• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * Copyright © Microsoft Corporation
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  */
23 
24 #include "D3D12ResourceState.h"
25 
26 //----------------------------------------------------------------------------------------------------------------------------------
GetSubresourceState(UINT SubresourceIndex) const27  D3D12_RESOURCE_STATES CDesiredResourceState::GetSubresourceState(UINT SubresourceIndex) const
28 {
29    if (AreAllSubresourcesSame())
30    {
31       SubresourceIndex = 0;
32    }
33    return m_spSubresourceStates[SubresourceIndex];
34 }
35 
36 //----------------------------------------------------------------------------------------------------------------------------------
UpdateSubresourceState(unsigned SubresourceIndex,D3D12_RESOURCE_STATES state)37 void CDesiredResourceState::UpdateSubresourceState(unsigned SubresourceIndex, D3D12_RESOURCE_STATES state)
38 {
39    assert(SubresourceIndex < m_spSubresourceStates.size());
40    if (m_spSubresourceStates[SubresourceIndex] == UNKNOWN_RESOURCE_STATE ||
41        state == UNKNOWN_RESOURCE_STATE ||
42        IsD3D12WriteState(state))
43    {
44       m_spSubresourceStates[SubresourceIndex] = state;
45    }
46    else
47    {
48       // Accumulate read state state bits
49       m_spSubresourceStates[SubresourceIndex] |= state;
50    }
51 }
52 
53 //----------------------------------------------------------------------------------------------------------------------------------
SetResourceState(D3D12_RESOURCE_STATES state)54 void CDesiredResourceState::SetResourceState(D3D12_RESOURCE_STATES state)
55 {
56    m_bAllSubresourcesSame = true;
57    UpdateSubresourceState(0, state);
58 }
59 
60 //----------------------------------------------------------------------------------------------------------------------------------
SetSubresourceState(UINT SubresourceIndex,D3D12_RESOURCE_STATES state)61 void CDesiredResourceState::SetSubresourceState(UINT SubresourceIndex, D3D12_RESOURCE_STATES state)
62 {
63    if (m_bAllSubresourcesSame && m_spSubresourceStates.size() > 1)
64    {
65       std::fill(m_spSubresourceStates.begin() + 1, m_spSubresourceStates.end(), m_spSubresourceStates[0]);
66       m_bAllSubresourcesSame = false;
67    }
68    if (m_spSubresourceStates.size() == 1)
69    {
70       SubresourceIndex = 0;
71    }
72    UpdateSubresourceState(SubresourceIndex, state);
73 }
74 
75 //----------------------------------------------------------------------------------------------------------------------------------
Reset()76 void CDesiredResourceState::Reset()
77 {
78    SetResourceState(UNKNOWN_RESOURCE_STATE);
79 }
80 
81 //----------------------------------------------------------------------------------------------------------------------------------
ConvertToSubresourceTracking()82 void CCurrentResourceState::ConvertToSubresourceTracking()
83 {
84    if (m_bAllSubresourcesSame && m_spLogicalState.size() > 1)
85    {
86       std::fill(m_spLogicalState.begin() + 1, m_spLogicalState.end(), m_spLogicalState[0]);
87       m_bAllSubresourcesSame = false;
88    }
89 }
90 
91 //----------------------------------------------------------------------------------------------------------------------------------
CCurrentResourceState(UINT SubresourceCount,bool bSimultaneousAccess)92 CCurrentResourceState::CCurrentResourceState(UINT SubresourceCount, bool bSimultaneousAccess)
93    : m_bSimultaneousAccess(bSimultaneousAccess)
94    , m_spLogicalState(SubresourceCount)
95 {
96    m_spLogicalState[0] = LogicalState{};
97 }
98 
99 //----------------------------------------------------------------------------------------------------------------------------------
StateIfPromoted(D3D12_RESOURCE_STATES State,UINT SubresourceIndex)100 D3D12_RESOURCE_STATES CCurrentResourceState::StateIfPromoted(D3D12_RESOURCE_STATES State, UINT SubresourceIndex)
101 {
102    D3D12_RESOURCE_STATES Result = D3D12_RESOURCE_STATE_COMMON;
103 
104    if (m_bSimultaneousAccess || !!(State & (
105             D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE |
106             D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE |
107             D3D12_RESOURCE_STATE_COPY_SOURCE |
108             D3D12_RESOURCE_STATE_COPY_DEST)))
109    {
110       auto CurState = GetLogicalSubresourceState(SubresourceIndex);
111 
112       // If the current state is COMMON...
113       if(CurState.State == D3D12_RESOURCE_STATE_COMMON)
114       {
115          // ...then promotion is allowed
116          Result = State;
117       }
118       // If the current state is a read state resulting from previous promotion...
119       else if(CurState.IsPromotedState && !!(CurState.State & D3D12_RESOURCE_STATE_GENERIC_READ))
120       {
121          // ...then (accumulated) promotion is allowed
122          Result = State |= CurState.State;
123       }
124    }
125 
126    return Result;
127 }
128 
129 
130 
131 //----------------------------------------------------------------------------------------------------------------------------------
SetLogicalResourceState(LogicalState const & State)132 void CCurrentResourceState::SetLogicalResourceState(LogicalState const& State)
133 {
134    m_bAllSubresourcesSame = true;
135    m_spLogicalState[0] = State;
136 }
137 
138 //----------------------------------------------------------------------------------------------------------------------------------
SetLogicalSubresourceState(UINT SubresourceIndex,LogicalState const & State)139 void CCurrentResourceState::SetLogicalSubresourceState(UINT SubresourceIndex, LogicalState const& State)
140 {
141    ConvertToSubresourceTracking();
142    m_spLogicalState[SubresourceIndex] = State;
143 }
144 
145 //----------------------------------------------------------------------------------------------------------------------------------
GetLogicalSubresourceState(UINT SubresourceIndex) const146 auto CCurrentResourceState::GetLogicalSubresourceState(UINT SubresourceIndex) const -> LogicalState const&
147 {
148    if (AreAllSubresourcesSame())
149    {
150       SubresourceIndex = 0;
151    }
152    return m_spLogicalState[SubresourceIndex];
153 }
154 
155 //----------------------------------------------------------------------------------------------------------------------------------
Reset()156 void CCurrentResourceState::Reset()
157 {
158    m_bAllSubresourcesSame = true;
159    m_spLogicalState[0] = LogicalState{};
160 }
161 
162 //----------------------------------------------------------------------------------------------------------------------------------
ResourceStateManager()163 ResourceStateManager::ResourceStateManager()
164 {
165    list_inithead(&m_TransitionListHead);
166    // Reserve some space in these vectors upfront. Values are arbitrary.
167    m_vResourceBarriers.reserve(50);
168 }
169 
170 //----------------------------------------------------------------------------------------------------------------------------------
TransitionResource(TransitionableResourceState & Resource,D3D12_RESOURCE_STATES state)171 void ResourceStateManager::TransitionResource(TransitionableResourceState& Resource,
172                                               D3D12_RESOURCE_STATES state)
173 {
174    Resource.m_DesiredState.SetResourceState(state);
175    if (!Resource.IsTransitionPending())
176    {
177       list_add(&Resource.m_TransitionListEntry, &m_TransitionListHead);
178    }
179 }
180 
181 //----------------------------------------------------------------------------------------------------------------------------------
TransitionSubresource(TransitionableResourceState & Resource,UINT SubresourceIndex,D3D12_RESOURCE_STATES state)182 void ResourceStateManager::TransitionSubresource(TransitionableResourceState& Resource,
183                                                  UINT SubresourceIndex,
184                                                  D3D12_RESOURCE_STATES state)
185 {
186    Resource.m_DesiredState.SetSubresourceState(SubresourceIndex, state);
187    if (!Resource.IsTransitionPending())
188    {
189       list_add(&Resource.m_TransitionListEntry, &m_TransitionListHead);
190    }
191 }
192 
193 //----------------------------------------------------------------------------------------------------------------------------------
ApplyResourceTransitionsPreamble()194 void ResourceStateManager::ApplyResourceTransitionsPreamble()
195 {
196    m_vResourceBarriers.clear();
197 }
198 
199 //----------------------------------------------------------------------------------------------------------------------------------
TransitionRequired(D3D12_RESOURCE_STATES CurrentState,D3D12_RESOURCE_STATES & DestinationState)200 /*static*/ bool ResourceStateManager::TransitionRequired(D3D12_RESOURCE_STATES CurrentState, D3D12_RESOURCE_STATES& DestinationState)
201 {
202    // An exact match never needs a transition.
203    if (CurrentState == DestinationState)
204    {
205       return false;
206    }
207 
208    if (
209       CurrentState == D3D12_RESOURCE_STATE_COMMON ||
210       DestinationState == D3D12_RESOURCE_STATE_COMMON)
211    {
212       return true;
213    }
214 
215    // Current state already contains the destination state, we're good.
216    if ((CurrentState & DestinationState) == DestinationState)
217    {
218       DestinationState = CurrentState;
219       return false;
220    }
221 
222    // If the transition involves a write state, then the destination should just be the requested destination.
223    // Otherwise, accumulate read states to minimize future transitions (by triggering the above condition).
224    if (!IsD3D12WriteState(DestinationState) && !IsD3D12WriteState(CurrentState))
225    {
226       DestinationState |= CurrentState;
227    }
228    return true;
229 }
230 
231 //----------------------------------------------------------------------------------------------------------------------------------
AddCurrentStateUpdate(TransitionableResourceState & Resource,CCurrentResourceState & CurrentState,UINT SubresourceIndex,const CCurrentResourceState::LogicalState & NewLogicalState)232 void ResourceStateManager::AddCurrentStateUpdate(TransitionableResourceState& Resource,
233                                                  CCurrentResourceState& CurrentState,
234                                                  UINT SubresourceIndex,
235                                                  const CCurrentResourceState::LogicalState &NewLogicalState)
236 {
237    if (SubresourceIndex == D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES)
238    {
239       CurrentState.SetLogicalResourceState(NewLogicalState);
240    }
241    else
242    {
243       CurrentState.SetLogicalSubresourceState(SubresourceIndex, NewLogicalState);
244    }
245 }
246 
247 //----------------------------------------------------------------------------------------------------------------------------------
ProcessTransitioningResource(ID3D12Resource * pTransitioningResource,TransitionableResourceState & TransitionableResourceState,CCurrentResourceState & CurrentState,UINT NumTotalSubresources,UINT64 ExecutionId)248 void ResourceStateManager::ProcessTransitioningResource(ID3D12Resource* pTransitioningResource,
249                                                             TransitionableResourceState& TransitionableResourceState,
250                                                             CCurrentResourceState& CurrentState,
251                                                             UINT NumTotalSubresources,
252                                                             UINT64 ExecutionId)
253 {
254    // Figure out the set of subresources that are transitioning
255    auto& DestinationState = TransitionableResourceState.m_DesiredState;
256    bool bAllSubresourcesAtOnce = CurrentState.AreAllSubresourcesSame() && DestinationState.AreAllSubresourcesSame();
257 
258    D3D12_RESOURCE_BARRIER TransitionDesc;
259    memset(&TransitionDesc, 0, sizeof(TransitionDesc));
260    TransitionDesc.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
261    TransitionDesc.Transition.pResource = pTransitioningResource;
262 
263    UINT numSubresources = bAllSubresourcesAtOnce ? 1 : NumTotalSubresources;
264    for (UINT i = 0; i < numSubresources; ++i)
265    {
266       D3D12_RESOURCE_STATES SubresourceDestinationState = DestinationState.GetSubresourceState(i);
267       TransitionDesc.Transition.Subresource = bAllSubresourcesAtOnce ? D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES : i;
268 
269       // Is this subresource currently being used, or is it just being iterated over?
270       D3D12_RESOURCE_STATES after = DestinationState.GetSubresourceState(i);
271       if (after == UNKNOWN_RESOURCE_STATE)
272       {
273             // This subresource doesn't have any transition requested - move on to the next.
274             continue;
275       }
276 
277       ProcessTransitioningSubresourceExplicit(
278          CurrentState,
279          i,
280          SubresourceDestinationState,
281          after,
282          TransitionableResourceState,
283          TransitionDesc,
284          ExecutionId); // throw( bad_alloc )
285    }
286 
287    // Update destination states.
288    // Coalesce destination state to ensure that it's set for the entire resource.
289    DestinationState.SetResourceState(UNKNOWN_RESOURCE_STATE);
290 
291 }
292 
293 //----------------------------------------------------------------------------------------------------------------------------------
ProcessTransitioningSubresourceExplicit(CCurrentResourceState & CurrentState,UINT SubresourceIndex,D3D12_RESOURCE_STATES state,D3D12_RESOURCE_STATES after,TransitionableResourceState & TransitionableResourceState,D3D12_RESOURCE_BARRIER & TransitionDesc,UINT64 ExecutionId)294 void ResourceStateManager::ProcessTransitioningSubresourceExplicit(
295    CCurrentResourceState& CurrentState,
296    UINT SubresourceIndex,
297    D3D12_RESOURCE_STATES state,
298    D3D12_RESOURCE_STATES after,
299    TransitionableResourceState& TransitionableResourceState,
300    D3D12_RESOURCE_BARRIER& TransitionDesc,
301    UINT64 ExecutionId)
302 {
303    // Simultaneous access resources currently in the COMMON
304    // state can be implicitly promoted to any state other state.
305    // Any non-simultaneous-access resources currently in the
306    // COMMON state can still be implicitly  promoted to SRV,
307    // NON_PS_SRV, COPY_SRC, or COPY_DEST.
308    CCurrentResourceState::LogicalState CurrentLogicalState = CurrentState.GetLogicalSubresourceState(SubresourceIndex);
309 
310    // If the last time this logical state was set was in a different
311    // execution period and is decayable then decay the current state
312    // to COMMON
313    if(ExecutionId != CurrentLogicalState.ExecutionId && CurrentLogicalState.MayDecay)
314    {
315       CurrentLogicalState.State = D3D12_RESOURCE_STATE_COMMON;
316       CurrentLogicalState.IsPromotedState = false;
317    }
318    bool MayDecay = false;
319    bool IsPromotion = false;
320 
321    // If not promotable then StateIfPromoted will be D3D12_RESOURCE_STATE_COMMON
322    auto StateIfPromoted = CurrentState.StateIfPromoted(after, SubresourceIndex);
323 
324    if ( D3D12_RESOURCE_STATE_COMMON == StateIfPromoted )
325    {
326       if (TransitionRequired(CurrentLogicalState.State, /*inout*/ after))
327       {
328          // Insert a single concrete barrier (for non-simultaneous access resources).
329          TransitionDesc.Transition.StateBefore = D3D12_RESOURCE_STATES(CurrentLogicalState.State);
330          TransitionDesc.Transition.StateAfter = D3D12_RESOURCE_STATES(after);
331          assert(TransitionDesc.Transition.StateBefore != TransitionDesc.Transition.StateAfter);
332          m_vResourceBarriers.push_back(TransitionDesc); // throw( bad_alloc )
333 
334          MayDecay = CurrentState.SupportsSimultaneousAccess() && !IsD3D12WriteState(after);
335          IsPromotion = false;
336       }
337    }
338    else
339    {
340       // Handle identity state transition
341       if(after != StateIfPromoted)
342       {
343          after = StateIfPromoted;
344          MayDecay = !IsD3D12WriteState(after);
345          IsPromotion = true;
346       }
347    }
348 
349    CCurrentResourceState::LogicalState NewLogicalState{after, ExecutionId, IsPromotion, MayDecay};
350    AddCurrentStateUpdate(TransitionableResourceState,
351                          CurrentState,
352                          TransitionDesc.Transition.Subresource,
353                          NewLogicalState);
354 }
355 
356 //----------------------------------------------------------------------------------------------------------------------------------
SubmitResourceTransitions(ID3D12GraphicsCommandList * pCommandList)357 void ResourceStateManager::SubmitResourceTransitions(ID3D12GraphicsCommandList *pCommandList)
358 {
359    // Submit any pending barriers on source command lists that are not the destination.
360    if (!m_vResourceBarriers.empty())
361    {
362       pCommandList->ResourceBarrier((UINT)m_vResourceBarriers.size(), m_vResourceBarriers.data());
363    }
364 }
365 
366 //----------------------------------------------------------------------------------------------------------------------------------
TransitionResource(TransitionableResourceState * pResource,D3D12_RESOURCE_STATES State)367 void ResourceStateManager::TransitionResource(TransitionableResourceState* pResource, D3D12_RESOURCE_STATES State)
368 {
369    ResourceStateManager::TransitionResource(*pResource, State);
370 }
371 
372 //----------------------------------------------------------------------------------------------------------------------------------
TransitionSubresource(TransitionableResourceState * pResource,UINT SubresourceIndex,D3D12_RESOURCE_STATES State)373 void ResourceStateManager::TransitionSubresource(TransitionableResourceState* pResource, UINT SubresourceIndex, D3D12_RESOURCE_STATES State)
374 {
375    ResourceStateManager::TransitionSubresource(*pResource, SubresourceIndex, State);
376 }
377 
378 //----------------------------------------------------------------------------------------------------------------------------------
ApplyAllResourceTransitions(ID3D12GraphicsCommandList * pCommandList,UINT64 ExecutionId)379 void ResourceStateManager::ApplyAllResourceTransitions(ID3D12GraphicsCommandList *pCommandList, UINT64 ExecutionId)
380 {
381    ApplyResourceTransitionsPreamble();
382 
383    ForEachTransitioningResource([=](TransitionableResourceState& ResourceBase)
384    {
385        TransitionableResourceState& CurResource = static_cast<TransitionableResourceState&>(ResourceBase);
386 
387        ID3D12Resource *pResource = CurResource.GetD3D12Resource();
388 
389        ProcessTransitioningResource(
390            pResource,
391            CurResource,
392            CurResource.GetCurrentState(),
393            CurResource.NumSubresources(),
394            ExecutionId);
395    });
396 
397    SubmitResourceTransitions(pCommandList);
398 }
399