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if(desc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
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{
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D3D12_HEAP_PROPERTIES heapProps = {};
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if(GetRecord(r)->sparseTable == NULL)
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r->GetHeapProperties(&heapProps, NULL);
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HRESULT hr = S_OK;
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if(heapProps.Type == D3D12_HEAP_TYPE_READBACK)
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{
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// readback resources can't be copied by the GPU but are always immediately CPU readable, so
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// copy to a buffer now
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size_t size = size_t(desc.Width);
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byte *buffer = AllocAlignedBuffer(RDCMAX(desc.Width, 64ULL));
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byte *bufData = NULL;
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hr = r->GetReal()->Map(0, NULL, (void **)&bufData);
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if(SUCCEEDED(hr))
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{
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memcpy(buffer, bufData, size);
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D3D12_RANGE range = {};
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r->GetReal()->Unmap(0, &range);
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}
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else
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{
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RDCERR("Couldn't map directly readback buffer: HRESULT: %s", ToStr(hr).c_str());
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}
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SetInitialContents(GetResID(r), D3D12InitialContents(buffer, size));
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return true;
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}
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const bool isUploadHeap = (heapProps.Type == D3D12_HEAP_TYPE_UPLOAD);
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heapProps.Type = D3D12_HEAP_TYPE_READBACK;
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heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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heapProps.CreationNodeMask = 1;
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heapProps.VisibleNodeMask = 1;
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desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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ID3D12Resource *copyDst = NULL;
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hr = m_Device->GetReal()->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &desc,
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D3D12_RESOURCE_STATE_COPY_DEST, NULL,
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__uuidof(ID3D12Resource), (void **)©Dst);
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if(nonresident)
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m_Device->GetReal()->MakeResident(1, &unwrappedPageable);
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const rdcarray<D3D12_RESOURCE_STATES> &states = m_Device->GetSubresourceStates(GetResID(res));
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RDCASSERT(states.size() == 1);
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D3D12_RESOURCE_BARRIER barrier;
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const bool needsTransition =
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!isUploadHeap && ((states[0] & D3D12_RESOURCE_STATE_COPY_SOURCE) == 0);
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if(needsTransition)
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{
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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barrier.Transition.pResource = r->GetReal();
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barrier.Transition.Subresource = (UINT)0;
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barrier.Transition.StateBefore = states[0];
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
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}
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ID3D12GraphicsCommandList *list = Unwrap(m_Device->GetInitialStateList());
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// transition to copy source
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if(needsTransition)
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list->ResourceBarrier(1, &barrier);
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if(SUCCEEDED(hr))
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{
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list->CopyResource(copyDst, r->GetReal());
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}
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else
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{
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RDCERR("Couldn't create readback buffer: HRESULT: %s", ToStr(hr).c_str());
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}
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// transition back to whatever it was before
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if(needsTransition)
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{
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std::swap(barrier.Transition.StateBefore, barrier.Transition.StateAfter);
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list->ResourceBarrier(1, &barrier);
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}
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if(nonresident)
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{
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m_Device->CloseInitialStateList();
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m_Device->ExecuteLists(NULL, true);
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m_Device->FlushLists();
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m_Device->GetReal()->Evict(1, &unwrappedPageable);
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}
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else
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{
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#if ENABLED(SINGLE_FLUSH_VALIDATE)
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m_Device->CloseInitialStateList();
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m_Device->ExecuteLists(NULL, true);
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m_Device->FlushLists(true);
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#endif
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}
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initContents = D3D12InitialContents(copyDst);
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}
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else
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{
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if(nonresident)
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m_Device->GetReal()->MakeResident(1, &unwrappedPageable);
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ID3D12Resource *arrayTexture = NULL;
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D3D12_RESOURCE_STATES destState = D3D12_RESOURCE_STATE_COPY_SOURCE;
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ID3D12Resource *unwrappedCopySource = r->GetReal();
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bool isDepth =
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IsDepthFormat(desc.Format) || (desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) != 0;
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if(desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE2D && desc.SampleDesc.Count > 1)
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{
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desc.Alignment = 0;
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desc.DepthOrArraySize *= (UINT16)desc.SampleDesc.Count;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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if(isDepth)
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desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
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else
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desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
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D3D12_HEAP_PROPERTIES defaultHeap;
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defaultHeap.Type = D3D12_HEAP_TYPE_DEFAULT;
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defaultHeap.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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defaultHeap.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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defaultHeap.CreationNodeMask = 1;
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defaultHeap.VisibleNodeMask = 1;
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// we don't want to serialise this resource's creation, so wrap it manually
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HRESULT hr = m_Device->GetReal()->CreateCommittedResource(
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&defaultHeap, D3D12_HEAP_FLAG_NONE, &desc,
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isDepth ? D3D12_RESOURCE_STATE_DEPTH_WRITE : D3D12_RESOURCE_STATE_RENDER_TARGET, NULL,
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__uuidof(ID3D12Resource), (void **)&arrayTexture);
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RDCASSERTEQUAL(hr, S_OK);
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destState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
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}
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ID3D12GraphicsCommandList *list = Unwrap(m_Device->GetInitialStateList());
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rdcarray<D3D12_RESOURCE_BARRIER> barriers;
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{
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const rdcarray<D3D12_RESOURCE_STATES> &states = m_Device->GetSubresourceStates(GetResID(r));
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barriers.reserve(states.size());
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for(size_t i = 0; i < states.size(); i++)
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{
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if(states[i] & destState)
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continue;
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D3D12_RESOURCE_BARRIER barrier;
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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barrier.Transition.pResource = r->GetReal();
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barrier.Transition.Subresource = (UINT)i;
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barrier.Transition.StateBefore = states[i];
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barrier.Transition.StateAfter = destState;
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barriers.push_back(barrier);
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}
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// transition to copy dest
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if(!barriers.empty())
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list->ResourceBarrier((UINT)barriers.size(), &barriers[0]);
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}
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if(arrayTexture)
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{
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// execute the above barriers
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m_Device->CloseInitialStateList();
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m_Device->ExecuteLists(NULL, true);
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m_Device->FlushLists();
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// expand multisamples out to array
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m_Device->GetDebugManager()->CopyTex2DMSToArray(NULL, arrayTexture, r->GetReal());
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// open the initial state list again for the remainder of the work
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list = Unwrap(m_Device->GetInitialStateList());
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D3D12_RESOURCE_BARRIER b = {};
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b.Transition.pResource = arrayTexture;
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b.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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b.Transition.StateBefore =
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isDepth ? D3D12_RESOURCE_STATE_DEPTH_WRITE : D3D12_RESOURCE_STATE_RENDER_TARGET;
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b.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
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list->ResourceBarrier(1, &b);
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unwrappedCopySource = arrayTexture;
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}
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D3D12_HEAP_PROPERTIES heapProps;
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heapProps.Type = D3D12_HEAP_TYPE_READBACK;
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heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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heapProps.CreationNodeMask = 1;
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heapProps.VisibleNodeMask = 1;
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D3D12_RESOURCE_DESC bufDesc;
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bufDesc.Alignment = 0;
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bufDesc.DepthOrArraySize = 1;
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bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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bufDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
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bufDesc.Format = DXGI_FORMAT_UNKNOWN;
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bufDesc.Height = 1;
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bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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bufDesc.MipLevels = 1;
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bufDesc.SampleDesc.Count = 1;
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bufDesc.SampleDesc.Quality = 0;
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bufDesc.Width = 1;
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UINT numSubresources = desc.MipLevels;
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if(desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE3D)
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numSubresources *= desc.DepthOrArraySize;
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// account for multiple planes (i.e. depth and stencil)
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{
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D3D12_FEATURE_DATA_FORMAT_INFO formatInfo = {};
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formatInfo.Format = desc.Format;
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m_Device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_INFO, &formatInfo, sizeof(formatInfo));
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UINT planes = RDCMAX((UINT8)1, formatInfo.PlaneCount);
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numSubresources *= planes;
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}
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D3D12_PLACED_SUBRESOURCE_FOOTPRINT *layouts =
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new D3D12_PLACED_SUBRESOURCE_FOOTPRINT[numSubresources];
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m_Device->GetCopyableFootprints(&desc, 0, numSubresources, 0, layouts, NULL, NULL,
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&bufDesc.Width);
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ID3D12Resource *copyDst = NULL;
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HRESULT hr = m_Device->GetReal()->CreateCommittedResource(
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&heapProps, D3D12_HEAP_FLAG_NONE, &bufDesc, D3D12_RESOURCE_STATE_COPY_DEST, NULL,
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__uuidof(ID3D12Resource), (void **)©Dst);
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if(SUCCEEDED(hr))
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{
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for(UINT i = 0; i < numSubresources; i++)
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{
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D3D12_TEXTURE_COPY_LOCATION dst, src;
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src.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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src.pResource = unwrappedCopySource;
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src.SubresourceIndex = i;
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dst.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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dst.pResource = copyDst;
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dst.PlacedFootprint = layouts[i];
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list->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
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}
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}
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else
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{
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RDCERR("Couldn't create readback buffer: HRESULT: %s", ToStr(hr).c_str());
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}
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// transition back
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for(size_t i = 0; i < barriers.size(); i++)
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std::swap(barriers[i].Transition.StateBefore, barriers[i].Transition.StateAfter);
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if(!barriers.empty())
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list->ResourceBarrier((UINT)barriers.size(), &barriers[0]);
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if(nonresident || arrayTexture)
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{
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m_Device->CloseInitialStateList();
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m_Device->ExecuteLists(NULL, true);
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m_Device->FlushLists();
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if(nonresident)
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m_Device->GetReal()->Evict(1, &unwrappedPageable);
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}
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else
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{
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#if ENABLED(SINGLE_FLUSH_VALIDATE)
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m_Device->CloseInitialStateList();
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m_Device->ExecuteLists(NULL, true);
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m_Device->FlushLists(true);
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#endif
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}
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SAFE_RELEASE(arrayTexture);
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SAFE_DELETE_ARRAY(layouts);
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initContents = D3D12InitialContents(copyDst);
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}
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if(GetRecord(r)->sparseTable)
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{
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initContents.sparseTable = new Sparse::PageTable(*GetRecord(r)->sparseTable);
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}
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SetInitialContents(GetResID(r), initContents);
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return true;
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}
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else
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{
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RDCERR("Unexpected type needing an initial state prepared: %d", type);
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}
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return false;
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}
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uint64_t D3D12ResourceManager::GetSize_InitialState(ResourceId id, const D3D12InitialContents &data)
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{
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if(data.resourceType == Resource_DescriptorHeap)
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{
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// the initial contents are just the descriptors. Estimate the serialise size here
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const uint64_t descriptorSerSize = 40 + sizeof(D3D12_SAMPLER_DESC);
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// add a little extra room for fixed overhead
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return 64 + data.numDescriptors * descriptorSerSize;
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}
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else if(data.resourceType == Resource_Resource)
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{
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ID3D12Resource *buf = (ID3D12Resource *)data.resource;
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uint64_t ret = WriteSerialiser::GetChunkAlignment() + 64;
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if(data.sparseTable)
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ret += 16 + data.sparseTable->GetSerialiseSize();
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// readback heaps have already been copied to a buffer, so use that length
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if(data.tag == D3D12InitialContents::MapDirect)
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return ret + uint64_t(data.dataSize);
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return ret + uint64_t(buf ? buf->GetDesc().Width : 0);
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}
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else
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{
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RDCERR("Unexpected type needing an initial state serialised: %d", data.resourceType);
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}
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return 16;
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}
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SparseBinds::SparseBinds(const Sparse::PageTable &table)
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{
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const uint32_t pageSize = 64 * 1024;
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// in theory some of these subresources may share a single binding but we don't try to extract
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// that out again. If we can get one bind per subresource and avoid falling down to per-page
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// mappings we're happy
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for(uint32_t sub = 0; sub < RDCMAX(1U, table.getNumSubresources());)
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{
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const Sparse::PageRangeMapping &mapping =
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table.isSubresourceInMipTail(sub) ? table.getMipTailMapping(sub) : table.getSubresource(sub);
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if(mapping.hasSingleMapping())
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{
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Bind bind;
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bind.heap = mapping.singleMapping.memory;
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bind.rangeOffset = uint32_t(mapping.singleMapping.offset / pageSize);
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bind.rangeCount = uint32_t(table.isSubresourceInMipTail(sub)
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? (table.getMipTailSliceSize() + pageSize - 1) / pageSize
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: (table.getSubresourceByteSize(sub) + pageSize - 1) / pageSize);
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bind.regionStart = {0, 0, 0, sub};
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bind.regionSize = {bind.rangeCount, FALSE, bind.rangeCount, 1, 1};
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bind.rangeFlag = D3D12_TILE_RANGE_FLAG_NONE;
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if(bind.heap == ResourceId())
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bind.rangeFlag = D3D12_TILE_RANGE_FLAG_NULL;
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else if(mapping.singlePageReused)
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bind.rangeFlag = D3D12_TILE_RANGE_FLAG_REUSE_SINGLE_TILE;
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binds.push_back(bind);
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}
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else
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{
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Sparse::Coord texelShape = table.calcSubresourcePageDim(sub);
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// march the pages for this subresource in linear order
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for(uint32_t page = 0; page < mapping.pages.size(); page++)
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{
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Bind bind;
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bind.heap = mapping.pages[page].memory;
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bind.rangeOffset = uint32_t(mapping.pages[page].offset / pageSize);
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// do simple coalescing. If the previous bind was in the same heap, one tile back, make it
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// cover this tile
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if(page > 0 && binds.back().heap == bind.heap &&
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binds.back().rangeOffset + binds.back().rangeCount == bind.rangeOffset)
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{
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binds.back().regionSize.NumTiles++;
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binds.back().regionSize.Width++;
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binds.back().rangeCount++;
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continue;
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}
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// otherwise add a new bind
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if(table.isSubresourceInMipTail(sub))
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{
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bind.regionStart = {page, 0, 0, sub};
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}
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|
else
|
|
{
|
|
bind.regionStart.Subresource = sub;
|
|
// set the starting co-ord as appropriate for this page
|
|
bind.regionStart.X = page % texelShape.x;
|
|
bind.regionStart.Y = (page / texelShape.x) % texelShape.y;
|
|
bind.regionStart.Z = page / (texelShape.x * texelShape.y);
|
|
}
|
|
|
|
bind.rangeCount = 1;
|
|
bind.regionSize = {1, FALSE, 1, 1, 1};
|
|
bind.rangeFlag = D3D12_TILE_RANGE_FLAG_NONE;
|
|
if(bind.heap == ResourceId())
|
|
bind.rangeFlag = D3D12_TILE_RANGE_FLAG_NULL;
|
|
|
|
binds.push_back(bind);
|
|
}
|
|
}
|
|
|
|
if(table.isSubresourceInMipTail(sub))
|
|
{
|
|
// move to the next subresource after the miptail, since we handle the miptail all at once
|
|
sub = ((sub / table.getMipCount()) + 1) * table.getMipCount();
|
|
}
|
|
else
|
|
{
|
|
sub++;
|
|
}
|
|
}
|
|
}
|
|
|
|
SparseBinds::SparseBinds(int)
|
|
{
|
|
null = true;
|
|
}
|
|
|
|
void SparseBinds::Apply(WrappedID3D12Device *device, ID3D12Resource *resource)
|
|
{
|
|
if(null)
|
|
{
|
|
D3D12_TILE_RANGE_FLAGS rangeFlags = D3D12_TILE_RANGE_FLAG_NULL;
|
|
|
|
// do a single whole-resource bind of NULL
|
|
device->GetQueue()->UpdateTileMappings(resource, 1, NULL, NULL, NULL, 1, &rangeFlags, NULL,
|
|
NULL, D3D12_TILE_MAPPING_FLAG_NONE);
|
|
}
|
|
else
|
|
{
|
|
D3D12ResourceManager *rm = device->GetResourceManager();
|
|
for(const Bind &bind : binds)
|
|
{
|
|
device->GetQueue()->UpdateTileMappings(
|
|
resource, 1, &bind.regionStart, &bind.regionSize,
|
|
bind.heap == ResourceId() ? NULL : (ID3D12Heap *)rm->GetLiveResource(bind.heap), 1,
|
|
&bind.rangeFlag, &bind.rangeOffset, &bind.rangeCount, D3D12_TILE_MAPPING_FLAG_NONE);
|
|
}
|
|
}
|
|
}
|
|
|
|
template <typename SerialiserType>
|
|
bool D3D12ResourceManager::Serialise_InitialState(SerialiserType &ser, ResourceId id,
|
|
D3D12ResourceRecord *record,
|
|
const D3D12InitialContents *initial)
|
|
{
|
|
m_State = m_Device->GetState();
|
|
|
|
bool ret = true;
|
|
|
|
SERIALISE_ELEMENT(id).TypedAs("ID3D12DeviceChild *"_lit).Important();
|
|
SERIALISE_ELEMENT_LOCAL(type, record->type);
|
|
|
|
if(IsReplayingAndReading())
|
|
{
|
|
m_Device->AddResourceCurChunk(id);
|
|
}
|
|
|
|
if(type == Resource_DescriptorHeap)
|
|
{
|
|
D3D12Descriptor *Descriptors = initial ? initial->descriptors : NULL;
|
|
uint32_t numElems = initial ? initial->numDescriptors : 0;
|
|
|
|
// there's no point in setting up a lazy array when we're structured exporting because we KNOW
|
|
// we're going to need all the data anyway.
|
|
if(!IsStructuredExporting(m_State))
|
|
ser.SetLazyThreshold(1000);
|
|
|
|
SERIALISE_ELEMENT_ARRAY(Descriptors, numElems);
|
|
SERIALISE_ELEMENT(numElems).Named("NumDescriptors"_lit).Important();
|
|
|
|
ser.SetLazyThreshold(0);
|
|
|
|
SERIALISE_CHECK_READ_ERRORS();
|
|
|
|
if(IsReplayingAndReading())
|
|
{
|
|
WrappedID3D12DescriptorHeap *heap = (WrappedID3D12DescriptorHeap *)GetLiveResource(id);
|
|
|
|
D3D12_DESCRIPTOR_HEAP_DESC desc = heap->GetDesc();
|
|
|
|
// this heap doesn't have to be shader visible, we just use it to copy from
|
|
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
|
|
|
|
ID3D12DescriptorHeap *copyheap = NULL;
|
|
HRESULT hr = m_Device->GetReal()->CreateDescriptorHeap(&desc, __uuidof(ID3D12DescriptorHeap),
|
|
(void **)©heap);
|
|
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Failed to create CPU descriptor heap for initial state: HRESULT: %s",
|
|
ToStr(hr).c_str());
|
|
return false;
|
|
}
|
|
|
|
if(Descriptors == NULL)
|
|
{
|
|
RDCERR("Failed to correctly serialise descriptor heap initial state");
|
|
return false;
|
|
}
|
|
|
|
copyheap = new WrappedID3D12DescriptorHeap(copyheap, m_Device, desc, heap->GetNumDescriptors());
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE handle = copyheap->GetCPUDescriptorHandleForHeapStart();
|
|
|
|
UINT increment = m_Device->GetDescriptorHandleIncrementSize(desc.Type);
|
|
|
|
// only iterate over the 'real' number of descriptors, not the number after we've patched
|
|
desc.NumDescriptors = heap->GetNumDescriptors();
|
|
|
|
for(uint32_t i = 0; i < RDCMIN(numElems, desc.NumDescriptors); i++)
|
|
{
|
|
Descriptors[i].Create(desc.Type, m_Device, handle);
|
|
|
|
handle.ptr += increment;
|
|
}
|
|
|
|
SetInitialContents(id, D3D12InitialContents(copyheap));
|
|
}
|
|
}
|
|
else if(type == Resource_Resource)
|
|
{
|
|
byte *ResourceContents = NULL;
|
|
uint64_t ContentsLength = 0;
|
|
byte *dummy = NULL;
|
|
ID3D12Resource *mappedBuffer = NULL;
|
|
|
|
ID3D12Resource *liveRes = NULL;
|
|
|
|
if(IsReplayingAndReading())
|
|
{
|
|
liveRes = (ID3D12Resource *)GetLiveResource(id);
|
|
}
|
|
|
|
SparseBinds *sparseBinds = NULL;
|
|
|
|
if(ser.VersionAtLeast(0xB))
|
|
{
|
|
Sparse::PageTable *sparseTable = initial ? initial->sparseTable : NULL;
|
|
|
|
SERIALISE_ELEMENT_OPT(sparseTable);
|
|
|
|
if(sparseTable)
|
|
sparseBinds = new SparseBinds(*sparseTable);
|
|
}
|
|
|
|
if(ser.IsWriting())
|
|
{
|
|
m_Device->ExecuteLists(NULL, true);
|
|
m_Device->FlushLists();
|
|
|
|
RDCASSERT(initial);
|
|
|
|
mappedBuffer = (ID3D12Resource *)initial->resource;
|
|
|
|
if(initial->tag == D3D12InitialContents::MapDirect)
|
|
{
|
|
// this was a readback heap, so we did the readback in Prepare already to a buffer
|
|
ResourceContents = initial->srcData;
|
|
ContentsLength = uint64_t(initial->dataSize);
|
|
mappedBuffer = NULL;
|
|
}
|
|
else if(mappedBuffer)
|
|
{
|
|
HRESULT hr = mappedBuffer->Map(0, NULL, (void **)&ResourceContents);
|
|
ContentsLength = mappedBuffer->GetDesc().Width;
|
|
|
|
if(FAILED(hr) || ResourceContents == NULL)
|
|
{
|
|
ContentsLength = 0;
|
|
ResourceContents = NULL;
|
|
mappedBuffer = NULL;
|
|
|
|
RDCERR("Failed to map buffer for readback! %s", ToStr(hr).c_str());
|
|
ret = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// serialise the size separately so we can recreate on replay
|
|
SERIALISE_ELEMENT(ContentsLength);
|
|
|
|
// only map on replay if we haven't encountered any errors so far
|
|
if(IsReplayingAndReading() && !ser.IsErrored())
|
|
{
|
|
D3D12_RESOURCE_DESC resDesc = liveRes->GetDesc();
|
|
|
|
D3D12_HEAP_PROPERTIES heapProps = {};
|
|
if(!m_Device->IsSparseResource(GetResID(liveRes)))
|
|
liveRes->GetHeapProperties(&heapProps, NULL);
|
|
|
|
if(heapProps.Type == D3D12_HEAP_TYPE_UPLOAD)
|
|
{
|
|
// if destination is on the upload heap, it's impossible to copy via the device,
|
|
// so we have to CPU copy. To save time and make a more optimal copy, we just keep the data
|
|
// CPU-side
|
|
mappedBuffer = NULL;
|
|
|
|
D3D12InitialContents initContents(D3D12InitialContents::Copy, type);
|
|
ResourceContents = initContents.srcData = AllocAlignedBuffer(RDCMAX(ContentsLength, 64ULL));
|
|
initContents.resourceType = Resource_Resource;
|
|
SetInitialContents(id, initContents);
|
|
}
|
|
else
|
|
{
|
|
// create an upload buffer to contain the contents
|
|
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
|
|
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
|
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
|
heapProps.CreationNodeMask = 1;
|
|
heapProps.VisibleNodeMask = 1;
|
|
|
|
D3D12_RESOURCE_DESC desc;
|
|
desc.Alignment = 0;
|
|
desc.DepthOrArraySize = 1;
|
|
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
|
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
|
desc.Format = DXGI_FORMAT_UNKNOWN;
|
|
desc.Height = 1;
|
|
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
|
desc.MipLevels = 1;
|
|
desc.SampleDesc.Count = 1;
|
|
desc.SampleDesc.Quality = 0;
|
|
desc.Width = RDCMAX(ContentsLength, 64ULL);
|
|
|
|
ID3D12Resource *copySrc = NULL;
|
|
HRESULT hr = m_Device->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &desc,
|
|
D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
|
|
__uuidof(ID3D12Resource), (void **)©Src);
|
|
|
|
if(SUCCEEDED(hr))
|
|
{
|
|
mappedBuffer = copySrc;
|
|
|
|
// map the upload buffer to serialise into
|
|
hr = copySrc->Map(0, NULL, (void **)&ResourceContents);
|
|
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Created but couldn't map upload buffer: %s", ToStr(hr).c_str());
|
|
ret = false;
|
|
SAFE_RELEASE(copySrc);
|
|
mappedBuffer = NULL;
|
|
ResourceContents = NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RDCERR("Couldn't create upload buffer: %s", ToStr(hr).c_str());
|
|
ret = false;
|
|
mappedBuffer = NULL;
|
|
ResourceContents = NULL;
|
|
}
|
|
}
|
|
|
|
// need to create a dummy buffer to serialise into if anything went wrong
|
|
if(ResourceContents == NULL && ContentsLength > 0)
|
|
ResourceContents = dummy = new byte[(size_t)ContentsLength];
|
|
}
|
|
|
|
// not using SERIALISE_ELEMENT_ARRAY so we can deliberately avoid allocation - we serialise
|
|
// directly into upload memory
|
|
ser.Serialise("ResourceContents"_lit, ResourceContents, ContentsLength, SerialiserFlags::NoFlags)
|
|
.Important();
|
|
|
|
if(mappedBuffer)
|
|
mappedBuffer->Unmap(0, NULL);
|
|
|
|
SAFE_DELETE_ARRAY(dummy);
|
|
|
|
SERIALISE_CHECK_READ_ERRORS();
|
|
|
|
if(IsReplayingAndReading() && mappedBuffer)
|
|
{
|
|
D3D12InitialContents initContents(D3D12InitialContents::Copy, type);
|
|
initContents.resourceType = Resource_Resource;
|
|
initContents.resource = mappedBuffer;
|
|
|
|
initContents.sparseBinds = sparseBinds;
|
|
|
|
D3D12_RESOURCE_DESC resDesc = liveRes->GetDesc();
|
|
|
|
// for MSAA textures we upload to an MSAA texture here so we're ready to copy the image in
|
|
// Apply_InitState
|
|
if(resDesc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE2D && resDesc.SampleDesc.Count > 1)
|
|
{
|
|
if(ContentsLength == 0)
|
|
{
|
|
// backwards compatibility - older captures will have no data for MSAA textures.
|
|
initContents.resource = NULL;
|
|
SAFE_RELEASE(mappedBuffer);
|
|
}
|
|
else
|
|
{
|
|
D3D12_HEAP_PROPERTIES heapProps = {};
|
|
if(!m_Device->IsSparseResource(GetResID(liveRes)))
|
|
liveRes->GetHeapProperties(&heapProps, NULL);
|
|
|
|
ID3D12GraphicsCommandList *list = Unwrap(m_Device->GetInitialStateList());
|
|
|
|
if(!list)
|
|
return false;
|
|
|
|
D3D12_RESOURCE_DESC arrayDesc = resDesc;
|
|
arrayDesc.Alignment = 0;
|
|
arrayDesc.DepthOrArraySize *= (UINT16)arrayDesc.SampleDesc.Count;
|
|
arrayDesc.SampleDesc.Count = 1;
|
|
arrayDesc.SampleDesc.Quality = 0;
|
|
arrayDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
|
|
|
bool isDepth = IsDepthFormat(resDesc.Format) ||
|
|
(resDesc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) != 0;
|
|
|
|
if(isDepth)
|
|
arrayDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
|
|
|
|
D3D12_RESOURCE_DESC msaaDesc = resDesc;
|
|
msaaDesc.Alignment = 0;
|
|
msaaDesc.Flags = isDepth ? D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL
|
|
: D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
|
|
|
|
ID3D12Resource *arrayTex = NULL;
|
|
HRESULT hr = m_Device->CreateCommittedResource(
|
|
&heapProps, D3D12_HEAP_FLAG_NONE, &arrayDesc, D3D12_RESOURCE_STATE_COPY_DEST, NULL,
|
|
__uuidof(ID3D12Resource), (void **)&arrayTex);
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Couldn't create temporary array texture: %s", ToStr(hr).c_str());
|
|
ret = false;
|
|
}
|
|
|
|
ID3D12Resource *msaaTex = NULL;
|
|
hr = m_Device->CreateCommittedResource(
|
|
&heapProps, D3D12_HEAP_FLAG_NONE, &msaaDesc,
|
|
isDepth ? D3D12_RESOURCE_STATE_DEPTH_WRITE : D3D12_RESOURCE_STATE_RENDER_TARGET, NULL,
|
|
__uuidof(ID3D12Resource), (void **)&msaaTex);
|
|
RDCASSERTEQUAL(hr, S_OK);
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Couldn't create init state MSAA texture: %s", ToStr(hr).c_str());
|
|
ret = false;
|
|
}
|
|
|
|
// copy buffer to array texture
|
|
if(arrayTex)
|
|
{
|
|
uint32_t numSubresources = arrayDesc.DepthOrArraySize;
|
|
|
|
{
|
|
D3D12_FEATURE_DATA_FORMAT_INFO formatInfo = {};
|
|
formatInfo.Format = arrayDesc.Format;
|
|
m_Device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_INFO, &formatInfo,
|
|
sizeof(formatInfo));
|
|
|
|
UINT planes = RDCMAX((UINT8)1, formatInfo.PlaneCount);
|
|
|
|
numSubresources *= planes;
|
|
}
|
|
|
|
D3D12_PLACED_SUBRESOURCE_FOOTPRINT *layouts =
|
|
new D3D12_PLACED_SUBRESOURCE_FOOTPRINT[numSubresources];
|
|
|
|
m_Device->GetCopyableFootprints(&arrayDesc, 0, numSubresources, 0, layouts, NULL, NULL,
|
|
NULL);
|
|
|
|
for(UINT i = 0; i < numSubresources; i++)
|
|
{
|
|
D3D12_TEXTURE_COPY_LOCATION dst, src;
|
|
|
|
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
|
dst.pResource = Unwrap(arrayTex);
|
|
dst.SubresourceIndex = i;
|
|
|
|
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
|
src.pResource = Unwrap(mappedBuffer);
|
|
src.PlacedFootprint = layouts[i];
|
|
|
|
// copy buffer into this array slice
|
|
list->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
|
|
|
|
// this slice now needs to be in shader-read to copy to the MSAA texture
|
|
D3D12_RESOURCE_BARRIER b = {};
|
|
b.Transition.pResource = Unwrap(arrayTex);
|
|
b.Transition.Subresource = i;
|
|
b.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
|
|
b.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
|
list->ResourceBarrier(1, &b);
|
|
}
|
|
|
|
delete[] layouts;
|
|
}
|
|
|
|
m_Device->CloseInitialStateList();
|
|
m_Device->ExecuteLists(NULL, true);
|
|
m_Device->FlushLists(true);
|
|
|
|
// compact array into MSAA texture
|
|
if(msaaTex && arrayTex)
|
|
m_Device->GetDebugManager()->CopyArrayToTex2DMS(msaaTex, arrayTex, ~0U);
|
|
|
|
// move MSAA texture permanently to copy source state
|
|
if(msaaTex)
|
|
{
|
|
list = Unwrap(m_Device->GetInitialStateList());
|
|
|
|
if(!list)
|
|
return false;
|
|
|
|
D3D12_RESOURCE_BARRIER b = {};
|
|
b.Transition.pResource = Unwrap(msaaTex);
|
|
b.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
|
b.Transition.StateBefore =
|
|
isDepth ? D3D12_RESOURCE_STATE_DEPTH_WRITE : D3D12_RESOURCE_STATE_RENDER_TARGET;
|
|
b.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
|
|
list->ResourceBarrier(1, &b);
|
|
|
|
m_Device->CloseInitialStateList();
|
|
m_Device->ExecuteLists(NULL, true);
|
|
m_Device->FlushLists(true);
|
|
}
|
|
|
|
// subsequent copy comes from msaa texture
|
|
initContents.resource = msaaTex;
|
|
|
|
// we can release the buffer now, and the temporary array texture
|
|
SAFE_RELEASE(mappedBuffer);
|
|
SAFE_RELEASE(arrayTex);
|
|
}
|
|
}
|
|
|
|
if(initContents.resource)
|
|
SetInitialContents(id, initContents);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RDCERR("Unexpected type needing an initial state serialised: %d", type);
|
|
return false;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
template bool D3D12ResourceManager::Serialise_InitialState(ReadSerialiser &ser, ResourceId id,
|
|
D3D12ResourceRecord *record,
|
|
const D3D12InitialContents *initial);
|
|
template bool D3D12ResourceManager::Serialise_InitialState(WriteSerialiser &ser, ResourceId id,
|
|
D3D12ResourceRecord *record,
|
|
const D3D12InitialContents *initial);
|
|
|
|
void D3D12ResourceManager::Create_InitialState(ResourceId id, ID3D12DeviceChild *live, bool)
|
|
{
|
|
D3D12ResourceType type = IdentifyTypeByPtr(live);
|
|
|
|
if(type == Resource_DescriptorHeap)
|
|
{
|
|
// set a NULL heap, if there are no initial contents for a descriptor heap we just leave
|
|
// it all entirely undefined.
|
|
SetInitialContents(id, D3D12InitialContents((ID3D12DescriptorHeap *)NULL));
|
|
}
|
|
else if(type == Resource_Resource)
|
|
{
|
|
D3D12NOTIMP("Creating init states for resources");
|
|
|
|
ID3D12Resource *res = ((ID3D12Resource *)live);
|
|
|
|
D3D12_RESOURCE_DESC resDesc = res->GetDesc();
|
|
|
|
D3D12_HEAP_PROPERTIES heapProps = {};
|
|
if(!m_Device->IsSparseResource(GetResID(live)))
|
|
res->GetHeapProperties(&heapProps, NULL);
|
|
|
|
if(heapProps.Type == D3D12_HEAP_TYPE_UPLOAD)
|
|
{
|
|
// if destination is on the upload heap, it's impossible to copy via the device,
|
|
// so we have to CPU copy. To save time and make a more optimal copy, we just keep the data
|
|
// CPU-side
|
|
D3D12InitialContents initContents(D3D12InitialContents::Copy, Resource_Resource);
|
|
uint64_t size = RDCMAX(resDesc.Width, 64ULL);
|
|
initContents.srcData = AllocAlignedBuffer(size);
|
|
memset(initContents.srcData, 0, (size_t)size);
|
|
SetInitialContents(id, initContents);
|
|
}
|
|
else
|
|
{
|
|
// create a GPU-local copy of the resource
|
|
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
|
|
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
|
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
|
heapProps.CreationNodeMask = 1;
|
|
heapProps.VisibleNodeMask = 1;
|
|
|
|
bool isDepth = IsDepthFormat(resDesc.Format) ||
|
|
(resDesc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) != 0;
|
|
|
|
resDesc.Alignment = 0;
|
|
resDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
|
|
|
if(resDesc.SampleDesc.Count > 1)
|
|
{
|
|
if(isDepth)
|
|
resDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
|
|
else
|
|
resDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
|
|
}
|
|
|
|
ID3D12Resource *copy = NULL;
|
|
HRESULT hr = m_Device->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &resDesc,
|
|
D3D12_RESOURCE_STATE_COMMON, NULL,
|
|
__uuidof(ID3D12Resource), (void **)©);
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Couldn't create initial state copy: %s", ToStr(hr).c_str());
|
|
}
|
|
else
|
|
{
|
|
D3D12InitialContents initContents(D3D12InitialContents::ForceCopy, type);
|
|
initContents.resourceType = Resource_Resource;
|
|
initContents.resource = copy;
|
|
|
|
if(m_Device->IsSparseResource(GetResID(live)))
|
|
initContents.sparseBinds = new SparseBinds(0);
|
|
|
|
SetInitialContents(id, initContents);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RDCERR("Unexpected type needing an initial state created: %d", type);
|
|
}
|
|
}
|
|
|
|
void D3D12ResourceManager::Apply_InitialState(ID3D12DeviceChild *live,
|
|
const D3D12InitialContents &data)
|
|
{
|
|
if(m_Device->HasFatalError())
|
|
return;
|
|
|
|
D3D12ResourceType type = (D3D12ResourceType)data.resourceType;
|
|
|
|
if(type == Resource_DescriptorHeap)
|
|
{
|
|
WrappedID3D12DescriptorHeap *dstheap = (WrappedID3D12DescriptorHeap *)live;
|
|
WrappedID3D12DescriptorHeap *srcheap = (WrappedID3D12DescriptorHeap *)data.resource;
|
|
|
|
if(srcheap)
|
|
{
|
|
// copy the whole heap
|
|
m_Device->CopyDescriptorsSimple(
|
|
srcheap->GetNumDescriptors(), dstheap->GetCPUDescriptorHandleForHeapStart(),
|
|
srcheap->GetCPUDescriptorHandleForHeapStart(), srcheap->GetDesc().Type);
|
|
}
|
|
}
|
|
else if(type == Resource_Resource)
|
|
{
|
|
if(data.tag == D3D12InitialContents::Copy || data.tag == D3D12InitialContents::ForceCopy)
|
|
{
|
|
ID3D12Resource *copyDst = Unwrap((ID3D12Resource *)live);
|
|
|
|
if(!copyDst)
|
|
{
|
|
RDCERR("Missing copy destination in initial state apply (%p)", copyDst);
|
|
return;
|
|
}
|
|
|
|
D3D12_HEAP_PROPERTIES heapProps = {};
|
|
if(data.sparseBinds)
|
|
{
|
|
if(IsLoading(m_State) || m_Device->GetQueue()->IsSparseUpdatedResource(GetResID(live)))
|
|
data.sparseBinds->Apply(m_Device, (ID3D12Resource *)live);
|
|
|
|
if(m_Device->HasFatalError())
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
copyDst->GetHeapProperties(&heapProps, NULL);
|
|
}
|
|
|
|
// if destination is on the upload heap, it's impossible to copy via the device,
|
|
// so we have to CPU copy. We assume that we detected this case above and never uploaded a
|
|
// device copy in the first place, and just kept the data CPU-side to source from.
|
|
if(heapProps.Type == D3D12_HEAP_TYPE_UPLOAD)
|
|
{
|
|
byte *src = data.srcData, *dst = NULL;
|
|
|
|
if(!src)
|
|
{
|
|
RDCERR("Doing CPU-side copy, don't have source data");
|
|
return;
|
|
}
|
|
|
|
HRESULT hr = S_OK;
|
|
|
|
if(copyDst->GetDesc().Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
|
|
{
|
|
hr = copyDst->Map(0, NULL, (void **)&dst);
|
|
m_Device->CheckHRESULT(hr);
|
|
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Doing CPU-side copy, couldn't map destination: HRESULT: %s", ToStr(hr).c_str());
|
|
dst = NULL;
|
|
}
|
|
|
|
if(src && dst)
|
|
memcpy(dst, src, (size_t)copyDst->GetDesc().Width);
|
|
|
|
if(dst)
|
|
copyDst->Unmap(0, NULL);
|
|
}
|
|
else
|
|
{
|
|
D3D12_RESOURCE_DESC desc = copyDst->GetDesc();
|
|
|
|
UINT numSubresources = desc.MipLevels;
|
|
if(desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE3D)
|
|
numSubresources *= desc.DepthOrArraySize;
|
|
|
|
D3D12_PLACED_SUBRESOURCE_FOOTPRINT *layouts =
|
|
new D3D12_PLACED_SUBRESOURCE_FOOTPRINT[numSubresources];
|
|
UINT *numrows = new UINT[numSubresources];
|
|
UINT64 *rowsizes = new UINT64[numSubresources];
|
|
|
|
m_Device->GetCopyableFootprints(&desc, 0, numSubresources, 0, layouts, numrows, rowsizes,
|
|
NULL);
|
|
|
|
for(UINT i = 0; i < numSubresources; i++)
|
|
{
|
|
hr = copyDst->Map(i, NULL, (void **)&dst);
|
|
m_Device->CheckHRESULT(hr);
|
|
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Doing CPU-side copy, couldn't map source: HRESULT: %s", ToStr(hr).c_str());
|
|
dst = NULL;
|
|
}
|
|
|
|
if(src && dst)
|
|
{
|
|
byte *bufPtr = src + layouts[i].Offset;
|
|
byte *texPtr = dst;
|
|
|
|
for(UINT d = 0; d < layouts[i].Footprint.Depth; d++)
|
|
{
|
|
for(UINT r = 0; r < numrows[i]; r++)
|
|
{
|
|
memcpy(bufPtr, texPtr, (size_t)rowsizes[i]);
|
|
|
|
bufPtr += layouts[i].Footprint.RowPitch;
|
|
texPtr += rowsizes[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
if(dst)
|
|
copyDst->Unmap(i, NULL);
|
|
}
|
|
|
|
delete[] layouts;
|
|
delete[] numrows;
|
|
delete[] rowsizes;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ID3D12Resource *copySrc = (ID3D12Resource *)data.resource;
|
|
|
|
if(!copySrc)
|
|
{
|
|
RDCERR("Missing copy source in initial state apply (%p)", copySrc);
|
|
return;
|
|
}
|
|
|
|
ID3D12GraphicsCommandList *list = Unwrap(m_Device->GetInitialStateList());
|
|
|
|
if(!list)
|
|
return;
|
|
|
|
rdcarray<D3D12_RESOURCE_BARRIER> barriers;
|
|
|
|
const rdcarray<D3D12_RESOURCE_STATES> &states =
|
|
m_Device->GetSubresourceStates(GetResID(live));
|
|
|
|
barriers.reserve(states.size());
|
|
|
|
for(size_t i = 0; i < states.size(); i++)
|
|
{
|
|
if(states[i] & D3D12_RESOURCE_STATE_COPY_DEST)
|
|
continue;
|
|
|
|
D3D12_RESOURCE_BARRIER barrier;
|
|
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
|
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
|
barrier.Transition.pResource = copyDst;
|
|
barrier.Transition.Subresource = (UINT)i;
|
|
barrier.Transition.StateBefore = states[i];
|
|
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
|
|
|
|
barriers.push_back(barrier);
|
|
}
|
|
|
|
// transition to copy dest
|
|
if(!barriers.empty())
|
|
list->ResourceBarrier((UINT)barriers.size(), &barriers[0]);
|
|
|
|
if(copyDst->GetDesc().Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
|
|
{
|
|
D3D12_RESOURCE_DESC srcDesc = copySrc->GetDesc();
|
|
D3D12_RESOURCE_DESC dstDesc = copyDst->GetDesc();
|
|
|
|
list->CopyBufferRegion(copyDst, 0, Unwrap(copySrc), 0,
|
|
RDCMIN(srcDesc.Width, dstDesc.Width));
|
|
}
|
|
else if(copyDst->GetDesc().SampleDesc.Count > 1 || data.tag == D3D12InitialContents::ForceCopy)
|
|
{
|
|
// MSAA texture was pre-uploaded and decoded, just copy the texture.
|
|
// Similarly for created initial states
|
|
list->CopyResource(copyDst, Unwrap(copySrc));
|
|
}
|
|
else
|
|
{
|
|
D3D12_RESOURCE_DESC desc = copyDst->GetDesc();
|
|
|
|
UINT numSubresources = desc.MipLevels;
|
|
if(desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE3D)
|
|
numSubresources *= desc.DepthOrArraySize;
|
|
|
|
// we only accounted for planes in version 0x6, before then we only copied the first plane
|
|
// so the buffer won't have enough data
|
|
if(m_Device->GetLogVersion() >= 0x6)
|
|
{
|
|
D3D12_FEATURE_DATA_FORMAT_INFO formatInfo = {};
|
|
formatInfo.Format = desc.Format;
|
|
m_Device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_INFO, &formatInfo, sizeof(formatInfo));
|
|
|
|
UINT planes = RDCMAX((UINT8)1, formatInfo.PlaneCount);
|
|
|
|
numSubresources *= planes;
|
|
}
|
|
|
|
D3D12_PLACED_SUBRESOURCE_FOOTPRINT *layouts =
|
|
new D3D12_PLACED_SUBRESOURCE_FOOTPRINT[numSubresources];
|
|
|
|
m_Device->GetCopyableFootprints(&desc, 0, numSubresources, 0, layouts, NULL, NULL, NULL);
|
|
|
|
for(UINT i = 0; i < numSubresources; i++)
|
|
{
|
|
D3D12_TEXTURE_COPY_LOCATION dst, src;
|
|
|
|
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
|
dst.pResource = copyDst;
|
|
dst.SubresourceIndex = i;
|
|
|
|
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
|
src.pResource = Unwrap(copySrc);
|
|
src.PlacedFootprint = layouts[i];
|
|
|
|
list->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
|
|
}
|
|
|
|
delete[] layouts;
|
|
}
|
|
|
|
// transition back to whatever it was before
|
|
for(size_t i = 0; i < barriers.size(); i++)
|
|
std::swap(barriers[i].Transition.StateBefore, barriers[i].Transition.StateAfter);
|
|
|
|
if(!barriers.empty())
|
|
list->ResourceBarrier((UINT)barriers.size(), &barriers[0]);
|
|
|
|
#if ENABLED(SINGLE_FLUSH_VALIDATE)
|
|
m_Device->CloseInitialStateList();
|
|
m_Device->ExecuteLists(NULL, true);
|
|
m_Device->FlushLists(true);
|
|
#endif
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RDCERR("Unexpected tag: %u", data.tag);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RDCERR("Unexpected type needing an initial state created: %d", type);
|
|
}
|
|
}
|