microsoft: add resource state manager utility code
The code originates from this repository: https://github.com/microsoft/D3D12TranslationLayer It will be used in the next commit. Acked-by: Jason Ekstrand <jason@jlekstrand.net> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7477>
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/*
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* Copyright © Microsoft Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "D3D12ResourceState.h"
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//----------------------------------------------------------------------------------------------------------------------------------
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D3D12_RESOURCE_STATES CDesiredResourceState::GetSubresourceState(UINT SubresourceIndex) const
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{
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if (AreAllSubresourcesSame())
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{
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SubresourceIndex = 0;
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}
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return m_spSubresourceStates[SubresourceIndex];
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void CDesiredResourceState::UpdateSubresourceState(unsigned SubresourceIndex, D3D12_RESOURCE_STATES state)
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{
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assert(SubresourceIndex < m_spSubresourceStates.size());
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if (m_spSubresourceStates[SubresourceIndex] == UNKNOWN_RESOURCE_STATE ||
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state == UNKNOWN_RESOURCE_STATE ||
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IsD3D12WriteState(state))
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{
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m_spSubresourceStates[SubresourceIndex] = state;
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}
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else
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{
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// Accumulate read state state bits
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m_spSubresourceStates[SubresourceIndex] |= state;
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}
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void CDesiredResourceState::SetResourceState(D3D12_RESOURCE_STATES state)
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{
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m_bAllSubresourcesSame = true;
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UpdateSubresourceState(0, state);
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void CDesiredResourceState::SetSubresourceState(UINT SubresourceIndex, D3D12_RESOURCE_STATES state)
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{
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if (m_bAllSubresourcesSame && m_spSubresourceStates.size() > 1)
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{
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std::fill(m_spSubresourceStates.begin() + 1, m_spSubresourceStates.end(), m_spSubresourceStates[0]);
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m_bAllSubresourcesSame = false;
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}
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if (m_spSubresourceStates.size() == 1)
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{
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SubresourceIndex = 0;
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}
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UpdateSubresourceState(SubresourceIndex, state);
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void CDesiredResourceState::Reset()
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{
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SetResourceState(UNKNOWN_RESOURCE_STATE);
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void CCurrentResourceState::ConvertToSubresourceTracking()
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{
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if (m_bAllSubresourcesSame && m_spLogicalState.size() > 1)
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{
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std::fill(m_spLogicalState.begin() + 1, m_spLogicalState.end(), m_spLogicalState[0]);
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m_bAllSubresourcesSame = false;
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}
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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CCurrentResourceState::CCurrentResourceState(UINT SubresourceCount, bool bSimultaneousAccess)
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: m_bSimultaneousAccess(bSimultaneousAccess)
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, m_spLogicalState(SubresourceCount)
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{
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m_spLogicalState[0] = LogicalState{};
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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D3D12_RESOURCE_STATES CCurrentResourceState::StateIfPromoted(D3D12_RESOURCE_STATES State, UINT SubresourceIndex)
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{
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D3D12_RESOURCE_STATES Result = D3D12_RESOURCE_STATE_COMMON;
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if (m_bSimultaneousAccess || !!(State & (
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE |
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE |
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D3D12_RESOURCE_STATE_COPY_SOURCE |
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D3D12_RESOURCE_STATE_COPY_DEST)))
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{
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auto CurState = GetLogicalSubresourceState(SubresourceIndex);
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// If the current state is COMMON...
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if(CurState.State == D3D12_RESOURCE_STATE_COMMON)
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{
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// ...then promotion is allowed
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Result = State;
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}
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// If the current state is a read state resulting from previous promotion...
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else if(CurState.IsPromotedState && !!(CurState.State & D3D12_RESOURCE_STATE_GENERIC_READ))
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{
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// ...then (accumulated) promotion is allowed
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Result = State |= CurState.State;
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}
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}
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return Result;
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void CCurrentResourceState::SetLogicalResourceState(LogicalState const& State)
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{
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m_bAllSubresourcesSame = true;
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m_spLogicalState[0] = State;
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void CCurrentResourceState::SetLogicalSubresourceState(UINT SubresourceIndex, LogicalState const& State)
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{
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ConvertToSubresourceTracking();
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m_spLogicalState[SubresourceIndex] = State;
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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auto CCurrentResourceState::GetLogicalSubresourceState(UINT SubresourceIndex) const -> LogicalState const&
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{
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if (AreAllSubresourcesSame())
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{
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SubresourceIndex = 0;
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}
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return m_spLogicalState[SubresourceIndex];
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void CCurrentResourceState::Reset()
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{
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m_bAllSubresourcesSame = true;
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m_spLogicalState[0] = LogicalState{};
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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ResourceStateManager::ResourceStateManager()
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{
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list_inithead(&m_TransitionListHead);
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// Reserve some space in these vectors upfront. Values are arbitrary.
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m_vResourceBarriers.reserve(50);
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void ResourceStateManager::TransitionResource(TransitionableResourceState& Resource,
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D3D12_RESOURCE_STATES state)
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{
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Resource.m_DesiredState.SetResourceState(state);
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if (!Resource.IsTransitionPending())
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{
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list_add(&Resource.m_TransitionListEntry, &m_TransitionListHead);
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}
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void ResourceStateManager::TransitionSubresource(TransitionableResourceState& Resource,
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UINT SubresourceIndex,
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D3D12_RESOURCE_STATES state)
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{
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Resource.m_DesiredState.SetSubresourceState(SubresourceIndex, state);
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if (!Resource.IsTransitionPending())
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{
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list_add(&Resource.m_TransitionListEntry, &m_TransitionListHead);
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}
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void ResourceStateManager::ApplyResourceTransitionsPreamble()
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{
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m_vResourceBarriers.clear();
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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/*static*/ bool ResourceStateManager::TransitionRequired(D3D12_RESOURCE_STATES CurrentState, D3D12_RESOURCE_STATES& DestinationState)
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{
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// An exact match never needs a transition.
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if (CurrentState == DestinationState)
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{
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return false;
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}
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if (
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CurrentState == D3D12_RESOURCE_STATE_COMMON ||
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DestinationState == D3D12_RESOURCE_STATE_COMMON)
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{
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return true;
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}
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// Current state already contains the destination state, we're good.
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if ((CurrentState & DestinationState) == DestinationState)
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{
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DestinationState = CurrentState;
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return false;
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}
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// If the transition involves a write state, then the destination should just be the requested destination.
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// Otherwise, accumulate read states to minimize future transitions (by triggering the above condition).
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if (!IsD3D12WriteState(DestinationState) && !IsD3D12WriteState(CurrentState))
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{
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DestinationState |= CurrentState;
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}
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return true;
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void ResourceStateManager::AddCurrentStateUpdate(TransitionableResourceState& Resource,
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CCurrentResourceState& CurrentState,
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UINT SubresourceIndex,
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const CCurrentResourceState::LogicalState &NewLogicalState)
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{
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if (SubresourceIndex == D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES)
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{
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CurrentState.SetLogicalResourceState(NewLogicalState);
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}
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else
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{
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CurrentState.SetLogicalSubresourceState(SubresourceIndex, NewLogicalState);
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}
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void ResourceStateManager::ProcessTransitioningResource(ID3D12Resource* pTransitioningResource,
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TransitionableResourceState& TransitionableResourceState,
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CCurrentResourceState& CurrentState,
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UINT NumTotalSubresources,
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UINT64 ExecutionId)
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{
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// Figure out the set of subresources that are transitioning
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auto& DestinationState = TransitionableResourceState.m_DesiredState;
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bool bAllSubresourcesAtOnce = CurrentState.AreAllSubresourcesSame() && DestinationState.AreAllSubresourcesSame();
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D3D12_RESOURCE_BARRIER TransitionDesc;
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ZeroMemory(&TransitionDesc, sizeof(TransitionDesc));
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TransitionDesc.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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TransitionDesc.Transition.pResource = pTransitioningResource;
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UINT numSubresources = bAllSubresourcesAtOnce ? 1 : NumTotalSubresources;
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for (UINT i = 0; i < numSubresources; ++i)
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{
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D3D12_RESOURCE_STATES SubresourceDestinationState = DestinationState.GetSubresourceState(i);
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TransitionDesc.Transition.Subresource = bAllSubresourcesAtOnce ? D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES : i;
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// Is this subresource currently being used, or is it just being iterated over?
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D3D12_RESOURCE_STATES after = DestinationState.GetSubresourceState(i);
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if (after == UNKNOWN_RESOURCE_STATE)
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{
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// This subresource doesn't have any transition requested - move on to the next.
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continue;
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}
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ProcessTransitioningSubresourceExplicit(
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CurrentState,
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i,
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SubresourceDestinationState,
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after,
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TransitionableResourceState,
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TransitionDesc,
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ExecutionId); // throw( bad_alloc )
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}
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// Update destination states.
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// Coalesce destination state to ensure that it's set for the entire resource.
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DestinationState.SetResourceState(UNKNOWN_RESOURCE_STATE);
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void ResourceStateManager::ProcessTransitioningSubresourceExplicit(
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CCurrentResourceState& CurrentState,
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UINT SubresourceIndex,
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D3D12_RESOURCE_STATES state,
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D3D12_RESOURCE_STATES after,
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TransitionableResourceState& TransitionableResourceState,
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D3D12_RESOURCE_BARRIER& TransitionDesc,
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UINT64 ExecutionId)
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{
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// Simultaneous access resources currently in the COMMON
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// state can be implicitly promoted to any state other state.
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// Any non-simultaneous-access resources currently in the
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// COMMON state can still be implicitly promoted to SRV,
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// NON_PS_SRV, COPY_SRC, or COPY_DEST.
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CCurrentResourceState::LogicalState CurrentLogicalState = CurrentState.GetLogicalSubresourceState(SubresourceIndex);
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// If the last time this logical state was set was in a different
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// execution period and is decayable then decay the current state
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// to COMMON
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if(ExecutionId != CurrentLogicalState.ExecutionId && CurrentLogicalState.MayDecay)
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{
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CurrentLogicalState.State = D3D12_RESOURCE_STATE_COMMON;
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CurrentLogicalState.IsPromotedState = false;
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}
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bool MayDecay = false;
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bool IsPromotion = false;
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// If not promotable then StateIfPromoted will be D3D12_RESOURCE_STATE_COMMON
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auto StateIfPromoted = CurrentState.StateIfPromoted(after, SubresourceIndex);
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if ( D3D12_RESOURCE_STATE_COMMON == StateIfPromoted )
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{
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if (TransitionRequired(CurrentLogicalState.State, /*inout*/ after))
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{
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// Insert a single concrete barrier (for non-simultaneous access resources).
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TransitionDesc.Transition.StateBefore = D3D12_RESOURCE_STATES(CurrentLogicalState.State);
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TransitionDesc.Transition.StateAfter = D3D12_RESOURCE_STATES(after);
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assert(TransitionDesc.Transition.StateBefore != TransitionDesc.Transition.StateAfter);
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m_vResourceBarriers.push_back(TransitionDesc); // throw( bad_alloc )
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MayDecay = CurrentState.SupportsSimultaneousAccess() && !IsD3D12WriteState(after);
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IsPromotion = false;
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}
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}
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else
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{
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// Handle identity state transition
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if(after != StateIfPromoted)
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{
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after = StateIfPromoted;
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MayDecay = !IsD3D12WriteState(after);
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IsPromotion = true;
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}
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}
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CCurrentResourceState::LogicalState NewLogicalState{after, ExecutionId, IsPromotion, MayDecay};
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AddCurrentStateUpdate(TransitionableResourceState,
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CurrentState,
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TransitionDesc.Transition.Subresource,
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NewLogicalState);
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void ResourceStateManager::SubmitResourceTransitions(ID3D12GraphicsCommandList *pCommandList)
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{
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// Submit any pending barriers on source command lists that are not the destination.
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if (!m_vResourceBarriers.empty())
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{
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pCommandList->ResourceBarrier((UINT)m_vResourceBarriers.size(), m_vResourceBarriers.data());
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}
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void ResourceStateManager::TransitionResource(TransitionableResourceState* pResource, D3D12_RESOURCE_STATES State)
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{
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ResourceStateManager::TransitionResource(*pResource, State);
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void ResourceStateManager::TransitionSubresource(TransitionableResourceState* pResource, UINT SubresourceIndex, D3D12_RESOURCE_STATES State)
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{
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ResourceStateManager::TransitionSubresource(*pResource, SubresourceIndex, State);
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void ResourceStateManager::ApplyAllResourceTransitions(ID3D12GraphicsCommandList *pCommandList, UINT64 ExecutionId)
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{
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ApplyResourceTransitionsPreamble();
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ForEachTransitioningResource([=](TransitionableResourceState& ResourceBase)
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{
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TransitionableResourceState& CurResource = static_cast<TransitionableResourceState&>(ResourceBase);
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ID3D12Resource *pResource = CurResource.GetD3D12Resource();
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ProcessTransitioningResource(
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pResource,
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CurResource,
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CurResource.GetCurrentState(),
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CurResource.NumSubresources(),
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ExecutionId);
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});
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SubmitResourceTransitions(pCommandList);
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}
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