Files
renderdoc/renderdoc/driver/d3d12/d3d12_device_wrap.cpp
T
baldurk eed31e2a09 Fix compute shader handling of implicitly-set unspecified root signature
* Previous commit 304e636 fixed this for most cases but was incorrect for
  compute PSOs.
2024-09-13 13:22:04 +01:00

2555 lines
86 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2024 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "d3d12_device.h"
#include "core/settings.h"
#include "driver/dxgi/dxgi_common.h"
#include "driver/ihv/amd/official/DXExt/AmdExtD3D.h"
#include "driver/ihv/amd/official/DXExt/AmdExtD3DCommandListMarkerApi.h"
#include "d3d12_command_list.h"
#include "d3d12_command_queue.h"
#include "d3d12_replay.h"
#include "d3d12_resources.h"
#include "d3d12_rootsig.h"
#include "d3d12_shader_cache.h"
RDOC_EXTERN_CONFIG(bool, Replay_Debug_SingleThreadedCompilation);
RDOC_DEBUG_CONFIG(bool, D3D12_Experimental_EnableRTSupport, false,
"Enable support for experimental DXR support");
static RDResult DeferredPipelineCompile(ID3D12Device *device,
const D3D12_GRAPHICS_PIPELINE_STATE_DESC &Descriptor,
WrappedID3D12PipelineState *wrappedPipe)
{
D3D12_GRAPHICS_PIPELINE_STATE_DESC unwrappedDesc = Descriptor;
unwrappedDesc.pRootSignature = Unwrap(unwrappedDesc.pRootSignature);
ID3D12PipelineState *realPipe;
HRESULT hr = device->CreateGraphicsPipelineState(&unwrappedDesc, __uuidof(ID3D12PipelineState),
(void **)&realPipe);
wrappedPipe->SetNewReal(realPipe);
if(FAILED(hr))
{
RETURN_ERROR_RESULT(ResultCode::APIReplayFailed,
"Failed creating graphics pipeline, HRESULT: %s", ToStr(hr).c_str());
}
return ResultCode::Succeeded;
}
static RDResult DeferredPipelineCompile(ID3D12Device *device,
const D3D12_COMPUTE_PIPELINE_STATE_DESC &Descriptor,
WrappedID3D12PipelineState *wrappedPipe)
{
D3D12_COMPUTE_PIPELINE_STATE_DESC unwrappedDesc = Descriptor;
unwrappedDesc.pRootSignature = Unwrap(unwrappedDesc.pRootSignature);
ID3D12PipelineState *realPipe;
HRESULT hr = device->CreateComputePipelineState(&unwrappedDesc, __uuidof(ID3D12PipelineState),
(void **)&realPipe);
wrappedPipe->SetNewReal(realPipe);
if(FAILED(hr))
{
RETURN_ERROR_RESULT(ResultCode::APIReplayFailed,
"Failed creating compute pipeline, HRESULT: %s", ToStr(hr).c_str());
}
return ResultCode::Succeeded;
}
static bool UsesExtensionUAV(const D3D12_SHADER_BYTECODE &sh, uint32_t reg, uint32_t space)
{
return sh.BytecodeLength > 0 && sh.pShaderBytecode &&
DXBC::DXBCContainer::UsesExtensionUAV(reg, space, sh.pShaderBytecode, sh.BytecodeLength);
}
template <typename SerialiserType>
bool WrappedID3D12Device::Serialise_CreateCommandQueue(SerialiserType &ser,
const D3D12_COMMAND_QUEUE_DESC *pDesc,
REFIID riid, void **ppCommandQueue)
{
SERIALISE_ELEMENT_LOCAL(Descriptor, *pDesc).Named("pDesc"_lit).Important();
SERIALISE_ELEMENT_LOCAL(guid, riid).Named("riid"_lit);
SERIALISE_ELEMENT_LOCAL(pCommandQueue,
((WrappedID3D12CommandQueue *)*ppCommandQueue)->GetResourceID())
.TypedAs("ID3D12CommandQueue *"_lit);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
ID3D12CommandQueue *ret = NULL;
HRESULT hr = m_pDevice->CreateCommandQueue(&Descriptor, guid, (void **)&ret);
if(FAILED(hr))
{
SET_ERROR_RESULT(m_FailedReplayResult, ResultCode::APIReplayFailed,
"Failed creating command queue, HRESULT: %s", ToStr(hr).c_str());
return false;
}
else
{
SetObjName(ret, StringFormat::Fmt("Command Queue %s", ToStr(pCommandQueue).c_str()));
ret = new WrappedID3D12CommandQueue(ret, this, m_State);
GetResourceManager()->AddLiveResource(pCommandQueue, ret);
AddResource(pCommandQueue, ResourceType::Queue, "Command Queue");
WrappedID3D12CommandQueue *wrapped = (WrappedID3D12CommandQueue *)ret;
if(Descriptor.Type == D3D12_COMMAND_LIST_TYPE_DIRECT && m_Queue == NULL)
{
m_Queue = wrapped;
// we hold an extra ref on this during capture to keep it alive, for simplicity match that
// behaviour here.
m_Queue->AddRef();
CreateInternalResources();
}
m_Queues.push_back(wrapped);
// create a dummy (dummy) fence
ID3D12Fence *fence = NULL;
hr = this->CreateFence(0, D3D12_FENCE_FLAG_NONE, __uuidof(ID3D12Fence), (void **)&fence);
RDCASSERTEQUAL(hr, S_OK);
m_QueueFences.push_back(fence);
}
}
return true;
}
HRESULT WrappedID3D12Device::CreateCommandQueue(const D3D12_COMMAND_QUEUE_DESC *pDesc, REFIID riid,
void **ppCommandQueue)
{
if(ppCommandQueue == NULL)
return m_pDevice->CreateCommandQueue(pDesc, riid, NULL);
if(riid != __uuidof(ID3D12CommandQueue))
return E_NOINTERFACE;
ID3D12CommandQueue *real = NULL;
HRESULT ret;
SERIALISE_TIME_CALL(ret = m_pDevice->CreateCommandQueue(pDesc, riid, (void **)&real));
if(SUCCEEDED(ret))
{
WrappedID3D12CommandQueue *wrapped = new WrappedID3D12CommandQueue(real, this, m_State);
if(IsCaptureMode(m_State))
{
CACHE_THREAD_SERIALISER();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Device_CreateCommandQueue);
Serialise_CreateCommandQueue(ser, pDesc, riid, (void **)&wrapped);
wrapped->GetCreationRecord()->AddChunk(scope.Get());
}
else
{
GetResourceManager()->AddLiveResource(wrapped->GetResourceID(), wrapped);
}
if(pDesc->Type == D3D12_COMMAND_LIST_TYPE_DIRECT && m_Queue == NULL)
{
m_Queue = wrapped;
// keep this queue alive even if the application frees it, for our own use
m_Queue->AddRef();
InternalRef();
CreateInternalResources();
}
m_Queues.push_back(wrapped);
bool capframe = false;
{
SCOPED_READLOCK(m_CapTransitionLock);
capframe = IsActiveCapturing(m_State);
// while capturing don't allow any queues to be freed, by adding another refcount, since we
// gather any commands submitted to them at the end of the capture.
if(capframe)
{
wrapped->AddRef();
m_RefQueues.push_back(wrapped);
}
}
if(capframe)
{
GetResourceManager()->MarkResourceFrameReferenced(
wrapped->GetCreationRecord()->GetResourceID(), eFrameRef_Read);
}
*ppCommandQueue = (ID3D12CommandQueue *)wrapped;
}
else
{
CHECK_HR(this, ret);
}
return ret;
}
template <typename SerialiserType>
bool WrappedID3D12Device::Serialise_CreateCommandAllocator(SerialiserType &ser,
D3D12_COMMAND_LIST_TYPE type,
REFIID riid, void **ppCommandAllocator)
{
SERIALISE_ELEMENT(type).Important();
SERIALISE_ELEMENT_LOCAL(guid, riid).Named("riid"_lit);
SERIALISE_ELEMENT_LOCAL(pCommandAllocator,
((WrappedID3D12CommandAllocator *)*ppCommandAllocator)->GetResourceID())
.TypedAs("ID3D12CommandAllocator *"_lit);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
ID3D12CommandAllocator *ret = NULL;
HRESULT hr = m_pDevice->CreateCommandAllocator(type, guid, (void **)&ret);
if(FAILED(hr))
{
SET_ERROR_RESULT(m_FailedReplayResult, ResultCode::APIReplayFailed,
"Failed creating command allocator, HRESULT: %s", ToStr(hr).c_str());
return false;
}
else
{
ret = new WrappedID3D12CommandAllocator(ret, this);
m_CommandAllocators.push_back(ret);
GetResourceManager()->AddLiveResource(pCommandAllocator, ret);
AddResource(pCommandAllocator, ResourceType::Pool, "Command Allocator");
}
}
return true;
}
HRESULT WrappedID3D12Device::CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE type, REFIID riid,
void **ppCommandAllocator)
{
if(ppCommandAllocator == NULL)
return m_pDevice->CreateCommandAllocator(type, riid, NULL);
if(riid != __uuidof(ID3D12CommandAllocator))
return E_NOINTERFACE;
ID3D12CommandAllocator *real = NULL;
HRESULT ret;
SERIALISE_TIME_CALL(ret = m_pDevice->CreateCommandAllocator(type, riid, (void **)&real));
if(SUCCEEDED(ret))
{
WrappedID3D12CommandAllocator *wrapped = new WrappedID3D12CommandAllocator(real, this);
if(IsCaptureMode(m_State))
{
CACHE_THREAD_SERIALISER();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Device_CreateCommandAllocator);
Serialise_CreateCommandAllocator(ser, type, riid, (void **)&wrapped);
D3D12ResourceRecord *record = GetResourceManager()->AddResourceRecord(wrapped->GetResourceID());
record->type = Resource_CommandAllocator;
record->Length = 0;
wrapped->SetResourceRecord(record);
record->cmdInfo = new CmdListRecordingInfo;
record->cmdInfo->allocPool = new ChunkPagePool(32 * 1024);
record->cmdInfo->alloc = new ChunkAllocator(*record->cmdInfo->allocPool);
record->AddChunk(scope.Get());
}
else
{
GetResourceManager()->AddLiveResource(wrapped->GetResourceID(), wrapped);
}
*ppCommandAllocator = (ID3D12CommandAllocator *)wrapped;
}
else
{
CHECK_HR(this, ret);
}
return ret;
}
template <typename SerialiserType>
bool WrappedID3D12Device::Serialise_CreateCommandList(SerialiserType &ser, UINT nodeMask,
D3D12_COMMAND_LIST_TYPE type,
ID3D12CommandAllocator *pCommandAllocator,
ID3D12PipelineState *pInitialState,
REFIID riid, void **ppCommandList)
{
SERIALISE_ELEMENT(nodeMask);
SERIALISE_ELEMENT(type).Important();
SERIALISE_ELEMENT(pCommandAllocator);
SERIALISE_ELEMENT(pInitialState);
SERIALISE_ELEMENT_LOCAL(guid, riid).Named("riid"_lit);
SERIALISE_ELEMENT_LOCAL(pCommandList,
((WrappedID3D12GraphicsCommandList *)*ppCommandList)->GetResourceID())
.TypedAs("ID3D12GraphicsCommandList *"_lit);
// this chunk is purely for user information and consistency, the command buffer we allocate is
// a dummy and is not used for anything.
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
nodeMask = 0;
ID3D12GraphicsCommandList *list = NULL;
HRESULT hr = CreateCommandList(nodeMask, type, pCommandAllocator, pInitialState,
__uuidof(ID3D12GraphicsCommandList), (void **)&list);
if(FAILED(hr))
{
SET_ERROR_RESULT(m_FailedReplayResult, ResultCode::APIReplayFailed,
"Failed creating command list, HRESULT: %s", ToStr(hr).c_str());
return false;
}
else if(list)
{
// close it immediately, we don't want to tie up the allocator
list->Close();
GetResourceManager()->AddLiveResource(pCommandList, list);
}
AddResource(pCommandList, ResourceType::CommandBuffer, "Command List");
DerivedResource(pCommandAllocator, pCommandList);
if(pInitialState)
DerivedResource(pInitialState, pCommandList);
}
return true;
}
HRESULT WrappedID3D12Device::CreateCommandList(UINT nodeMask, D3D12_COMMAND_LIST_TYPE type,
ID3D12CommandAllocator *pCommandAllocator,
ID3D12PipelineState *pInitialState, REFIID riid,
void **ppCommandList)
{
if(ppCommandList == NULL)
return m_pDevice->CreateCommandList(nodeMask, type, Unwrap(pCommandAllocator),
Unwrap(pInitialState), riid, NULL);
if(riid != __uuidof(ID3D12GraphicsCommandList) && riid != __uuidof(ID3D12CommandList) &&
riid != __uuidof(ID3D12GraphicsCommandList1) && riid != __uuidof(ID3D12GraphicsCommandList2) &&
riid != __uuidof(ID3D12GraphicsCommandList3) && riid != __uuidof(ID3D12GraphicsCommandList4) &&
riid != __uuidof(ID3D12GraphicsCommandList5) && riid != __uuidof(ID3D12GraphicsCommandList6) &&
riid != __uuidof(ID3D12GraphicsCommandList7) && riid != __uuidof(ID3D12GraphicsCommandList8) &&
riid != __uuidof(ID3D12GraphicsCommandList9) && riid != __uuidof(ID3D12GraphicsCommandList10))
return E_NOINTERFACE;
void *realptr = NULL;
HRESULT ret;
SERIALISE_TIME_CALL(ret = m_pDevice->CreateCommandList(
nodeMask, type, Unwrap(pCommandAllocator), Unwrap(pInitialState),
__uuidof(ID3D12GraphicsCommandList), &realptr));
ID3D12GraphicsCommandList *real = NULL;
if(riid == __uuidof(ID3D12CommandList))
real = (ID3D12GraphicsCommandList *)(ID3D12CommandList *)realptr;
else if(riid == __uuidof(ID3D12GraphicsCommandList))
real = (ID3D12GraphicsCommandList *)realptr;
else if(riid == __uuidof(ID3D12GraphicsCommandList1))
real = (ID3D12GraphicsCommandList1 *)realptr;
else if(riid == __uuidof(ID3D12GraphicsCommandList2))
real = (ID3D12GraphicsCommandList2 *)realptr;
else if(riid == __uuidof(ID3D12GraphicsCommandList3))
real = (ID3D12GraphicsCommandList3 *)realptr;
else if(riid == __uuidof(ID3D12GraphicsCommandList4))
real = (ID3D12GraphicsCommandList4 *)realptr;
else if(riid == __uuidof(ID3D12GraphicsCommandList5))
real = (ID3D12GraphicsCommandList5 *)realptr;
else if(riid == __uuidof(ID3D12GraphicsCommandList6))
real = (ID3D12GraphicsCommandList6 *)realptr;
else if(riid == __uuidof(ID3D12GraphicsCommandList7))
real = (ID3D12GraphicsCommandList7 *)realptr;
else if(riid == __uuidof(ID3D12GraphicsCommandList8))
real = (ID3D12GraphicsCommandList8 *)realptr;
else if(riid == __uuidof(ID3D12GraphicsCommandList9))
real = (ID3D12GraphicsCommandList9 *)realptr;
else if(riid == __uuidof(ID3D12GraphicsCommandList10))
real = (ID3D12GraphicsCommandList10 *)realptr;
if(SUCCEEDED(ret))
{
WrappedID3D12GraphicsCommandList *wrapped =
new WrappedID3D12GraphicsCommandList(real, this, m_State);
if(m_pAMDExtObject)
{
IAmdExtD3DCommandListMarker *markers = NULL;
m_pAMDExtObject->CreateInterface(real, __uuidof(IAmdExtD3DCommandListMarker),
(void **)&markers);
wrapped->SetAMDMarkerInterface(markers);
}
if(IsCaptureMode(m_State))
{
wrapped->SetInitParams(riid, nodeMask, type);
// we just serialise out command allocator creation as a reset, since it's equivalent.
wrapped->ResetInternal(pCommandAllocator, pInitialState, true);
{
CACHE_THREAD_SERIALISER();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Device_CreateCommandList);
Serialise_CreateCommandList(ser, nodeMask, type, pCommandAllocator, pInitialState, riid,
(void **)&wrapped);
wrapped->GetCreationRecord()->AddChunk(scope.Get());
}
// add parents so these are always in the capture. They won't necessarily be used for replay
// but we want them to be available so the creation chunk is fully realised
wrapped->GetCreationRecord()->AddParent(GetRecord(pCommandAllocator));
if(pInitialState)
wrapped->GetCreationRecord()->AddParent(GetRecord(pInitialState));
}
// during replay, the caller is responsible for calling AddLiveResource as this function
// can be called from ID3D12GraphicsCommandList::Reset serialising
if(riid == __uuidof(ID3D12GraphicsCommandList))
*ppCommandList = (ID3D12GraphicsCommandList *)wrapped;
else if(riid == __uuidof(ID3D12GraphicsCommandList1))
*ppCommandList = (ID3D12GraphicsCommandList1 *)wrapped;
else if(riid == __uuidof(ID3D12GraphicsCommandList2))
*ppCommandList = (ID3D12GraphicsCommandList2 *)wrapped;
else if(riid == __uuidof(ID3D12GraphicsCommandList3))
*ppCommandList = (ID3D12GraphicsCommandList3 *)wrapped;
else if(riid == __uuidof(ID3D12GraphicsCommandList4))
*ppCommandList = (ID3D12GraphicsCommandList4 *)wrapped;
else if(riid == __uuidof(ID3D12GraphicsCommandList5))
*ppCommandList = (ID3D12GraphicsCommandList5 *)wrapped;
else if(riid == __uuidof(ID3D12GraphicsCommandList6))
*ppCommandList = (ID3D12GraphicsCommandList6 *)wrapped;
else if(riid == __uuidof(ID3D12GraphicsCommandList7))
*ppCommandList = (ID3D12GraphicsCommandList7 *)wrapped;
else if(riid == __uuidof(ID3D12GraphicsCommandList8))
*ppCommandList = (ID3D12GraphicsCommandList8 *)wrapped;
else if(riid == __uuidof(ID3D12GraphicsCommandList9))
*ppCommandList = (ID3D12GraphicsCommandList9 *)wrapped;
else if(riid == __uuidof(ID3D12GraphicsCommandList10))
*ppCommandList = (ID3D12GraphicsCommandList10 *)wrapped;
else if(riid == __uuidof(ID3D12CommandList))
*ppCommandList = (ID3D12CommandList *)wrapped;
else
RDCERR("Unexpected riid! %s", ToStr(riid).c_str());
}
else
{
CHECK_HR(this, ret);
}
return ret;
}
template <typename SerialiserType>
bool WrappedID3D12Device::Serialise_CreateGraphicsPipelineState(
SerialiserType &ser, const D3D12_GRAPHICS_PIPELINE_STATE_DESC *pDesc, REFIID riid,
void **ppPipelineState)
{
SERIALISE_ELEMENT_LOCAL(Descriptor, *pDesc).Named("pDesc"_lit).Important();
SERIALISE_ELEMENT_LOCAL(guid, riid).Named("riid"_lit);
SERIALISE_ELEMENT_LOCAL(pPipelineState,
((WrappedID3D12PipelineState *)*ppPipelineState)->GetResourceID())
.TypedAs("ID3D12PipelineState *"_lit);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
// we steal the serialised descriptor here so we can pass it to jobs without its contents and
// all of the allocated structures and arrays being deserialised. We add a job which waits on
// the compiles then deserialises this manually.
D3D12_GRAPHICS_PIPELINE_STATE_DESC OrigDescriptor = Descriptor;
Descriptor = {};
{
D3D12_SHADER_BYTECODE *shaders[] = {
&OrigDescriptor.VS, &OrigDescriptor.HS, &OrigDescriptor.DS,
&OrigDescriptor.GS, &OrigDescriptor.PS,
};
for(size_t i = 0; i < ARRAY_COUNT(shaders); i++)
{
if(shaders[i]->BytecodeLength == 0 || shaders[i]->pShaderBytecode == NULL)
continue;
// add any missing hashes ourselves. This probably comes from a capture with experimental
// enabled so it can load unhashed, but we want to be more proactive
if(!DXBC::DXBCContainer::IsHashedContainer(shaders[i]->pShaderBytecode,
shaders[i]->BytecodeLength))
DXBC::DXBCContainer::HashContainer((void *)shaders[i]->pShaderBytecode,
shaders[i]->BytecodeLength);
}
}
WrappedID3D12PipelineState *wrapped = new WrappedID3D12PipelineState(
GetResourceManager()->CreateDeferredHandle<ID3D12PipelineState>(), this);
wrapped->graphics = new D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC(OrigDescriptor);
D3D12_SHADER_BYTECODE *shaders[] = {
&wrapped->graphics->VS, &wrapped->graphics->HS, &wrapped->graphics->DS,
&wrapped->graphics->GS, &wrapped->graphics->PS,
};
AddResource(pPipelineState, ResourceType::PipelineState, "Graphics Pipeline State");
if(OrigDescriptor.pRootSignature)
DerivedResource(OrigDescriptor.pRootSignature, pPipelineState);
for(size_t i = 0; i < ARRAY_COUNT(shaders); i++)
{
if(shaders[i]->BytecodeLength == 0 || shaders[i]->pShaderBytecode == NULL)
{
shaders[i]->pShaderBytecode = NULL;
shaders[i]->BytecodeLength = 0;
}
else
{
WrappedID3D12Shader *entry = WrappedID3D12Shader::AddShader(*shaders[i], this);
entry->AddRef();
shaders[i]->pShaderBytecode = entry;
if(m_GlobalEXTUAV != ~0U)
entry->SetShaderExtSlot(m_GlobalEXTUAV, m_GlobalEXTUAVSpace);
AddResourceCurChunk(entry->GetResourceID());
DerivedResource(entry->GetResourceID(), pPipelineState);
}
}
wrapped->FetchRootSig(GetShaderCache());
if(wrapped->graphics->InputLayout.NumElements)
{
wrapped->graphics->InputLayout.pInputElementDescs =
new D3D12_INPUT_ELEMENT_DESC[wrapped->graphics->InputLayout.NumElements];
memcpy((void *)wrapped->graphics->InputLayout.pInputElementDescs,
OrigDescriptor.InputLayout.pInputElementDescs,
sizeof(D3D12_INPUT_ELEMENT_DESC) * wrapped->graphics->InputLayout.NumElements);
}
else
{
wrapped->graphics->InputLayout.pInputElementDescs = NULL;
}
if(wrapped->graphics->StreamOutput.NumEntries)
{
wrapped->graphics->StreamOutput.pSODeclaration =
new D3D12_SO_DECLARATION_ENTRY[wrapped->graphics->StreamOutput.NumEntries];
memcpy((void *)wrapped->graphics->StreamOutput.pSODeclaration,
OrigDescriptor.StreamOutput.pSODeclaration,
sizeof(D3D12_SO_DECLARATION_ENTRY) * wrapped->graphics->StreamOutput.NumEntries);
if(wrapped->graphics->StreamOutput.NumStrides)
{
wrapped->graphics->StreamOutput.pBufferStrides =
new UINT[wrapped->graphics->StreamOutput.NumStrides];
memcpy((void *)wrapped->graphics->StreamOutput.pBufferStrides,
OrigDescriptor.StreamOutput.pBufferStrides,
sizeof(UINT) * wrapped->graphics->StreamOutput.NumStrides);
}
else
{
wrapped->graphics->StreamOutput.pBufferStrides = NULL;
}
}
else
{
wrapped->graphics->StreamOutput.pSODeclaration = NULL;
wrapped->graphics->StreamOutput.pBufferStrides = NULL;
}
if(Replay_Debug_SingleThreadedCompilation())
{
RDResult res = DeferredPipelineCompile(m_pDevice, OrigDescriptor, wrapped);
Deserialise(OrigDescriptor);
if(res != ResultCode::Succeeded)
{
m_FailedReplayResult = res;
return false;
}
}
else
{
wrapped->deferredJob = Threading::JobSystem::AddJob([wrappedD3D12 = this, device = m_pDevice,
OrigDescriptor, wrapped]() {
PerformanceTimer timer;
wrappedD3D12->CheckDeferredResult(DeferredPipelineCompile(device, OrigDescriptor, wrapped));
wrappedD3D12->AddDeferredTime(timer.GetMilliseconds());
Deserialise(OrigDescriptor);
});
}
// if this shader was initialised with nvidia's dynamic UAV, pull in that chunk as one of ours
// and unset it (there will be one for each create that actually used vendor extensions)
if(m_VendorEXT == GPUVendor::nVidia && m_GlobalEXTUAV != ~0U)
{
GetResourceDesc(pPipelineState)
.initialisationChunks.push_back((uint32_t)m_StructuredFile->chunks.size() - 2);
m_GlobalEXTUAV = ~0U;
}
GetResourceManager()->AddLiveResource(pPipelineState, wrapped);
}
return true;
}
void WrappedID3D12Device::ProcessCreatedGraphicsPSO(ID3D12PipelineState *real,
uint32_t vendorExtReg, uint32_t vendorExtSpace,
const D3D12_GRAPHICS_PIPELINE_STATE_DESC *pDesc,
REFIID riid, void **ppPipelineState)
{
for(const D3D12_SHADER_BYTECODE &sh : {pDesc->VS, pDesc->HS, pDesc->DS, pDesc->GS, pDesc->PS})
{
if(sh.BytecodeLength > 0 && sh.pShaderBytecode &&
DXBC::DXBCContainer::CheckForDXIL(sh.pShaderBytecode, sh.BytecodeLength))
m_UsedDXIL = true;
}
WrappedID3D12PipelineState *wrapped = new WrappedID3D12PipelineState(real, this);
if(IsCaptureMode(m_State))
{
CACHE_THREAD_SERIALISER();
Chunk *vendorChunk = NULL;
if(m_VendorEXT != GPUVendor::Unknown)
{
if(UsesExtensionUAV(pDesc->VS, vendorExtReg, vendorExtSpace) ||
UsesExtensionUAV(pDesc->HS, vendorExtReg, vendorExtSpace) ||
UsesExtensionUAV(pDesc->DS, vendorExtReg, vendorExtSpace) ||
UsesExtensionUAV(pDesc->GS, vendorExtReg, vendorExtSpace) ||
UsesExtensionUAV(pDesc->PS, vendorExtReg, vendorExtSpace))
{
// don't set initparams until we've seen at least one shader actually created using the
// extensions.
m_InitParams.VendorExtensions = m_VendorEXT;
// if this shader uses the UAV slot registered for vendor extensions, serialise that out
// too
SCOPED_SERIALISE_CHUNK(D3D12Chunk::SetShaderExtUAV);
Serialise_SetShaderExtUAV(ser, m_VendorEXT, vendorExtReg, vendorExtSpace, true);
vendorChunk = scope.Get();
}
}
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Device_CreateGraphicsPipeline);
Serialise_CreateGraphicsPipelineState(ser, pDesc, riid, (void **)&wrapped);
D3D12ResourceRecord *record = GetResourceManager()->AddResourceRecord(wrapped->GetResourceID());
record->type = Resource_PipelineState;
record->Length = 0;
wrapped->SetResourceRecord(record);
if(pDesc->pRootSignature)
record->AddParent(GetRecord(pDesc->pRootSignature));
if(vendorChunk)
record->AddChunk(vendorChunk);
record->AddChunk(scope.Get());
}
else
{
GetResourceManager()->AddLiveResource(wrapped->GetResourceID(), wrapped);
wrapped->graphics = new D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC(*pDesc);
D3D12_SHADER_BYTECODE *shaders[] = {
&wrapped->graphics->VS, &wrapped->graphics->HS, &wrapped->graphics->DS,
&wrapped->graphics->GS, &wrapped->graphics->PS, &wrapped->graphics->AS,
&wrapped->graphics->MS,
};
for(size_t i = 0; i < ARRAY_COUNT(shaders); i++)
{
if(shaders[i]->BytecodeLength == 0 || shaders[i]->pShaderBytecode == NULL)
{
shaders[i]->pShaderBytecode = NULL;
shaders[i]->BytecodeLength = 0;
}
else
{
WrappedID3D12Shader *sh = WrappedID3D12Shader::AddShader(*shaders[i], this);
sh->AddRef();
if(m_GlobalEXTUAV != ~0U)
sh->SetShaderExtSlot(m_GlobalEXTUAV, m_GlobalEXTUAVSpace);
shaders[i]->pShaderBytecode = sh;
}
}
wrapped->FetchRootSig(GetShaderCache());
if(wrapped->graphics->InputLayout.NumElements)
{
wrapped->graphics->InputLayout.pInputElementDescs =
new D3D12_INPUT_ELEMENT_DESC[wrapped->graphics->InputLayout.NumElements];
memcpy((void *)wrapped->graphics->InputLayout.pInputElementDescs,
pDesc->InputLayout.pInputElementDescs,
sizeof(D3D12_INPUT_ELEMENT_DESC) * wrapped->graphics->InputLayout.NumElements);
}
else
{
wrapped->graphics->InputLayout.pInputElementDescs = NULL;
}
if(wrapped->graphics->StreamOutput.NumEntries)
{
wrapped->graphics->StreamOutput.pSODeclaration =
new D3D12_SO_DECLARATION_ENTRY[wrapped->graphics->StreamOutput.NumEntries];
memcpy((void *)wrapped->graphics->StreamOutput.pSODeclaration,
pDesc->StreamOutput.pSODeclaration,
sizeof(D3D12_SO_DECLARATION_ENTRY) * wrapped->graphics->StreamOutput.NumEntries);
}
else
{
wrapped->graphics->StreamOutput.pSODeclaration = NULL;
}
if(wrapped->graphics->StreamOutput.NumStrides)
{
wrapped->graphics->StreamOutput.pBufferStrides =
new UINT[wrapped->graphics->StreamOutput.NumStrides];
memcpy((void *)wrapped->graphics->StreamOutput.pBufferStrides,
pDesc->StreamOutput.pBufferStrides,
sizeof(UINT) * wrapped->graphics->StreamOutput.NumStrides);
}
else
{
wrapped->graphics->StreamOutput.pBufferStrides = NULL;
}
}
*ppPipelineState = (ID3D12PipelineState *)wrapped;
}
HRESULT WrappedID3D12Device::CreateGraphicsPipelineState(const D3D12_GRAPHICS_PIPELINE_STATE_DESC *pDesc,
REFIID riid, void **ppPipelineState)
{
D3D12_GRAPHICS_PIPELINE_STATE_DESC unwrappedDesc = *pDesc;
unwrappedDesc.pRootSignature = Unwrap(unwrappedDesc.pRootSignature);
if(ppPipelineState == NULL)
return m_pDevice->CreateGraphicsPipelineState(&unwrappedDesc, riid, NULL);
if(riid != __uuidof(ID3D12PipelineState))
return E_NOINTERFACE;
ID3D12PipelineState *real = NULL;
HRESULT ret;
SERIALISE_TIME_CALL(
ret = m_pDevice->CreateGraphicsPipelineState(&unwrappedDesc, riid, (void **)&real));
if(SUCCEEDED(ret))
{
// use implicit register/space
uint32_t reg = ~0U, space = ~0U;
if(m_VendorEXT != GPUVendor::Unknown)
GetShaderExtUAV(reg, space);
ProcessCreatedGraphicsPSO(real, reg, space, pDesc, riid, ppPipelineState);
}
else
{
CHECK_HR(this, ret);
}
return ret;
}
template <typename SerialiserType>
bool WrappedID3D12Device::Serialise_CreateComputePipelineState(
SerialiserType &ser, const D3D12_COMPUTE_PIPELINE_STATE_DESC *pDesc, REFIID riid,
void **ppPipelineState)
{
SERIALISE_ELEMENT_LOCAL(Descriptor, *pDesc).Named("pDesc"_lit).Important();
SERIALISE_ELEMENT_LOCAL(guid, riid).Named("riid"_lit);
SERIALISE_ELEMENT_LOCAL(pPipelineState,
((WrappedID3D12PipelineState *)*ppPipelineState)->GetResourceID())
.TypedAs("ID3D12PipelineState *"_lit);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
// we steal the serialised descriptor here so we can pass it to jobs without its contents and
// all of the allocated structures and arrays being deserialised. We add a job which waits on
// the compiles then deserialises this manually.
D3D12_COMPUTE_PIPELINE_STATE_DESC OrigDescriptor = Descriptor;
Descriptor = {};
// add any missing hashes ourselves. This probably comes from a capture with experimental
// enabled so it can load unhashed, but we want to be more proactive
if(!DXBC::DXBCContainer::IsHashedContainer(OrigDescriptor.CS.pShaderBytecode,
OrigDescriptor.CS.BytecodeLength))
DXBC::DXBCContainer::HashContainer((void *)OrigDescriptor.CS.pShaderBytecode,
OrigDescriptor.CS.BytecodeLength);
WrappedID3D12PipelineState *wrapped = new WrappedID3D12PipelineState(
GetResourceManager()->CreateDeferredHandle<ID3D12PipelineState>(), this);
wrapped->compute = new D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC(OrigDescriptor);
WrappedID3D12Shader *entry = WrappedID3D12Shader::AddShader(wrapped->compute->CS, this);
entry->AddRef();
if(m_GlobalEXTUAV != ~0U)
entry->SetShaderExtSlot(m_GlobalEXTUAV, m_GlobalEXTUAVSpace);
AddResourceCurChunk(entry->GetResourceID());
AddResource(pPipelineState, ResourceType::PipelineState, "Compute Pipeline State");
if(OrigDescriptor.pRootSignature)
DerivedResource(OrigDescriptor.pRootSignature, pPipelineState);
DerivedResource(entry->GetResourceID(), pPipelineState);
wrapped->compute->CS.pShaderBytecode = entry;
wrapped->FetchRootSig(GetShaderCache());
if(Replay_Debug_SingleThreadedCompilation())
{
RDResult res = DeferredPipelineCompile(m_pDevice, OrigDescriptor, wrapped);
Deserialise(OrigDescriptor);
if(res != ResultCode::Succeeded)
{
m_FailedReplayResult = res;
return false;
}
}
else
{
wrapped->deferredJob = Threading::JobSystem::AddJob([wrappedD3D12 = this, device = m_pDevice,
OrigDescriptor, wrapped]() {
PerformanceTimer timer;
wrappedD3D12->CheckDeferredResult(DeferredPipelineCompile(device, OrigDescriptor, wrapped));
wrappedD3D12->AddDeferredTime(timer.GetMilliseconds());
Deserialise(OrigDescriptor);
});
}
// if this shader was initialised with nvidia's dynamic UAV, pull in that chunk as one of ours
// and unset it (there will be one for each create that actually used vendor extensions)
if(m_VendorEXT == GPUVendor::nVidia && m_GlobalEXTUAV != ~0U)
{
GetResourceDesc(pPipelineState)
.initialisationChunks.push_back((uint32_t)m_StructuredFile->chunks.size() - 2);
m_GlobalEXTUAV = ~0U;
}
GetResourceManager()->AddLiveResource(pPipelineState, wrapped);
}
return true;
}
void WrappedID3D12Device::ProcessCreatedComputePSO(ID3D12PipelineState *real, uint32_t vendorExtReg,
uint32_t vendorExtSpace,
const D3D12_COMPUTE_PIPELINE_STATE_DESC *pDesc,
REFIID riid, void **ppPipelineState)
{
if(DXBC::DXBCContainer::CheckForDXIL(pDesc->CS.pShaderBytecode, pDesc->CS.BytecodeLength))
m_UsedDXIL = true;
WrappedID3D12PipelineState *wrapped = new WrappedID3D12PipelineState(real, this);
if(IsCaptureMode(m_State))
{
CACHE_THREAD_SERIALISER();
Chunk *vendorChunk = NULL;
if(m_VendorEXT != GPUVendor::Unknown)
{
if(UsesExtensionUAV(pDesc->CS, vendorExtReg, vendorExtSpace))
{
// don't set initparams until we've seen at least one shader actually created using the
// extensions.
m_InitParams.VendorExtensions = m_VendorEXT;
// if this shader uses the UAV slot registered for vendor extensions, serialise that out
// too
SCOPED_SERIALISE_CHUNK(D3D12Chunk::SetShaderExtUAV);
Serialise_SetShaderExtUAV(ser, m_VendorEXT, vendorExtReg, vendorExtSpace, true);
vendorChunk = scope.Get();
}
}
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Device_CreateComputePipeline);
Serialise_CreateComputePipelineState(ser, pDesc, riid, (void **)&wrapped);
D3D12ResourceRecord *record = GetResourceManager()->AddResourceRecord(wrapped->GetResourceID());
record->type = Resource_PipelineState;
record->Length = 0;
wrapped->SetResourceRecord(record);
if(pDesc->pRootSignature)
record->AddParent(GetRecord(pDesc->pRootSignature));
if(vendorChunk)
record->AddChunk(vendorChunk);
record->AddChunk(scope.Get());
}
else
{
GetResourceManager()->AddLiveResource(wrapped->GetResourceID(), wrapped);
wrapped->compute = new D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC(*pDesc);
WrappedID3D12Shader *sh = WrappedID3D12Shader::AddShader(wrapped->compute->CS, this);
sh->AddRef();
wrapped->compute->CS.pShaderBytecode = sh;
wrapped->FetchRootSig(GetShaderCache());
}
*ppPipelineState = (ID3D12PipelineState *)wrapped;
}
HRESULT WrappedID3D12Device::CreateComputePipelineState(const D3D12_COMPUTE_PIPELINE_STATE_DESC *pDesc,
REFIID riid, void **ppPipelineState)
{
D3D12_COMPUTE_PIPELINE_STATE_DESC unwrappedDesc = *pDesc;
unwrappedDesc.pRootSignature = Unwrap(unwrappedDesc.pRootSignature);
if(ppPipelineState == NULL)
return m_pDevice->CreateComputePipelineState(&unwrappedDesc, riid, NULL);
if(riid != __uuidof(ID3D12PipelineState))
return E_NOINTERFACE;
ID3D12PipelineState *real = NULL;
HRESULT ret;
SERIALISE_TIME_CALL(
ret = m_pDevice->CreateComputePipelineState(&unwrappedDesc, riid, (void **)&real));
if(SUCCEEDED(ret))
{
// use implicit register/space
uint32_t reg = ~0U, space = ~0U;
if(m_VendorEXT != GPUVendor::Unknown)
GetShaderExtUAV(reg, space);
ProcessCreatedComputePSO(real, reg, space, pDesc, riid, ppPipelineState);
}
else
{
CHECK_HR(this, ret);
}
return ret;
}
template <typename SerialiserType>
bool WrappedID3D12Device::Serialise_CreateDescriptorHeap(
SerialiserType &ser, const D3D12_DESCRIPTOR_HEAP_DESC *pDescriptorHeapDesc, REFIID riid,
void **ppvHeap)
{
SERIALISE_ELEMENT_LOCAL(Descriptor, *pDescriptorHeapDesc).Named("pDescriptorHeapDesc"_lit).Important();
SERIALISE_ELEMENT_LOCAL(guid, riid).Named("riid"_lit);
SERIALISE_ELEMENT_LOCAL(pHeap, ((WrappedID3D12DescriptorHeap *)*ppvHeap)->GetResourceID())
.TypedAs("ID3D12DescriptorHeap *"_lit);
uint64_t originalGPUBase = 0;
if(ser.IsWriting())
originalGPUBase = ((WrappedID3D12DescriptorHeap *)*ppvHeap)->GetOriginalGPUBase();
if(ser.VersionAtLeast(0x12))
{
SERIALISE_ELEMENT(originalGPUBase).Hidden();
}
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
D3D12_DESCRIPTOR_HEAP_DESC PatchedDesc = Descriptor;
bool patched = false;
// inflate the heap so we can insert our own descriptors at the end
// while patching, because DX12 has a stupid limitation to not be able
// to set multiple descriptor heaps at once of the same type
if(PatchedDesc.Type == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV)
{
if(m_D3D12Opts.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_3 ||
PatchedDesc.NumDescriptors + 16 <= 1000000)
{
PatchedDesc.NumDescriptors += 16;
patched = true;
}
else
{
RDCERR(
"RenderDoc needs extra descriptors for patching during analysis,"
"but heap is already at binding tier limit");
}
}
ID3D12DescriptorHeap *ret = NULL;
HRESULT hr = m_pDevice->CreateDescriptorHeap(&PatchedDesc, guid, (void **)&ret);
if(patched && FAILED(hr))
{
RDCWARN(
"RenderDoc needs extra descriptors for patching during analysis,"
"but heap failed to expand any further even at tier 3");
PatchedDesc.NumDescriptors = Descriptor.NumDescriptors;
hr = m_pDevice->CreateDescriptorHeap(&PatchedDesc, guid, (void **)&ret);
}
if(FAILED(hr))
{
SET_ERROR_RESULT(m_FailedReplayResult, ResultCode::APIReplayFailed,
"Failed creating descriptor heap, HRESULT: %s", ToStr(hr).c_str());
return false;
}
else
{
WrappedID3D12DescriptorHeap *wrapped =
new WrappedID3D12DescriptorHeap(ret, this, PatchedDesc, Descriptor.NumDescriptors);
wrapped->SetOriginalGPUBase(originalGPUBase);
ret = wrapped;
GetResourceManager()->AddLiveResource(pHeap, ret);
AddResource(pHeap, ResourceType::DescriptorStore, "Descriptor Heap");
DescriptorStoreDescription desc;
desc.resourceId = pHeap;
desc.descriptorByteSize = 1;
desc.firstDescriptorOffset = 0;
desc.descriptorCount = Descriptor.NumDescriptors;
GetReplay()->RegisterDescriptorStore(desc);
}
}
return true;
}
HRESULT WrappedID3D12Device::CreateDescriptorHeap(const D3D12_DESCRIPTOR_HEAP_DESC *pDescriptorHeapDesc,
REFIID riid, void **ppvHeap)
{
if(ppvHeap == NULL)
return m_pDevice->CreateDescriptorHeap(pDescriptorHeapDesc, riid, NULL);
if(riid != __uuidof(ID3D12DescriptorHeap))
return E_NOINTERFACE;
ID3D12DescriptorHeap *real = NULL;
HRESULT ret;
SERIALISE_TIME_CALL(
ret = m_pDevice->CreateDescriptorHeap(pDescriptorHeapDesc, riid, (void **)&real));
if(SUCCEEDED(ret))
{
WrappedID3D12DescriptorHeap *wrapped = new WrappedID3D12DescriptorHeap(
real, this, *pDescriptorHeapDesc, pDescriptorHeapDesc->NumDescriptors);
if(IsCaptureMode(m_State))
{
CACHE_THREAD_SERIALISER();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Device_CreateDescriptorHeap);
Serialise_CreateDescriptorHeap(ser, pDescriptorHeapDesc, riid, (void **)&wrapped);
D3D12ResourceRecord *record = GetResourceManager()->AddResourceRecord(wrapped->GetResourceID());
record->type = Resource_DescriptorHeap;
record->Length = 0;
wrapped->SetResourceRecord(record);
record->AddChunk(scope.Get());
GetResourceManager()->MarkDirtyResource(wrapped->GetResourceID());
}
else
{
GetResourceManager()->AddLiveResource(wrapped->GetResourceID(), wrapped);
}
*ppvHeap = (ID3D12DescriptorHeap *)wrapped;
}
else
{
CHECK_HR(this, ret);
}
return ret;
}
template <typename SerialiserType>
bool WrappedID3D12Device::Serialise_CreateRootSignature(SerialiserType &ser, UINT nodeMask,
const void *pBlobWithRootSignature,
SIZE_T blobLengthInBytes_, REFIID riid,
void **ppvRootSignature)
{
SERIALISE_ELEMENT(nodeMask);
SERIALISE_ELEMENT_ARRAY(pBlobWithRootSignature, blobLengthInBytes_).Important();
SERIALISE_ELEMENT_LOCAL(blobLengthInBytes, uint64_t(blobLengthInBytes_));
SERIALISE_ELEMENT_LOCAL(guid, riid).Named("riid"_lit);
SERIALISE_ELEMENT_LOCAL(pRootSignature,
((WrappedID3D12RootSignature *)*ppvRootSignature)->GetResourceID())
.TypedAs("ID3D12RootSignature *"_lit);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
nodeMask = 0;
ID3D12RootSignature *ret = NULL;
HRESULT hr = m_pDevice->CreateRootSignature(nodeMask, pBlobWithRootSignature,
(SIZE_T)blobLengthInBytes, guid, (void **)&ret);
if(FAILED(hr))
{
SET_ERROR_RESULT(m_FailedReplayResult, ResultCode::APIReplayFailed,
"Failed creating root signature, HRESULT: %s", ToStr(hr).c_str());
return false;
}
else
{
if(GetResourceManager()->HasWrapper(ret))
{
ret->Release();
ret = (ID3D12RootSignature *)GetResourceManager()->GetWrapper(ret);
ret->AddRef();
GetResourceManager()->AddLiveResource(pRootSignature, ret);
}
else
{
ret = new WrappedID3D12RootSignature(ret, this);
GetResourceManager()->AddLiveResource(pRootSignature, ret);
}
WrappedID3D12RootSignature *wrapped = (WrappedID3D12RootSignature *)ret;
wrapped->sig = DecodeRootSig(pBlobWithRootSignature, (size_t)blobLengthInBytes);
if(wrapped->sig.Flags & D3D12_ROOT_SIGNATURE_FLAG_LOCAL_ROOT_SIGNATURE)
wrapped->localRootSigIdx =
GetResourceManager()->GetRaytracingResourceAndUtilHandler()->RegisterLocalRootSig(
wrapped->sig);
{
StructuredSerialiser structuriser(ser.GetStructuredFile().chunks.back(), &GetChunkName);
structuriser.SetUserData(GetResourceManager());
structuriser.Serialise("UnpackedSignature"_lit, wrapped->sig);
}
AddResource(pRootSignature, ResourceType::ShaderBinding, "Root Signature");
}
}
return true;
}
HRESULT WrappedID3D12Device::CreateRootSignature(UINT nodeMask, const void *pBlobWithRootSignature,
SIZE_T blobLengthInBytes, REFIID riid,
void **ppvRootSignature)
{
if(ppvRootSignature == NULL)
return m_pDevice->CreateRootSignature(nodeMask, pBlobWithRootSignature, blobLengthInBytes, riid,
NULL);
if(riid != __uuidof(ID3D12RootSignature))
return E_NOINTERFACE;
ID3D12RootSignature *real = NULL;
HRESULT ret;
SERIALISE_TIME_CALL(ret = m_pDevice->CreateRootSignature(nodeMask, pBlobWithRootSignature,
blobLengthInBytes, riid, (void **)&real));
if(SUCCEEDED(ret))
{
WrappedID3D12RootSignature *wrapped = NULL;
{
SCOPED_LOCK(m_WrapDeduplicateLock);
// duplicate signatures can be returned, if Create is called with a previous equivalent blob
if(GetResourceManager()->HasWrapper(real))
{
real->Release();
ID3D12RootSignature *existing = (ID3D12RootSignature *)GetResourceManager()->GetWrapper(real);
existing->AddRef();
*ppvRootSignature = existing;
return ret;
}
wrapped = new WrappedID3D12RootSignature(real, this);
}
wrapped->sig = DecodeRootSig(pBlobWithRootSignature, blobLengthInBytes);
if(IsCaptureMode(m_State))
{
CACHE_THREAD_SERIALISER();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Device_CreateRootSignature);
Serialise_CreateRootSignature(ser, nodeMask, pBlobWithRootSignature, blobLengthInBytes, riid,
(void **)&wrapped);
D3D12ResourceRecord *record = GetResourceManager()->AddResourceRecord(wrapped->GetResourceID());
record->type = Resource_RootSignature;
record->Length = 0;
wrapped->SetResourceRecord(record);
if(wrapped->sig.Flags & D3D12_ROOT_SIGNATURE_FLAG_LOCAL_ROOT_SIGNATURE)
wrapped->localRootSigIdx =
GetResourceManager()->GetRaytracingResourceAndUtilHandler()->RegisterLocalRootSig(
wrapped->sig);
if(!m_BindlessResourceUseActive)
{
// force ref-all-resources if the heap is directly indexed because we can't track resource
// access
if(wrapped->sig.Flags & (D3D12_ROOT_SIGNATURE_FLAG_CBV_SRV_UAV_HEAP_DIRECTLY_INDEXED |
D3D12_ROOT_SIGNATURE_FLAG_SAMPLER_HEAP_DIRECTLY_INDEXED))
{
m_BindlessResourceUseActive = true;
RDCDEBUG("Forcing Ref All Resources due to heap-indexing root signature flags");
}
else
{
for(const D3D12RootSignatureParameter &param : wrapped->sig.Parameters)
{
if(param.ParameterType != D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE)
continue;
for(UINT r = 0; r < param.DescriptorTable.NumDescriptorRanges; r++)
{
const D3D12_DESCRIPTOR_RANGE1 &range = param.DescriptorTable.pDescriptorRanges[r];
if(range.NumDescriptors > 100000)
{
m_BindlessResourceUseActive = true;
RDCDEBUG(
"Forcing Ref All Resources due to large root signature range of %u descriptors "
"(space=%u, reg=%u, visibility=%s)",
range.NumDescriptors, range.RegisterSpace, range.BaseShaderRegister,
ToStr(param.ShaderVisibility).c_str());
break;
}
}
if(m_BindlessResourceUseActive)
break;
}
}
}
record->AddChunk(scope.Get());
}
*ppvRootSignature = (ID3D12RootSignature *)wrapped;
}
else
{
CHECK_HR(this, ret);
}
return ret;
}
template <typename SerialiserType>
bool WrappedID3D12Device::Serialise_DynamicDescriptorWrite(SerialiserType &ser,
const DynamicDescriptorWrite *write)
{
SERIALISE_ELEMENT_LOCAL(desc, write->desc).Important();
SERIALISE_ELEMENT_LOCAL(dst, ToPortableHandle(write->dest)).Important();
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
D3D12Descriptor *handle = DescriptorFromPortableHandle(GetResourceManager(), dst);
if(handle)
{
// safe to pass an invalid heap type to Create() as these descriptors will by definition not
// be undefined
RDCASSERT(desc.GetType() != D3D12DescriptorType::Undefined);
desc.Create(D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES, this, *handle);
handle->GetHeap()->MarkMutableIndex(handle->GetHeapIndex());
}
}
return true;
}
void WrappedID3D12Device::CreateConstantBufferView(const D3D12_CONSTANT_BUFFER_VIEW_DESC *pDesc,
D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor)
{
bool capframe = false;
{
SCOPED_READLOCK(m_CapTransitionLock);
capframe = IsActiveCapturing(m_State);
}
SERIALISE_TIME_CALL(m_pDevice->CreateConstantBufferView(pDesc, Unwrap(DestDescriptor)));
// assume descriptors are volatile
if(capframe)
{
DynamicDescriptorWrite write;
write.desc.Init(pDesc);
write.dest = GetWrapped(DestDescriptor);
{
SCOPED_LOCK(m_DynDescLock);
m_DynamicDescriptorRefs.push_back(write.desc);
}
{
CACHE_THREAD_SERIALISER();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Device_CreateConstantBufferView);
Serialise_DynamicDescriptorWrite(ser, &write);
m_FrameCaptureRecord->AddChunk(scope.Get());
}
if(pDesc)
GetResourceManager()->MarkResourceFrameReferenced(
WrappedID3D12Resource::GetResIDFromAddr(pDesc->BufferLocation), eFrameRef_Read);
}
GetWrapped(DestDescriptor)->Init(pDesc);
}
void WrappedID3D12Device::CreateShaderResourceView(ID3D12Resource *pResource,
const D3D12_SHADER_RESOURCE_VIEW_DESC *pDesc,
D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor)
{
bool capframe = false;
{
SCOPED_READLOCK(m_CapTransitionLock);
capframe = IsActiveCapturing(m_State);
}
SERIALISE_TIME_CALL(
m_pDevice->CreateShaderResourceView(Unwrap(pResource), pDesc, Unwrap(DestDescriptor)));
// assume descriptors are volatile
if(capframe)
{
DynamicDescriptorWrite write;
write.desc.Init(pResource, pDesc);
write.dest = GetWrapped(DestDescriptor);
if(pResource && pResource->GetDesc().Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
{
SCOPED_LOCK(m_DynDescLock);
m_DynamicDescriptorRefs.push_back(write.desc);
}
{
CACHE_THREAD_SERIALISER();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Device_CreateShaderResourceView);
Serialise_DynamicDescriptorWrite(ser, &write);
m_FrameCaptureRecord->AddChunk(scope.Get());
}
GetResourceManager()->MarkResourceFrameReferenced(GetResID(pResource), eFrameRef_Read);
}
GetWrapped(DestDescriptor)->Init(pResource, pDesc);
if(IsReplayMode(m_State) && pDesc)
{
if(pDesc->ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE ||
pDesc->ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY)
m_Cubemaps.insert(GetResID(pResource));
}
}
void WrappedID3D12Device::CreateUnorderedAccessView(ID3D12Resource *pResource,
ID3D12Resource *pCounterResource,
const D3D12_UNORDERED_ACCESS_VIEW_DESC *pDesc,
D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor)
{
bool capframe = false;
{
SCOPED_READLOCK(m_CapTransitionLock);
capframe = IsActiveCapturing(m_State);
}
SERIALISE_TIME_CALL(m_pDevice->CreateUnorderedAccessView(
Unwrap(pResource), Unwrap(pCounterResource), pDesc, Unwrap(DestDescriptor)));
// assume descriptors are volatile
if(capframe)
{
DynamicDescriptorWrite write;
write.desc.Init(pResource, pCounterResource, pDesc);
write.dest = GetWrapped(DestDescriptor);
if(pResource && pResource->GetDesc().Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
{
SCOPED_LOCK(m_DynDescLock);
m_DynamicDescriptorRefs.push_back(write.desc);
}
{
CACHE_THREAD_SERIALISER();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Device_CreateUnorderedAccessView);
Serialise_DynamicDescriptorWrite(ser, &write);
m_FrameCaptureRecord->AddChunk(scope.Get());
}
GetResourceManager()->MarkResourceFrameReferenced(GetResID(pResource), eFrameRef_PartialWrite);
if(pCounterResource)
GetResourceManager()->MarkResourceFrameReferenced(GetResID(pCounterResource),
eFrameRef_PartialWrite);
}
GetWrapped(DestDescriptor)->Init(pResource, pCounterResource, pDesc);
}
void WrappedID3D12Device::CreateRenderTargetView(ID3D12Resource *pResource,
const D3D12_RENDER_TARGET_VIEW_DESC *pDesc,
D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor)
{
bool capframe = false;
{
SCOPED_READLOCK(m_CapTransitionLock);
capframe = IsActiveCapturing(m_State);
}
SERIALISE_TIME_CALL(
m_pDevice->CreateRenderTargetView(Unwrap(pResource), pDesc, Unwrap(DestDescriptor)));
// assume descriptors are volatile
if(capframe)
{
DynamicDescriptorWrite write;
write.desc.Init(pResource, pDesc);
write.dest = GetWrapped(DestDescriptor);
if(pResource && pResource->GetDesc().Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
{
SCOPED_LOCK(m_DynDescLock);
m_DynamicDescriptorRefs.push_back(write.desc);
}
{
CACHE_THREAD_SERIALISER();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Device_CreateRenderTargetView);
Serialise_DynamicDescriptorWrite(ser, &write);
m_FrameCaptureRecord->AddChunk(scope.Get());
}
GetResourceManager()->MarkResourceFrameReferenced(GetResID(pResource), eFrameRef_PartialWrite);
}
GetWrapped(DestDescriptor)->Init(pResource, pDesc);
}
void WrappedID3D12Device::CreateDepthStencilView(ID3D12Resource *pResource,
const D3D12_DEPTH_STENCIL_VIEW_DESC *pDesc,
D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor)
{
bool capframe = false;
{
SCOPED_READLOCK(m_CapTransitionLock);
capframe = IsActiveCapturing(m_State);
}
SERIALISE_TIME_CALL(
m_pDevice->CreateDepthStencilView(Unwrap(pResource), pDesc, Unwrap(DestDescriptor)));
// assume descriptors are volatile
if(capframe)
{
DynamicDescriptorWrite write;
write.desc.Init(pResource, pDesc);
write.dest = GetWrapped(DestDescriptor);
{
CACHE_THREAD_SERIALISER();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Device_CreateDepthStencilView);
Serialise_DynamicDescriptorWrite(ser, &write);
m_FrameCaptureRecord->AddChunk(scope.Get());
}
GetResourceManager()->MarkResourceFrameReferenced(GetResID(pResource), eFrameRef_PartialWrite);
}
GetWrapped(DestDescriptor)->Init(pResource, pDesc);
}
void WrappedID3D12Device::CreateSampler(const D3D12_SAMPLER_DESC *pDesc,
D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor)
{
bool capframe = false;
{
SCOPED_READLOCK(m_CapTransitionLock);
capframe = IsActiveCapturing(m_State);
}
SERIALISE_TIME_CALL(m_pDevice->CreateSampler(pDesc, Unwrap(DestDescriptor)));
// assume descriptors are volatile
if(capframe)
{
DynamicDescriptorWrite write;
write.desc.Init(pDesc);
write.dest = GetWrapped(DestDescriptor);
{
CACHE_THREAD_SERIALISER();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Device_CreateSampler);
Serialise_DynamicDescriptorWrite(ser, &write);
m_FrameCaptureRecord->AddChunk(scope.Get());
}
}
GetWrapped(DestDescriptor)->Init(pDesc);
}
template <typename SerialiserType>
bool WrappedID3D12Device::Serialise_CreateHeap(SerialiserType &ser, const D3D12_HEAP_DESC *pDesc,
REFIID riid, void **ppvHeap)
{
SERIALISE_ELEMENT_LOCAL(Descriptor, *pDesc).Named("pDesc"_lit).Important();
SERIALISE_ELEMENT_LOCAL(guid, riid).Named("riid"_lit);
SERIALISE_ELEMENT_LOCAL(pHeap, ((WrappedID3D12Heap *)*ppvHeap)->GetResourceID())
.TypedAs("ID3D12Heap *"_lit);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
void *realptr = NULL;
// don't create resources non-resident
Descriptor.Flags &= ~D3D12_HEAP_FLAG_CREATE_NOT_RESIDENT;
// don't create displayable heaps (?!)
Descriptor.Flags &= ~D3D12_HEAP_FLAG_ALLOW_DISPLAY;
if(m_DriverInfo.vendor == GPUVendor::Software &&
Descriptor.Properties.Type == D3D12_HEAP_TYPE_CUSTOM)
Descriptor.Properties.MemoryPoolPreference = D3D12_MEMORY_POOL_L0;
HRESULT hr = m_pDevice->CreateHeap(&Descriptor, guid, &realptr);
ID3D12Heap *ret = NULL;
if(guid == __uuidof(ID3D12Heap))
ret = (ID3D12Heap *)realptr;
else if(guid == __uuidof(ID3D12Heap1))
ret = (ID3D12Heap1 *)realptr;
if(FAILED(hr))
{
SET_ERROR_RESULT(m_FailedReplayResult, ResultCode::APIReplayFailed,
"Failed creating heap, HRESULT: %s", ToStr(hr).c_str());
return false;
}
else
{
ret = new WrappedID3D12Heap(ret, this);
GetResourceManager()->AddLiveResource(pHeap, ret);
}
AddResource(pHeap, ResourceType::Memory, "Heap");
}
return true;
}
HRESULT WrappedID3D12Device::CreateHeap(const D3D12_HEAP_DESC *pDesc, REFIID riid, void **ppvHeap)
{
if(ppvHeap == NULL)
return m_pDevice->CreateHeap(pDesc, riid, ppvHeap);
if(riid != __uuidof(ID3D12Heap) && riid != __uuidof(ID3D12Heap1))
return E_NOINTERFACE;
void *realptr = NULL;
HRESULT ret;
SERIALISE_TIME_CALL(ret = m_pDevice->CreateHeap(pDesc, riid, (void **)&realptr));
ID3D12Heap *real = NULL;
if(riid == __uuidof(ID3D12Heap))
real = (ID3D12Heap *)realptr;
else if(riid == __uuidof(ID3D12Heap1))
real = (ID3D12Heap1 *)realptr;
if(SUCCEEDED(ret))
{
WrappedID3D12Heap *wrapped = new WrappedID3D12Heap(real, this);
if(IsCaptureMode(m_State))
{
CACHE_THREAD_SERIALISER();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Device_CreateHeap);
Serialise_CreateHeap(ser, pDesc, riid, (void **)&wrapped);
if(pDesc->Flags & D3D12_HEAP_FLAG_CREATE_NOT_RESIDENT)
wrapped->Evict();
D3D12ResourceRecord *record = GetResourceManager()->AddResourceRecord(wrapped->GetResourceID());
record->type = Resource_Heap;
record->Length = 0;
wrapped->SetResourceRecord(record);
record->AddChunk(scope.Get());
}
else
{
GetResourceManager()->AddLiveResource(wrapped->GetResourceID(), wrapped);
}
*ppvHeap = (ID3D12Heap *)wrapped;
}
else
{
CHECK_HR(this, ret);
}
return ret;
}
template <typename SerialiserType>
bool WrappedID3D12Device::Serialise_CreateFence(SerialiserType &ser, UINT64 InitialValue,
D3D12_FENCE_FLAGS Flags, REFIID riid, void **ppFence)
{
SERIALISE_ELEMENT(InitialValue).Important();
SERIALISE_ELEMENT(Flags);
SERIALISE_ELEMENT_LOCAL(guid, riid).Named("riid"_lit);
SERIALISE_ELEMENT_LOCAL(pFence, ((WrappedID3D12Fence *)*ppFence)->GetResourceID())
.TypedAs("ID3D12Fence *"_lit);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
void *realptr = NULL;
HRESULT hr = m_pDevice->CreateFence(InitialValue, Flags, guid, &realptr);
ID3D12Fence *ret = NULL;
if(guid == __uuidof(ID3D12Fence))
ret = (ID3D12Fence *)realptr;
else if(guid == __uuidof(ID3D12Fence1))
ret = (ID3D12Fence1 *)realptr;
if(FAILED(hr))
{
SET_ERROR_RESULT(m_FailedReplayResult, ResultCode::APIReplayFailed,
"Failed creating fence, HRESULT: %s", ToStr(hr).c_str());
return false;
}
else
{
ret = new WrappedID3D12Fence(ret, this);
GetResourceManager()->AddLiveResource(pFence, ret);
}
AddResource(pFence, ResourceType::Sync, "Fence");
}
return true;
}
HRESULT WrappedID3D12Device::CreateFence(UINT64 InitialValue, D3D12_FENCE_FLAGS Flags, REFIID riid,
void **ppFence)
{
if(ppFence == NULL)
return m_pDevice->CreateFence(InitialValue, Flags, riid, NULL);
if(riid != __uuidof(ID3D12Fence) && riid != __uuidof(ID3D12Fence1))
return E_NOINTERFACE;
void *realptr = NULL;
HRESULT ret;
SERIALISE_TIME_CALL(ret = m_pDevice->CreateFence(InitialValue, Flags, riid, &realptr));
ID3D12Fence *real = NULL;
if(riid == __uuidof(ID3D12Fence))
real = (ID3D12Fence *)realptr;
else if(riid == __uuidof(ID3D12Fence1))
real = (ID3D12Fence1 *)realptr;
if(SUCCEEDED(ret))
{
WrappedID3D12Fence *wrapped = new WrappedID3D12Fence(real, this);
if(IsCaptureMode(m_State))
{
CACHE_THREAD_SERIALISER();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Device_CreateFence);
Serialise_CreateFence(ser, InitialValue, Flags, riid, (void **)&wrapped);
D3D12ResourceRecord *record = GetResourceManager()->AddResourceRecord(wrapped->GetResourceID());
record->type = Resource_Fence;
record->Length = 0;
wrapped->SetResourceRecord(record);
record->AddChunk(scope.Get());
}
else
{
GetResourceManager()->AddLiveResource(wrapped->GetResourceID(), wrapped);
}
if(riid == __uuidof(ID3D12Fence))
*ppFence = (ID3D12Fence *)wrapped;
else if(riid == __uuidof(ID3D12Fence1))
*ppFence = (ID3D12Fence1 *)wrapped;
}
else
{
CHECK_HR(this, ret);
}
return ret;
}
template <typename SerialiserType>
bool WrappedID3D12Device::Serialise_CreateQueryHeap(SerialiserType &ser,
const D3D12_QUERY_HEAP_DESC *pDesc, REFIID riid,
void **ppvHeap)
{
SERIALISE_ELEMENT_LOCAL(Descriptor, *pDesc).Named("pDesc"_lit).Important();
SERIALISE_ELEMENT_LOCAL(guid, riid).Named("riid"_lit);
SERIALISE_ELEMENT_LOCAL(pQueryHeap, ((WrappedID3D12QueryHeap *)*ppvHeap)->GetResourceID())
.TypedAs("ID3D12QueryHeap *"_lit);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
ID3D12QueryHeap *ret = NULL;
HRESULT hr = m_pDevice->CreateQueryHeap(&Descriptor, guid, (void **)&ret);
if(FAILED(hr))
{
SET_ERROR_RESULT(m_FailedReplayResult, ResultCode::APIReplayFailed,
"Failed creating query heap, HRESULT: %s", ToStr(hr).c_str());
return false;
}
else
{
ret = new WrappedID3D12QueryHeap(ret, this);
GetResourceManager()->AddLiveResource(pQueryHeap, ret);
}
AddResource(pQueryHeap, ResourceType::Query, "Query Heap");
}
return true;
}
HRESULT WrappedID3D12Device::CreateQueryHeap(const D3D12_QUERY_HEAP_DESC *pDesc, REFIID riid,
void **ppvHeap)
{
if(ppvHeap == NULL)
return m_pDevice->CreateQueryHeap(pDesc, riid, NULL);
if(riid != __uuidof(ID3D12QueryHeap))
return E_NOINTERFACE;
ID3D12QueryHeap *real = NULL;
HRESULT ret;
SERIALISE_TIME_CALL(ret = m_pDevice->CreateQueryHeap(pDesc, riid, (void **)&real));
if(SUCCEEDED(ret))
{
WrappedID3D12QueryHeap *wrapped = new WrappedID3D12QueryHeap(real, this);
if(IsCaptureMode(m_State))
{
CACHE_THREAD_SERIALISER();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Device_CreateQueryHeap);
Serialise_CreateQueryHeap(ser, pDesc, riid, (void **)&wrapped);
D3D12ResourceRecord *record = GetResourceManager()->AddResourceRecord(wrapped->GetResourceID());
record->type = Resource_QueryHeap;
record->Length = 0;
wrapped->SetResourceRecord(record);
record->AddChunk(scope.Get());
}
else
{
GetResourceManager()->AddLiveResource(wrapped->GetResourceID(), wrapped);
}
*ppvHeap = (ID3D12QueryHeap *)wrapped;
}
else
{
CHECK_HR(this, ret);
}
return ret;
}
template <typename SerialiserType>
bool WrappedID3D12Device::Serialise_CreateCommandSignature(SerialiserType &ser,
const D3D12_COMMAND_SIGNATURE_DESC *pDesc,
ID3D12RootSignature *pRootSignature,
REFIID riid, void **ppvCommandSignature)
{
SERIALISE_ELEMENT_LOCAL(Descriptor, *pDesc).Named("pDesc"_lit).Important();
SERIALISE_ELEMENT(pRootSignature);
SERIALISE_ELEMENT_LOCAL(guid, riid).Named("riid"_lit);
SERIALISE_ELEMENT_LOCAL(pCommandSignature,
((WrappedID3D12CommandSignature *)*ppvCommandSignature)->GetResourceID())
.TypedAs("ID3D12CommandSignature *"_lit);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
ID3D12CommandSignature *ret = NULL;
HRESULT hr =
m_pDevice->CreateCommandSignature(&Descriptor, Unwrap(pRootSignature), guid, (void **)&ret);
if(FAILED(hr))
{
SET_ERROR_RESULT(m_FailedReplayResult, ResultCode::APIReplayFailed,
"Failed creating command signature, HRESULT: %s", ToStr(hr).c_str());
return false;
}
else
{
WrappedID3D12CommandSignature *wrapped =
new WrappedID3D12CommandSignature(ret, this, Descriptor);
ret = wrapped;
GetResourceManager()->AddLiveResource(pCommandSignature, ret);
AddResource(pCommandSignature, ResourceType::ShaderBinding, "Command Signature");
if(pRootSignature)
DerivedResource(pRootSignature, pCommandSignature);
}
}
return true;
}
HRESULT WrappedID3D12Device::CreateCommandSignature(const D3D12_COMMAND_SIGNATURE_DESC *pDesc,
ID3D12RootSignature *pRootSignature,
REFIID riid, void **ppvCommandSignature)
{
if(ppvCommandSignature == NULL)
return m_pDevice->CreateCommandSignature(pDesc, Unwrap(pRootSignature), riid, NULL);
if(riid != __uuidof(ID3D12CommandSignature))
return E_NOINTERFACE;
ID3D12CommandSignature *real = NULL;
HRESULT ret;
SERIALISE_TIME_CALL(
ret = m_pDevice->CreateCommandSignature(pDesc, Unwrap(pRootSignature), riid, (void **)&real));
if(SUCCEEDED(ret))
{
WrappedID3D12CommandSignature *wrapped = NULL;
{
SCOPED_LOCK(m_WrapDeduplicateLock);
if(GetResourceManager()->HasWrapper(real))
{
real->Release();
ID3D12CommandSignature *existing =
(ID3D12CommandSignature *)GetResourceManager()->GetWrapper(real);
existing->AddRef();
*ppvCommandSignature = existing;
return ret;
}
wrapped = new WrappedID3D12CommandSignature(real, this, *pDesc);
}
if(IsCaptureMode(m_State))
{
CACHE_THREAD_SERIALISER();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Device_CreateCommandSignature);
Serialise_CreateCommandSignature(ser, pDesc, pRootSignature, riid, (void **)&wrapped);
D3D12ResourceRecord *record = GetResourceManager()->AddResourceRecord(wrapped->GetResourceID());
record->type = Resource_CommandSignature;
record->Length = 0;
wrapped->SetResourceRecord(record);
if(pRootSignature)
record->AddParent(GetRecord(pRootSignature));
record->AddChunk(scope.Get());
}
else
{
GetResourceManager()->AddLiveResource(wrapped->GetResourceID(), wrapped);
}
if(pDesc->pArgumentDescs[pDesc->NumArgumentDescs - 1].Type ==
D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH_RAYS)
wrapped->sig.raytraced = true;
*ppvCommandSignature = (ID3D12CommandSignature *)wrapped;
}
else
{
CHECK_HR(this, ret);
}
return ret;
}
HRESULT WrappedID3D12Device::CreateSharedHandle(ID3D12DeviceChild *pObject,
const SECURITY_ATTRIBUTES *pAttributes,
DWORD Access, LPCWSTR Name, HANDLE *pHandle)
{
return m_pDevice->CreateSharedHandle(Unwrap(pObject), pAttributes, Access, Name, pHandle);
}
template <typename SerialiserType>
bool WrappedID3D12Device::Serialise_DynamicDescriptorCopies(
SerialiserType &ser, const rdcarray<DynamicDescriptorCopy> &DescriptorCopies)
{
SERIALISE_ELEMENT(DescriptorCopies);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
// not optimal, but simple for now. Do a wrapped copy so that internal tracking is also updated
for(const DynamicDescriptorCopy &copy : DescriptorCopies)
{
CopyDescriptorsSimple(1, *copy.dst, *copy.src, copy.type);
copy.dst->GetHeap()->MarkMutableIndex(copy.dst->GetHeapIndex());
}
}
return true;
}
void WrappedID3D12Device::CopyDescriptors(
UINT NumDestDescriptorRanges, const D3D12_CPU_DESCRIPTOR_HANDLE *pDestDescriptorRangeStarts,
const UINT *pDestDescriptorRangeSizes, UINT NumSrcDescriptorRanges,
const D3D12_CPU_DESCRIPTOR_HANDLE *pSrcDescriptorRangeStarts,
const UINT *pSrcDescriptorRangeSizes, D3D12_DESCRIPTOR_HEAP_TYPE DescriptorHeapsType)
{
D3D12_CPU_DESCRIPTOR_HANDLE *unwrappedArray =
GetTempArray<D3D12_CPU_DESCRIPTOR_HANDLE>(NumDestDescriptorRanges + NumSrcDescriptorRanges);
D3D12_CPU_DESCRIPTOR_HANDLE *dstStarts = unwrappedArray;
D3D12_CPU_DESCRIPTOR_HANDLE *srcStarts = unwrappedArray + NumDestDescriptorRanges;
for(UINT i = 0; i < NumDestDescriptorRanges; i++)
dstStarts[i] = Unwrap(pDestDescriptorRangeStarts[i]);
for(UINT i = 0; i < NumSrcDescriptorRanges; i++)
srcStarts[i] = Unwrap(pSrcDescriptorRangeStarts[i]);
SERIALISE_TIME_CALL(m_pDevice->CopyDescriptors(
NumDestDescriptorRanges, dstStarts, pDestDescriptorRangeSizes, NumSrcDescriptorRanges,
srcStarts, pSrcDescriptorRangeSizes, DescriptorHeapsType));
UINT srcRange = 0, dstRange = 0;
UINT srcIdx = 0, dstIdx = 0;
D3D12Descriptor *src = GetWrapped(pSrcDescriptorRangeStarts[0]);
D3D12Descriptor *dst = GetWrapped(pDestDescriptorRangeStarts[0]);
rdcarray<DynamicDescriptorCopy> copies;
bool capframe = false;
{
SCOPED_READLOCK(m_CapTransitionLock);
capframe = IsActiveCapturing(m_State);
}
for(; srcRange < NumSrcDescriptorRanges && dstRange < NumDestDescriptorRanges;)
{
const UINT srcSize = pSrcDescriptorRangeSizes ? pSrcDescriptorRangeSizes[srcRange] : 1;
const UINT dstSize = pDestDescriptorRangeSizes ? pDestDescriptorRangeSizes[dstRange] : 1;
// just in case a size is specified as 0, check here
if(srcIdx < srcSize && dstIdx < dstSize)
{
// assume descriptors are volatile
if(capframe)
copies.push_back(DynamicDescriptorCopy(&dst[dstIdx], &src[srcIdx], DescriptorHeapsType));
dst[dstIdx].CopyFrom(src[srcIdx]);
}
srcIdx++;
dstIdx++;
// move source onto the next range
if(srcIdx >= srcSize)
{
srcRange++;
srcIdx = 0;
// check srcRange is valid - we might be about to exit the loop from reading off the end
if(srcRange < NumSrcDescriptorRanges)
src = GetWrapped(pSrcDescriptorRangeStarts[srcRange]);
}
if(dstIdx >= dstSize)
{
dstRange++;
dstIdx = 0;
if(dstRange < NumDestDescriptorRanges)
dst = GetWrapped(pDestDescriptorRangeStarts[dstRange]);
}
}
if(!copies.empty())
{
// reference all the individual heaps
for(UINT i = 0; i < NumSrcDescriptorRanges; i++)
{
D3D12Descriptor *desc = GetWrapped(pSrcDescriptorRangeStarts[i]);
GetResourceManager()->MarkResourceFrameReferenced(desc->GetHeapResourceId(), eFrameRef_Read);
// make sure we reference the resources in the source descriptors too
const UINT srcSize = pSrcDescriptorRangeSizes ? pSrcDescriptorRangeSizes[i] : 1;
for(UINT d = 0; d < srcSize; d++)
{
ResourceId id, id2;
FrameRefType ref = eFrameRef_Read;
desc[d].GetRefIDs(id, id2, ref);
if(id != ResourceId())
GetResourceManager()->MarkResourceFrameReferenced(id, ref);
if(id2 != ResourceId())
GetResourceManager()->MarkResourceFrameReferenced(id2, ref);
}
}
for(UINT i = 0; i < NumDestDescriptorRanges; i++)
{
D3D12Descriptor *desc = GetWrapped(pDestDescriptorRangeStarts[i]);
GetResourceManager()->MarkResourceFrameReferenced(desc->GetHeapResourceId(), eFrameRef_Read);
}
{
SCOPED_LOCK(m_DynDescLock);
for(size_t i = 0; i < copies.size(); i++)
m_DynamicDescriptorRefs.push_back(*copies[i].src);
}
{
CACHE_THREAD_SERIALISER();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Device_CopyDescriptors);
Serialise_DynamicDescriptorCopies(ser, copies);
m_FrameCaptureRecord->AddChunk(scope.Get());
}
}
}
void WrappedID3D12Device::CopyDescriptorsSimple(UINT NumDescriptors,
D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptorRangeStart,
D3D12_CPU_DESCRIPTOR_HANDLE SrcDescriptorRangeStart,
D3D12_DESCRIPTOR_HEAP_TYPE DescriptorHeapsType)
{
SERIALISE_TIME_CALL(
m_pDevice->CopyDescriptorsSimple(NumDescriptors, Unwrap(DestDescriptorRangeStart),
Unwrap(SrcDescriptorRangeStart), DescriptorHeapsType));
D3D12Descriptor *src = GetWrapped(SrcDescriptorRangeStart);
D3D12Descriptor *dst = GetWrapped(DestDescriptorRangeStart);
bool capframe = false;
{
SCOPED_READLOCK(m_CapTransitionLock);
capframe = IsActiveCapturing(m_State);
}
if(capframe)
{
// reference the heaps
{
D3D12Descriptor *desc = GetWrapped(SrcDescriptorRangeStart);
GetResourceManager()->MarkResourceFrameReferenced(desc->GetHeapResourceId(), eFrameRef_Read);
// make sure we reference the resources in the source descriptors too
for(UINT d = 0; d < NumDescriptors; d++)
{
ResourceId id, id2;
FrameRefType ref = eFrameRef_Read;
desc[d].GetRefIDs(id, id2, ref);
if(id != ResourceId())
GetResourceManager()->MarkResourceFrameReferenced(id, ref);
if(id2 != ResourceId())
GetResourceManager()->MarkResourceFrameReferenced(id2, ref);
}
}
{
D3D12Descriptor *desc = GetWrapped(DestDescriptorRangeStart);
GetResourceManager()->MarkResourceFrameReferenced(desc->GetHeapResourceId(), eFrameRef_Read);
}
rdcarray<DynamicDescriptorCopy> copies;
copies.reserve(NumDescriptors);
for(UINT i = 0; i < NumDescriptors; i++)
copies.push_back(DynamicDescriptorCopy(&dst[i], &src[i], DescriptorHeapsType));
{
SCOPED_LOCK(m_DynDescLock);
for(size_t i = 0; i < copies.size(); i++)
m_DynamicDescriptorRefs.push_back(*copies[i].src);
}
{
CACHE_THREAD_SERIALISER();
SCOPED_SERIALISE_CHUNK(D3D12Chunk::Device_CopyDescriptorsSimple);
Serialise_DynamicDescriptorCopies(ser, copies);
m_FrameCaptureRecord->AddChunk(scope.Get());
}
}
for(UINT i = 0; i < NumDescriptors; i++)
dst[i].CopyFrom(src[i]);
}
HRESULT WrappedID3D12Device::OpenSharedHandleByName(LPCWSTR Name, DWORD Access, HANDLE *pNTHandle)
{
return m_pDevice->OpenSharedHandleByName(Name, Access, pNTHandle);
}
HRESULT WrappedID3D12Device::MakeResident(UINT NumObjects, ID3D12Pageable *const *ppObjects)
{
SCOPED_READLOCK(m_CapTransitionLock);
ID3D12Pageable **unwrapped = GetTempArray<ID3D12Pageable *>(NumObjects);
for(UINT i = 0; i < NumObjects; i++)
{
if(WrappedID3D12DescriptorHeap::IsAlloc(ppObjects[i]))
{
WrappedID3D12DescriptorHeap *heap = (WrappedID3D12DescriptorHeap *)ppObjects[i];
heap->MakeResident();
unwrapped[i] = heap->GetReal();
}
else if(WrappedID3D12Resource::IsAlloc(ppObjects[i]))
{
WrappedID3D12Resource *res = (WrappedID3D12Resource *)ppObjects[i];
res->MakeResident();
unwrapped[i] = res->GetReal();
}
else if(WrappedID3D12Heap::IsAlloc(ppObjects[i]))
{
WrappedID3D12Heap *heap = (WrappedID3D12Heap *)ppObjects[i];
heap->MakeResident();
unwrapped[i] = heap->GetReal();
}
else
{
unwrapped[i] = (ID3D12Pageable *)Unwrap((ID3D12DeviceChild *)ppObjects[i]);
}
}
return m_pDevice->MakeResident(NumObjects, unwrapped);
}
HRESULT WrappedID3D12Device::Evict(UINT NumObjects, ID3D12Pageable *const *ppObjects)
{
SCOPED_READLOCK(m_CapTransitionLock);
ID3D12Pageable **unwrapped = GetTempArray<ID3D12Pageable *>(NumObjects);
for(UINT i = 0; i < NumObjects; i++)
{
if(WrappedID3D12DescriptorHeap::IsAlloc(ppObjects[i]))
{
WrappedID3D12DescriptorHeap *heap = (WrappedID3D12DescriptorHeap *)ppObjects[i];
heap->Evict();
unwrapped[i] = heap->GetReal();
}
else if(WrappedID3D12Resource::IsAlloc(ppObjects[i]))
{
WrappedID3D12Resource *res = (WrappedID3D12Resource *)ppObjects[i];
res->Evict();
unwrapped[i] = res->GetReal();
}
else if(WrappedID3D12Heap::IsAlloc(ppObjects[i]))
{
WrappedID3D12Heap *heap = (WrappedID3D12Heap *)ppObjects[i];
heap->Evict();
unwrapped[i] = heap->GetReal();
}
else
{
unwrapped[i] = (ID3D12Pageable *)Unwrap((ID3D12DeviceChild *)ppObjects[i]);
}
}
return m_pDevice->Evict(NumObjects, unwrapped);
}
//////////////////////////////////////////////////////////////////////
// we don't need to wrap any of these functions below
HRESULT WrappedID3D12Device::GetPrivateData(REFGUID guid, UINT *pDataSize, void *pData)
{
return m_pDevice->GetPrivateData(guid, pDataSize, pData);
}
HRESULT WrappedID3D12Device::SetPrivateData(REFGUID guid, UINT DataSize, const void *pData)
{
return m_pDevice->SetPrivateData(guid, DataSize, pData);
}
HRESULT WrappedID3D12Device::SetPrivateDataInterface(REFGUID guid, const IUnknown *pData)
{
return m_pDevice->SetPrivateDataInterface(guid, pData);
}
HRESULT WrappedID3D12Device::SetName(LPCWSTR Name)
{
return m_pDevice->SetName(Name);
}
UINT WrappedID3D12Device::GetNodeCount()
{
return m_pDevice->GetNodeCount();
}
LUID WrappedID3D12Device::GetAdapterLuid()
{
return m_pDevice->GetAdapterLuid();
}
void WrappedID3D12Device::GetResourceTiling(
ID3D12Resource *pTiledResource, UINT *pNumTilesForEntireResource,
D3D12_PACKED_MIP_INFO *pPackedMipDesc, D3D12_TILE_SHAPE *pStandardTileShapeForNonPackedMips,
UINT *pNumSubresourceTilings, UINT FirstSubresourceTilingToGet,
D3D12_SUBRESOURCE_TILING *pSubresourceTilingsForNonPackedMips)
{
return m_pDevice->GetResourceTiling(Unwrap(pTiledResource), pNumTilesForEntireResource,
pPackedMipDesc, pStandardTileShapeForNonPackedMips,
pNumSubresourceTilings, FirstSubresourceTilingToGet,
pSubresourceTilingsForNonPackedMips);
}
HRESULT WrappedID3D12Device::SetStablePowerState(BOOL Enable)
{
return m_pDevice->SetStablePowerState(Enable);
}
HRESULT WrappedID3D12Device::CheckFeatureSupport(D3D12_FEATURE Feature, void *pFeatureSupportData,
UINT FeatureSupportDataSize)
{
static uint64_t logged[2] = {};
bool dolog = true;
if(uint32_t(Feature) < 64)
{
const uint64_t bit = 1ULL << uint32_t(Feature);
dolog = (logged[0] & bit) == 0;
logged[0] |= bit;
}
else if(uint32_t(Feature - 64) < 64)
{
const uint64_t bit = 1ULL << uint32_t(Feature - 64);
dolog = (logged[1] & bit) == 0;
logged[1] |= bit;
}
if(dolog)
RDCLOG("Checking feature support for %d", Feature);
HRESULT hr = m_pDevice->CheckFeatureSupport(Feature, pFeatureSupportData, FeatureSupportDataSize);
if(FAILED(hr))
{
if(dolog)
RDCLOG("CheckFeatureSupport returned %s", ToStr(hr).c_str());
return hr;
}
if(Feature == D3D12_FEATURE_SHADER_MODEL)
{
D3D12_FEATURE_DATA_SHADER_MODEL *model = (D3D12_FEATURE_DATA_SHADER_MODEL *)pFeatureSupportData;
if(FeatureSupportDataSize != sizeof(D3D12_FEATURE_DATA_SHADER_MODEL))
return E_INVALIDARG;
if(dolog)
RDCLOG("Clamping shader model from 0x%x to 6.7", model->HighestShaderModel);
// clamp SM to what we support
model->HighestShaderModel = RDCMIN(model->HighestShaderModel, D3D_SHADER_MODEL_6_7);
return S_OK;
}
else if(Feature == D3D12_FEATURE_PROTECTED_RESOURCE_SESSION_SUPPORT)
{
D3D12_FEATURE_DATA_PROTECTED_RESOURCE_SESSION_SUPPORT *opts =
(D3D12_FEATURE_DATA_PROTECTED_RESOURCE_SESSION_SUPPORT *)pFeatureSupportData;
// declare no support for protected resource sessions. We still wrap it just in case but we
// can't capture or replay this properly.
opts->Support = D3D12_PROTECTED_RESOURCE_SESSION_SUPPORT_FLAG_NONE;
if(dolog)
RDCLOG("Forcing no protected session tier support");
return S_OK;
}
else if(Feature == D3D12_FEATURE_D3D12_OPTIONS5)
{
D3D12_FEATURE_DATA_D3D12_OPTIONS5 *opts =
(D3D12_FEATURE_DATA_D3D12_OPTIONS5 *)pFeatureSupportData;
if(FeatureSupportDataSize != sizeof(D3D12_FEATURE_DATA_D3D12_OPTIONS5))
return E_INVALIDARG;
// don't support raytracing
if(!D3D12_Experimental_EnableRTSupport())
{
opts->RaytracingTier = D3D12_RAYTRACING_TIER_NOT_SUPPORTED;
if(dolog)
RDCLOG("Forcing no raytracing tier support");
}
return S_OK;
}
else if(Feature == D3D12_FEATURE_D3D12_OPTIONS7)
{
D3D12_FEATURE_DATA_D3D12_OPTIONS7 *opts =
(D3D12_FEATURE_DATA_D3D12_OPTIONS7 *)pFeatureSupportData;
if(FeatureSupportDataSize != sizeof(D3D12_FEATURE_DATA_D3D12_OPTIONS7))
return E_INVALIDARG;
// don't support sampler feedback
opts->SamplerFeedbackTier = D3D12_SAMPLER_FEEDBACK_TIER_NOT_SUPPORTED;
if(dolog)
RDCLOG("Forcing no sampler feedback tier support");
return S_OK;
}
else if(Feature == D3D12_FEATURE_D3D12_OPTIONS18)
{
D3D12_FEATURE_DATA_D3D12_OPTIONS18 *opts =
(D3D12_FEATURE_DATA_D3D12_OPTIONS18 *)pFeatureSupportData;
if(FeatureSupportDataSize != sizeof(D3D12_FEATURE_DATA_D3D12_OPTIONS18))
return E_INVALIDARG;
opts->RenderPassesValid = FALSE;
if(dolog)
RDCLOG("Forcing no changed renderpass support");
return S_OK;
}
else if(Feature == D3D12_FEATURE_D3D12_OPTIONS20)
{
D3D12_FEATURE_DATA_D3D12_OPTIONS20 *opts =
(D3D12_FEATURE_DATA_D3D12_OPTIONS20 *)pFeatureSupportData;
if(FeatureSupportDataSize != sizeof(D3D12_FEATURE_DATA_D3D12_OPTIONS20))
return E_INVALIDARG;
// unknown what this does, disable it
opts->RecreateAtTier = D3D12_RECREATE_AT_TIER_NOT_SUPPORTED;
return S_OK;
}
else if(Feature == D3D12_FEATURE_D3D12_OPTIONS21)
{
D3D12_FEATURE_DATA_D3D12_OPTIONS21 *opts =
(D3D12_FEATURE_DATA_D3D12_OPTIONS21 *)pFeatureSupportData;
if(FeatureSupportDataSize != sizeof(D3D12_FEATURE_DATA_D3D12_OPTIONS21))
return E_INVALIDARG;
if(dolog)
RDCLOG("Forcing no EI 1.1 support");
opts->ExecuteIndirectTier = D3D12_EXECUTE_INDIRECT_TIER_1_0;
if(dolog)
RDCLOG("Forcing no work graph support");
opts->WorkGraphsTier = D3D12_WORK_GRAPHS_TIER_NOT_SUPPORTED;
return S_OK;
}
return hr;
}
UINT WrappedID3D12Device::GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE DescriptorHeapType)
{
// we essentially intercept this, so it's a fixed size.
return sizeof(D3D12Descriptor);
}
D3D12_RESOURCE_ALLOCATION_INFO WrappedID3D12Device::GetResourceAllocationInfo(
UINT visibleMask, UINT numResourceDescs, const D3D12_RESOURCE_DESC *pResourceDescs)
{
return m_pDevice->GetResourceAllocationInfo(visibleMask, numResourceDescs, pResourceDescs);
}
D3D12_HEAP_PROPERTIES WrappedID3D12Device::GetCustomHeapProperties(UINT nodeMask,
D3D12_HEAP_TYPE heapType)
{
return m_pDevice->GetCustomHeapProperties(nodeMask, heapType);
}
HRESULT WrappedID3D12Device::GetDeviceRemovedReason()
{
return m_pDevice->GetDeviceRemovedReason();
}
void WrappedID3D12Device::GetCopyableFootprints(const D3D12_RESOURCE_DESC *pResourceDesc,
UINT FirstSubresource, UINT NumSubresources,
UINT64 BaseOffset,
D3D12_PLACED_SUBRESOURCE_FOOTPRINT *pLayouts,
UINT *pNumRows, UINT64 *pRowSizeInBytes,
UINT64 *pTotalBytes)
{
return m_pDevice->GetCopyableFootprints(pResourceDesc, FirstSubresource, NumSubresources,
BaseOffset, pLayouts, pNumRows, pRowSizeInBytes,
pTotalBytes);
}
INSTANTIATE_FUNCTION_SERIALISED(void, WrappedID3D12Device, CreateCommandQueue,
const D3D12_COMMAND_QUEUE_DESC *pDesc, REFIID riid,
void **ppCommandQueue);
INSTANTIATE_FUNCTION_SERIALISED(void, WrappedID3D12Device, CreateCommandAllocator,
D3D12_COMMAND_LIST_TYPE type, REFIID riid, void **ppCommandAllocator);
INSTANTIATE_FUNCTION_SERIALISED(void, WrappedID3D12Device, CreateCommandList, UINT nodeMask,
D3D12_COMMAND_LIST_TYPE type,
ID3D12CommandAllocator *pCommandAllocator,
ID3D12PipelineState *pInitialState, REFIID riid,
void **ppCommandList);
INSTANTIATE_FUNCTION_SERIALISED(void, WrappedID3D12Device, CreateGraphicsPipelineState,
const D3D12_GRAPHICS_PIPELINE_STATE_DESC *pDesc, REFIID riid,
void **ppPipelineState);
INSTANTIATE_FUNCTION_SERIALISED(void, WrappedID3D12Device, CreateComputePipelineState,
const D3D12_COMPUTE_PIPELINE_STATE_DESC *pDesc, REFIID riid,
void **ppPipelineState);
INSTANTIATE_FUNCTION_SERIALISED(void, WrappedID3D12Device, CreateDescriptorHeap,
const D3D12_DESCRIPTOR_HEAP_DESC *pDescriptorHeapDesc, REFIID riid,
void **ppvHeap);
INSTANTIATE_FUNCTION_SERIALISED(void, WrappedID3D12Device, CreateRootSignature, UINT nodeMask,
const void *pBlobWithRootSignature, SIZE_T blobLengthInBytes,
REFIID riid, void **ppvRootSignature);
INSTANTIATE_FUNCTION_SERIALISED(void, WrappedID3D12Device, DynamicDescriptorWrite,
const DynamicDescriptorWrite *write);
INSTANTIATE_FUNCTION_SERIALISED(void, WrappedID3D12Device, CreateHeap, const D3D12_HEAP_DESC *pDesc,
REFIID riid, void **ppvHeap);
INSTANTIATE_FUNCTION_SERIALISED(void, WrappedID3D12Device, CreateFence, UINT64 InitialValue,
D3D12_FENCE_FLAGS Flags, REFIID riid, void **ppFence);
INSTANTIATE_FUNCTION_SERIALISED(void, WrappedID3D12Device, CreateQueryHeap,
const D3D12_QUERY_HEAP_DESC *pDesc, REFIID riid, void **ppvHeap);
INSTANTIATE_FUNCTION_SERIALISED(void, WrappedID3D12Device, CreateCommandSignature,
const D3D12_COMMAND_SIGNATURE_DESC *pDesc,
ID3D12RootSignature *pRootSignature, REFIID riid,
void **ppvCommandSignature);
INSTANTIATE_FUNCTION_SERIALISED(void, WrappedID3D12Device, DynamicDescriptorCopies,
const rdcarray<DynamicDescriptorCopy> &DescriptorCopies);
#if ENABLED(ENABLE_UNIT_TESTS)
#include "catch/catch.hpp"
// ensure that we don't have to pay attention to the GUID requested and can return our
// WrappedID3D12Resource anywhere and know it satisfies all possibilities
TEST_CASE("Check ID3D12Resource inheritance chain", "[d3d]")
{
// this should really be checkable at compile time
IUnknown *u = (IUnknown *)0x1000000;
ID3D12Resource *a = (ID3D12Resource *)u;
ID3D12Resource1 *b = (ID3D12Resource1 *)a;
ID3D12Resource2 *c = (ID3D12Resource2 *)b;
CHECK((byte *)a == (byte *)u);
CHECK((byte *)b == (byte *)a);
CHECK((byte *)c == (byte *)b);
}
#endif