| /* |
| * Copyright © Microsoft Corporation |
| * |
| * 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 (including the next |
| * paragraph) 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. |
| */ |
| |
| #ifndef D3D12_RESOURCE_STATE_H |
| #define D3D12_RESOURCE_STATE_H |
| |
| #ifndef _WIN32 |
| #include <wsl/winadapter.h> |
| #endif |
| |
| #include <vector> |
| #include <assert.h> |
| #include <directx/d3d12.h> |
| |
| #include "util/list.h" |
| |
| #if defined(__GNUC__) |
| #pragma GCC diagnostic ignored "-Winvalid-offsetof" |
| #endif |
| |
| #define UNKNOWN_RESOURCE_STATE (D3D12_RESOURCE_STATES)0x8000u |
| #define RESOURCE_STATE_VALID_BITS 0x2f3fff |
| #define RESOURCE_STATE_VALID_INTERNAL_BITS 0x2fffff |
| constexpr D3D12_RESOURCE_STATES RESOURCE_STATE_ALL_WRITE_BITS = |
| D3D12_RESOURCE_STATE_RENDER_TARGET | |
| D3D12_RESOURCE_STATE_UNORDERED_ACCESS | |
| D3D12_RESOURCE_STATE_DEPTH_WRITE | |
| D3D12_RESOURCE_STATE_STREAM_OUT | |
| D3D12_RESOURCE_STATE_COPY_DEST | |
| D3D12_RESOURCE_STATE_RESOLVE_DEST | |
| D3D12_RESOURCE_STATE_VIDEO_DECODE_WRITE | |
| D3D12_RESOURCE_STATE_VIDEO_PROCESS_WRITE; |
| |
| //--------------------------------------------------------------------------------------------------------------------------------- |
| inline bool IsD3D12WriteState(UINT State) |
| { |
| return (State & RESOURCE_STATE_ALL_WRITE_BITS) != 0; |
| } |
| |
| inline bool SupportsSimultaneousAccess(const D3D12_RESOURCE_DESC &desc) |
| { |
| return D3D12_RESOURCE_DIMENSION_BUFFER == desc.Dimension || |
| !!(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS); |
| } |
| |
| //================================================================================================================================== |
| // CDesiredResourceState |
| // Stores the current desired state of either an entire resource, or each subresource. |
| //================================================================================================================================== |
| class CDesiredResourceState |
| { |
| private: |
| bool m_bAllSubresourcesSame = true; |
| |
| std::vector<D3D12_RESOURCE_STATES> m_spSubresourceStates; |
| |
| public: |
| CDesiredResourceState(UINT SubresourceCount) : |
| m_spSubresourceStates(SubresourceCount) |
| { |
| } |
| |
| bool AreAllSubresourcesSame() const { return m_bAllSubresourcesSame; } |
| |
| D3D12_RESOURCE_STATES GetSubresourceState(UINT SubresourceIndex) const; |
| void SetResourceState(D3D12_RESOURCE_STATES state); |
| void SetSubresourceState(UINT SubresourceIndex, D3D12_RESOURCE_STATES state); |
| |
| void Reset(); |
| |
| private: |
| void UpdateSubresourceState(unsigned SubresourceIndex, D3D12_RESOURCE_STATES state); |
| }; |
| |
| //================================================================================================================================== |
| // CCurrentResourceState |
| // Stores the current state of either an entire resource, or each subresource. |
| // Current state can either be shared read across multiple queues, or exclusive on a single queue. |
| //================================================================================================================================== |
| class CCurrentResourceState |
| { |
| public: |
| struct LogicalState |
| { |
| D3D12_RESOURCE_STATES State = D3D12_RESOURCE_STATE_COMMON; |
| UINT64 ExecutionId = 0; |
| bool IsPromotedState = false; |
| bool MayDecay = false; |
| }; |
| |
| private: |
| const bool m_bSimultaneousAccess; |
| bool m_bAllSubresourcesSame = true; |
| |
| std::vector<LogicalState> m_spLogicalState; |
| |
| void ConvertToSubresourceTracking(); |
| |
| public: |
| CCurrentResourceState(UINT SubresourceCount, bool bSimultaneousAccess); |
| |
| bool SupportsSimultaneousAccess() const { return m_bSimultaneousAccess; } |
| |
| // Returns the destination state if the current state is promotable. |
| // Returns D3D12_RESOURCE_STATE_COMMON if not. |
| D3D12_RESOURCE_STATES StateIfPromoted(D3D12_RESOURCE_STATES state, UINT SubresourceIndex); |
| |
| bool AreAllSubresourcesSame() const { return m_bAllSubresourcesSame; } |
| |
| void SetLogicalResourceState(LogicalState const& State); |
| void SetLogicalSubresourceState(UINT SubresourceIndex, LogicalState const& State); |
| LogicalState const& GetLogicalSubresourceState(UINT SubresourceIndex) const; |
| |
| void Reset(); |
| }; |
| |
| //================================================================================================================================== |
| // TransitionableResourceState |
| // A base class that transitionable resources should inherit from. |
| //================================================================================================================================== |
| struct TransitionableResourceState |
| { |
| struct list_head m_TransitionListEntry; |
| CDesiredResourceState m_DesiredState; |
| |
| TransitionableResourceState(ID3D12Resource *pResource, UINT TotalSubresources, bool SupportsSimultaneousAccess) : |
| m_DesiredState(TotalSubresources), |
| m_TotalSubresources(TotalSubresources), |
| m_currentState(TotalSubresources, SupportsSimultaneousAccess), |
| m_pResource(pResource) |
| { |
| list_inithead(&m_TransitionListEntry); |
| } |
| |
| ~TransitionableResourceState() |
| { |
| if (IsTransitionPending()) |
| { |
| list_del(&m_TransitionListEntry); |
| } |
| } |
| |
| bool IsTransitionPending() const { return !list_is_empty(&m_TransitionListEntry); } |
| |
| UINT NumSubresources() { return m_TotalSubresources; } |
| |
| CCurrentResourceState& GetCurrentState() { return m_currentState; } |
| |
| inline ID3D12Resource* GetD3D12Resource() const { return m_pResource; } |
| |
| private: |
| unsigned m_TotalSubresources; |
| |
| CCurrentResourceState m_currentState; |
| |
| ID3D12Resource* m_pResource; |
| }; |
| |
| //================================================================================================================================== |
| // ResourceStateManager |
| // The main business logic for handling resource transitions, including multi-queue sync and shared/exclusive state changes. |
| // |
| // Requesting a resource to transition simply updates destination state, and ensures it's in a list to be processed later. |
| // |
| // When processing ApplyAllResourceTransitions, we build up sets of vectors. |
| // There's a source one for each command list type, and a single one for the dest because we are applying |
| // the resource transitions for a single operation. |
| // There's also a vector for "tentative" barriers, which are merged into the destination vector if |
| // no flushing occurs as a result of submitting the final barrier operation. |
| // 99% of the time, there will only be the source being populated, but sometimes there will be a destination as well. |
| // If the source and dest of a transition require different types, we put a (source->COMMON) in the approriate source vector, |
| // and a (COMMON->dest) in the destination vector. |
| // |
| // Once all resources are processed, we: |
| // 1. Submit all source barriers, except ones belonging to the destination queue. |
| // 2. Flush all source command lists, except ones belonging to the destination queue. |
| // 3. Determine if the destination queue is going to be flushed. |
| // If so: Submit source barriers on that command list first, then flush it. |
| // If not: Accumulate source, dest, and tentative barriers so they can be sent to D3D12 in a single API call. |
| // 4. Insert waits on the destination queue - deferred waits, and waits for work on other queues. |
| // 5. Insert destination barriers. |
| // |
| // Only once all of this has been done do we update the "current" state of resources, |
| // because this is the only way that we know whether or not the destination queue has been flushed, |
| // and therefore, we can get the correct fence values to store in the subresources. |
| //================================================================================================================================== |
| class ResourceStateManager |
| { |
| protected: |
| |
| struct list_head m_TransitionListHead; |
| |
| std::vector<D3D12_RESOURCE_BARRIER> m_vResourceBarriers; |
| |
| public: |
| ResourceStateManager(); |
| |
| ~ResourceStateManager() |
| { |
| // All resources should be gone by this point, and each resource ensures it is no longer in this list. |
| assert(list_is_empty(&m_TransitionListHead)); |
| } |
| |
| // Call the D3D12 APIs to perform the resource barriers, command list submission, and command queue sync |
| // that was determined by previous calls to ProcessTransitioningResource. |
| void SubmitResourceTransitions(ID3D12GraphicsCommandList *pCommandList); |
| |
| // Transition the entire resource to a particular destination state on a particular command list. |
| void TransitionResource(TransitionableResourceState* pResource, |
| D3D12_RESOURCE_STATES State); |
| // Transition a single subresource to a particular destination state. |
| void TransitionSubresource(TransitionableResourceState* pResource, |
| UINT SubresourceIndex, |
| D3D12_RESOURCE_STATES State); |
| |
| // Submit all barriers and queue sync. |
| void ApplyAllResourceTransitions(ID3D12GraphicsCommandList *pCommandList, UINT64 ExecutionId); |
| |
| private: |
| // These methods set the destination state of the resource/subresources and ensure it's in the transition list. |
| void TransitionResource(TransitionableResourceState& Resource, |
| D3D12_RESOURCE_STATES State); |
| void TransitionSubresource(TransitionableResourceState& Resource, |
| UINT SubresourceIndex, |
| D3D12_RESOURCE_STATES State); |
| |
| // Clear out any state from previous iterations. |
| void ApplyResourceTransitionsPreamble(); |
| |
| // What to do with the resource, in the context of the transition list, after processing it. |
| enum class TransitionResult |
| { |
| // There are no more pending transitions that may be processed at a later time (i.e. draw time), |
| // so remove it from the pending transition list. |
| Remove, |
| // There are more transitions to be done, so keep it in the list. |
| Keep |
| }; |
| |
| // For every entry in the transition list, call a routine. |
| // This routine must return a TransitionResult which indicates what to do with the list. |
| template <typename TFunc> |
| void ForEachTransitioningResource(TFunc&& func) |
| { |
| list_for_each_entry_safe(TransitionableResourceState, pResource, &m_TransitionListHead, m_TransitionListEntry) |
| { |
| func(*pResource); |
| list_delinit(&pResource->m_TransitionListEntry); |
| } |
| } |
| |
| // Updates vectors with the operations that should be applied to the requested resource. |
| // May update the destination state of the resource. |
| void ProcessTransitioningResource(ID3D12Resource* pTransitioningResource, |
| TransitionableResourceState& TransitionableResourceState, |
| CCurrentResourceState& CurrentState, |
| UINT NumTotalSubresources, |
| UINT64 ExecutionId); |
| |
| private: |
| // Helpers |
| static bool TransitionRequired(D3D12_RESOURCE_STATES CurrentState, D3D12_RESOURCE_STATES& DestinationState); |
| void AddCurrentStateUpdate(TransitionableResourceState& Resource, |
| CCurrentResourceState& CurrentState, |
| UINT SubresourceIndex, |
| const CCurrentResourceState::LogicalState &NewLogicalState); |
| void ProcessTransitioningSubresourceExplicit(CCurrentResourceState& CurrentState, |
| UINT i, |
| D3D12_RESOURCE_STATES state, |
| D3D12_RESOURCE_STATES after, |
| TransitionableResourceState& TransitionableResourceState, |
| D3D12_RESOURCE_BARRIER& TransitionDesc, |
| UINT64 ExecutionId); |
| }; |
| |
| #endif // D3D12_RESOURCE_STATE_H |