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renderdoc/renderdoc/driver/d3d12/d3d12_initstate.cpp
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2022 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 "core/settings.h"
#include "driver/dxgi/dxgi_common.h"
#include "d3d12_command_list.h"
#include "d3d12_command_queue.h"
#include "d3d12_debug.h"
#include "d3d12_device.h"
#include "d3d12_manager.h"
#include "d3d12_resources.h"
bool D3D12ResourceManager::Prepare_InitialState(ID3D12DeviceChild *res)
{
ResourceId id = GetResID(res);
D3D12ResourceType type = IdentifyTypeByPtr(res);
if(type == Resource_DescriptorHeap)
{
WrappedID3D12DescriptorHeap *heap = (WrappedID3D12DescriptorHeap *)res;
UINT numElems = heap->GetDesc().NumDescriptors;
D3D12Descriptor *descs = new D3D12Descriptor[numElems];
memcpy(descs, heap->GetDescriptors(), sizeof(D3D12Descriptor) * numElems);
SetInitialContents(heap->GetResourceID(), D3D12InitialContents(descs, numElems));
return true;
}
else if(type == Resource_Resource)
{
WrappedID3D12Resource *r = (WrappedID3D12Resource *)res;
ID3D12Pageable *unwrappedPageable = r->UnwrappedResidencyPageable();
bool nonresident = false;
if(!r->IsResident())
nonresident = true;
D3D12_RESOURCE_DESC desc = r->GetDesc();
D3D12InitialContents initContents;
if(desc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
{
D3D12_HEAP_PROPERTIES heapProps = {};
if(GetRecord(r)->sparseTable == NULL)
r->GetHeapProperties(&heapProps, NULL);
HRESULT hr = S_OK;
if(heapProps.Type == D3D12_HEAP_TYPE_READBACK)
{
// readback resources can't be copied by the GPU but are always immediately CPU readable, so
// copy to a buffer now
size_t size = size_t(desc.Width);
byte *buffer = AllocAlignedBuffer(RDCMAX(desc.Width, 64ULL));
byte *bufData = NULL;
hr = r->GetReal()->Map(0, NULL, (void **)&bufData);
if(SUCCEEDED(hr))
{
memcpy(buffer, bufData, size);
D3D12_RANGE range = {};
r->GetReal()->Unmap(0, &range);
}
else
{
RDCERR("Couldn't map directly readback buffer: HRESULT: %s", ToStr(hr).c_str());
}
SetInitialContents(GetResID(r), D3D12InitialContents(buffer, size));
return true;
}
const bool isUploadHeap = (heapProps.Type == D3D12_HEAP_TYPE_UPLOAD);
heapProps.Type = D3D12_HEAP_TYPE_READBACK;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
ID3D12Resource *copyDst = NULL;
hr = m_Device->GetReal()->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_COPY_DEST, NULL,
__uuidof(ID3D12Resource), (void **)&copyDst);
if(nonresident)
m_Device->GetReal()->MakeResident(1, &unwrappedPageable);
const rdcarray<D3D12_RESOURCE_STATES> &states = m_Device->GetSubresourceStates(GetResID(res));
RDCASSERT(states.size() == 1);
D3D12_RESOURCE_BARRIER barrier;
const bool needsTransition =
!isUploadHeap && ((states[0] & D3D12_RESOURCE_STATE_COPY_SOURCE) == 0);
if(needsTransition)
{
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = r->GetReal();
barrier.Transition.Subresource = (UINT)0;
barrier.Transition.StateBefore = states[0];
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
}
ID3D12GraphicsCommandList *list = Unwrap(m_Device->GetInitialStateList());
// transition to copy source
if(needsTransition)
list->ResourceBarrier(1, &barrier);
if(SUCCEEDED(hr))
{
list->CopyResource(copyDst, r->GetReal());
}
else
{
RDCERR("Couldn't create readback buffer: HRESULT: %s", ToStr(hr).c_str());
}
// transition back to whatever it was before
if(needsTransition)
{
std::swap(barrier.Transition.StateBefore, barrier.Transition.StateAfter);
list->ResourceBarrier(1, &barrier);
}
if(nonresident)
{
m_Device->CloseInitialStateList();
m_Device->ExecuteLists(NULL, true);
m_Device->FlushLists();
m_Device->GetReal()->Evict(1, &unwrappedPageable);
}
else
{
#if ENABLED(SINGLE_FLUSH_VALIDATE)
m_Device->CloseInitialStateList();
m_Device->ExecuteLists(NULL, true);
m_Device->FlushLists(true);
#endif
}
initContents = D3D12InitialContents(copyDst);
}
else
{
if(nonresident)
m_Device->GetReal()->MakeResident(1, &unwrappedPageable);
ID3D12Resource *arrayTexture = NULL;
D3D12_RESOURCE_STATES destState = D3D12_RESOURCE_STATE_COPY_SOURCE;
ID3D12Resource *unwrappedCopySource = r->GetReal();
bool isDepth =
IsDepthFormat(desc.Format) || (desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) != 0;
if(desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE2D && desc.SampleDesc.Count > 1)
{
desc.Alignment = 0;
desc.DepthOrArraySize *= (UINT16)desc.SampleDesc.Count;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
if(isDepth)
desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
else
desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
D3D12_HEAP_PROPERTIES defaultHeap;
defaultHeap.Type = D3D12_HEAP_TYPE_DEFAULT;
defaultHeap.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
defaultHeap.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
defaultHeap.CreationNodeMask = 1;
defaultHeap.VisibleNodeMask = 1;
// we don't want to serialise this resource's creation, so wrap it manually
HRESULT hr = m_Device->GetReal()->CreateCommittedResource(
&defaultHeap, D3D12_HEAP_FLAG_NONE, &desc,
isDepth ? D3D12_RESOURCE_STATE_DEPTH_WRITE : D3D12_RESOURCE_STATE_RENDER_TARGET, NULL,
__uuidof(ID3D12Resource), (void **)&arrayTexture);
RDCASSERTEQUAL(hr, S_OK);
destState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
}
ID3D12GraphicsCommandList *list = Unwrap(m_Device->GetInitialStateList());
rdcarray<D3D12_RESOURCE_BARRIER> barriers;
{
const rdcarray<D3D12_RESOURCE_STATES> &states = m_Device->GetSubresourceStates(GetResID(r));
barriers.reserve(states.size());
for(size_t i = 0; i < states.size(); i++)
{
if(states[i] & destState)
continue;
D3D12_RESOURCE_BARRIER barrier;
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = r->GetReal();
barrier.Transition.Subresource = (UINT)i;
barrier.Transition.StateBefore = states[i];
barrier.Transition.StateAfter = destState;
barriers.push_back(barrier);
}
// transition to copy dest
if(!barriers.empty())
list->ResourceBarrier((UINT)barriers.size(), &barriers[0]);
}
if(arrayTexture)
{
// execute the above barriers
m_Device->CloseInitialStateList();
m_Device->ExecuteLists(NULL, true);
m_Device->FlushLists();
// expand multisamples out to array
m_Device->GetDebugManager()->CopyTex2DMSToArray(NULL, arrayTexture, r->GetReal());
// open the initial state list again for the remainder of the work
list = Unwrap(m_Device->GetInitialStateList());
D3D12_RESOURCE_BARRIER b = {};
b.Transition.pResource = arrayTexture;
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);
unwrappedCopySource = arrayTexture;
}
D3D12_HEAP_PROPERTIES heapProps;
heapProps.Type = D3D12_HEAP_TYPE_READBACK;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
D3D12_RESOURCE_DESC bufDesc;
bufDesc.Alignment = 0;
bufDesc.DepthOrArraySize = 1;
bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
bufDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
bufDesc.Format = DXGI_FORMAT_UNKNOWN;
bufDesc.Height = 1;
bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
bufDesc.MipLevels = 1;
bufDesc.SampleDesc.Count = 1;
bufDesc.SampleDesc.Quality = 0;
bufDesc.Width = 1;
UINT numSubresources = desc.MipLevels;
if(desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE3D)
numSubresources *= desc.DepthOrArraySize;
// account for multiple planes (i.e. depth and stencil)
{
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,
&bufDesc.Width);
ID3D12Resource *copyDst = NULL;
HRESULT hr = m_Device->GetReal()->CreateCommittedResource(
&heapProps, D3D12_HEAP_FLAG_NONE, &bufDesc, D3D12_RESOURCE_STATE_COPY_DEST, NULL,
__uuidof(ID3D12Resource), (void **)&copyDst);
if(SUCCEEDED(hr))
{
for(UINT i = 0; i < numSubresources; i++)
{
D3D12_TEXTURE_COPY_LOCATION dst, src;
src.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
src.pResource = unwrappedCopySource;
src.SubresourceIndex = i;
dst.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
dst.pResource = copyDst;
dst.PlacedFootprint = layouts[i];
list->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
}
}
else
{
RDCERR("Couldn't create readback buffer: HRESULT: %s", ToStr(hr).c_str());
}
// transition back
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(nonresident || arrayTexture)
{
m_Device->CloseInitialStateList();
m_Device->ExecuteLists(NULL, true);
m_Device->FlushLists();
if(nonresident)
m_Device->GetReal()->Evict(1, &unwrappedPageable);
}
else
{
#if ENABLED(SINGLE_FLUSH_VALIDATE)
m_Device->CloseInitialStateList();
m_Device->ExecuteLists(NULL, true);
m_Device->FlushLists(true);
#endif
}
SAFE_RELEASE(arrayTexture);
SAFE_DELETE_ARRAY(layouts);
initContents = D3D12InitialContents(copyDst);
}
if(GetRecord(r)->sparseTable)
{
initContents.sparseTable = new Sparse::PageTable(*GetRecord(r)->sparseTable);
}
SetInitialContents(GetResID(r), initContents);
return true;
}
else
{
RDCERR("Unexpected type needing an initial state prepared: %d", type);
}
return false;
}
uint64_t D3D12ResourceManager::GetSize_InitialState(ResourceId id, const D3D12InitialContents &data)
{
if(data.resourceType == Resource_DescriptorHeap)
{
// the initial contents are just the descriptors. Estimate the serialise size here
const uint64_t descriptorSerSize = 40 + sizeof(D3D12_SAMPLER_DESC);
// add a little extra room for fixed overhead
return 64 + data.numDescriptors * descriptorSerSize;
}
else if(data.resourceType == Resource_Resource)
{
ID3D12Resource *buf = (ID3D12Resource *)data.resource;
uint64_t ret = WriteSerialiser::GetChunkAlignment() + 64;
if(data.sparseTable)
ret += 16 + data.sparseTable->GetSerialiseSize();
// readback heaps have already been copied to a buffer, so use that length
if(data.tag == D3D12InitialContents::MapDirect)
return ret + uint64_t(data.dataSize);
return ret + uint64_t(buf ? buf->GetDesc().Width : 0);
}
else
{
RDCERR("Unexpected type needing an initial state serialised: %d", data.resourceType);
}
return 16;
}
SparseBinds::SparseBinds(const Sparse::PageTable &table)
{
const uint32_t pageSize = 64 * 1024;
// in theory some of these subresources may share a single binding but we don't try to extract
// that out again. If we can get one bind per subresource and avoid falling down to per-page
// mappings we're happy
for(uint32_t sub = 0; sub < RDCMAX(1U, table.getNumSubresources());)
{
const Sparse::PageRangeMapping &mapping =
table.isSubresourceInMipTail(sub) ? table.getMipTailMapping(sub) : table.getSubresource(sub);
if(mapping.hasSingleMapping())
{
Bind bind;
bind.heap = mapping.singleMapping.memory;
bind.rangeOffset = uint32_t(mapping.singleMapping.offset / pageSize);
bind.rangeCount = uint32_t(table.isSubresourceInMipTail(sub)
? (table.getMipTailSliceSize() + pageSize - 1) / pageSize
: (table.getSubresourceByteSize(sub) + pageSize - 1) / pageSize);
bind.regionStart = {0, 0, 0, sub};
bind.regionSize = {bind.rangeCount, FALSE, bind.rangeCount, 1, 1};
bind.rangeFlag = D3D12_TILE_RANGE_FLAG_NONE;
if(bind.heap == ResourceId())
bind.rangeFlag = D3D12_TILE_RANGE_FLAG_NULL;
else if(mapping.singlePageReused)
bind.rangeFlag = D3D12_TILE_RANGE_FLAG_REUSE_SINGLE_TILE;
binds.push_back(bind);
}
else
{
Sparse::Coord texelShape = table.calcSubresourcePageDim(sub);
// march the pages for this subresource in linear order
for(uint32_t page = 0; page < mapping.pages.size(); page++)
{
Bind bind;
bind.heap = mapping.pages[page].memory;
bind.rangeOffset = uint32_t(mapping.pages[page].offset / pageSize);
// do simple coalescing. If the previous bind was in the same heap, one tile back, make it
// cover this tile
if(page > 0 && binds.back().heap == bind.heap &&
binds.back().rangeOffset + binds.back().rangeCount == bind.rangeOffset)
{
binds.back().regionSize.NumTiles++;
binds.back().regionSize.Width++;
binds.back().rangeCount++;
continue;
}
// otherwise add a new bind
if(table.isSubresourceInMipTail(sub))
{
bind.regionStart = {page, 0, 0, sub};
}
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 **)&copyheap);
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 **)&copySrc);
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 **)&copy);
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);
}
}