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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 #ifndef D3D12_RESOURCE_STATE_H
25 #define D3D12_RESOURCE_STATE_H
26 
27 #ifndef _WIN32
28 #include <wsl/winadapter.h>
29 #endif
30 
31 #include <vector>
32 #include <assert.h>
33 #include <directx/d3d12.h>
34 
35 #include "util/list.h"
36 
37 #if defined(__GNUC__)
38 #pragma GCC diagnostic ignored "-Winvalid-offsetof"
39 #endif
40 
41 #define UNKNOWN_RESOURCE_STATE (D3D12_RESOURCE_STATES)0x8000u
42 #define RESOURCE_STATE_VALID_BITS 0x2f3fff
43 #define RESOURCE_STATE_VALID_INTERNAL_BITS 0x2fffff
44 constexpr D3D12_RESOURCE_STATES RESOURCE_STATE_ALL_WRITE_BITS =
45 D3D12_RESOURCE_STATE_RENDER_TARGET          |
46 D3D12_RESOURCE_STATE_UNORDERED_ACCESS       |
47 D3D12_RESOURCE_STATE_DEPTH_WRITE            |
48 D3D12_RESOURCE_STATE_STREAM_OUT             |
49 D3D12_RESOURCE_STATE_COPY_DEST              |
50 D3D12_RESOURCE_STATE_RESOLVE_DEST           |
51 D3D12_RESOURCE_STATE_VIDEO_DECODE_WRITE     |
52 D3D12_RESOURCE_STATE_VIDEO_PROCESS_WRITE;
53 
54 //---------------------------------------------------------------------------------------------------------------------------------
IsD3D12WriteState(UINT State)55 inline bool IsD3D12WriteState(UINT State)
56 {
57    return (State & RESOURCE_STATE_ALL_WRITE_BITS) != 0;
58 }
59 
SupportsSimultaneousAccess(const D3D12_RESOURCE_DESC & desc)60 inline bool SupportsSimultaneousAccess(const D3D12_RESOURCE_DESC &desc)
61 {
62    return D3D12_RESOURCE_DIMENSION_BUFFER == desc.Dimension ||
63           !!(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS);
64 }
65 
66 //==================================================================================================================================
67 // CDesiredResourceState
68 // Stores the current desired state of either an entire resource, or each subresource.
69 //==================================================================================================================================
70 class CDesiredResourceState
71 {
72 private:
73    bool m_bAllSubresourcesSame = true;
74 
75    std::vector<D3D12_RESOURCE_STATES> m_spSubresourceStates;
76 
77 public:
CDesiredResourceState(UINT SubresourceCount)78    CDesiredResourceState(UINT SubresourceCount) :
79       m_spSubresourceStates(SubresourceCount)
80    {
81    }
82 
AreAllSubresourcesSame()83    bool AreAllSubresourcesSame() const { return m_bAllSubresourcesSame; }
84 
85    D3D12_RESOURCE_STATES GetSubresourceState(UINT SubresourceIndex) const;
86    void SetResourceState(D3D12_RESOURCE_STATES state);
87    void SetSubresourceState(UINT SubresourceIndex, D3D12_RESOURCE_STATES state);
88 
89    void Reset();
90 
91 private:
92    void UpdateSubresourceState(unsigned SubresourceIndex, D3D12_RESOURCE_STATES state);
93 };
94 
95 //==================================================================================================================================
96 // CCurrentResourceState
97 // Stores the current state of either an entire resource, or each subresource.
98 // Current state can either be shared read across multiple queues, or exclusive on a single queue.
99 //==================================================================================================================================
100 class CCurrentResourceState
101 {
102 public:
103    struct LogicalState
104    {
105       D3D12_RESOURCE_STATES State = D3D12_RESOURCE_STATE_COMMON;
106       UINT64 ExecutionId = 0;
107       bool IsPromotedState = false;
108       bool MayDecay = false;
109    };
110 
111 private:
112    const bool m_bSimultaneousAccess;
113    bool m_bAllSubresourcesSame = true;
114 
115    std::vector<LogicalState> m_spLogicalState;
116 
117    void ConvertToSubresourceTracking();
118 
119 public:
120    CCurrentResourceState(UINT SubresourceCount, bool bSimultaneousAccess);
121 
SupportsSimultaneousAccess()122    bool SupportsSimultaneousAccess() const { return m_bSimultaneousAccess; }
123 
124    // Returns the destination state if the current state is promotable.
125    // Returns D3D12_RESOURCE_STATE_COMMON if not.
126    D3D12_RESOURCE_STATES StateIfPromoted(D3D12_RESOURCE_STATES state, UINT SubresourceIndex);
127 
AreAllSubresourcesSame()128    bool AreAllSubresourcesSame() const { return m_bAllSubresourcesSame; }
129 
130    void SetLogicalResourceState(LogicalState const& State);
131    void SetLogicalSubresourceState(UINT SubresourceIndex, LogicalState const& State);
132    LogicalState const& GetLogicalSubresourceState(UINT SubresourceIndex) const;
133 
134    void Reset();
135 };
136 
137 //==================================================================================================================================
138 // TransitionableResourceState
139 // A base class that transitionable resources should inherit from.
140 //==================================================================================================================================
141 struct TransitionableResourceState
142 {
143    struct list_head m_TransitionListEntry;
144    CDesiredResourceState m_DesiredState;
145 
TransitionableResourceStateTransitionableResourceState146    TransitionableResourceState(ID3D12Resource *pResource, UINT TotalSubresources, bool SupportsSimultaneousAccess) :
147       m_DesiredState(TotalSubresources),
148       m_TotalSubresources(TotalSubresources),
149       m_currentState(TotalSubresources, SupportsSimultaneousAccess),
150       m_pResource(pResource)
151    {
152       list_inithead(&m_TransitionListEntry);
153    }
154 
~TransitionableResourceStateTransitionableResourceState155    ~TransitionableResourceState()
156    {
157       if (IsTransitionPending())
158       {
159          list_del(&m_TransitionListEntry);
160       }
161    }
162 
IsTransitionPendingTransitionableResourceState163    bool IsTransitionPending() const { return !list_is_empty(&m_TransitionListEntry); }
164 
NumSubresourcesTransitionableResourceState165    UINT NumSubresources() { return m_TotalSubresources; }
166 
GetCurrentStateTransitionableResourceState167    CCurrentResourceState& GetCurrentState() { return m_currentState; }
168 
GetD3D12ResourceTransitionableResourceState169    inline ID3D12Resource* GetD3D12Resource() const { return m_pResource; }
170 
171 private:
172    unsigned m_TotalSubresources;
173 
174    CCurrentResourceState m_currentState;
175 
176    ID3D12Resource* m_pResource;
177 };
178 
179 //==================================================================================================================================
180 // ResourceStateManager
181 // The main business logic for handling resource transitions, including multi-queue sync and shared/exclusive state changes.
182 //
183 // Requesting a resource to transition simply updates destination state, and ensures it's in a list to be processed later.
184 //
185 // When processing ApplyAllResourceTransitions, we build up sets of vectors.
186 // There's a source one for each command list type, and a single one for the dest because we are applying
187 // the resource transitions for a single operation.
188 // There's also a vector for "tentative" barriers, which are merged into the destination vector if
189 // no flushing occurs as a result of submitting the final barrier operation.
190 // 99% of the time, there will only be the source being populated, but sometimes there will be a destination as well.
191 // If the source and dest of a transition require different types, we put a (source->COMMON) in the approriate source vector,
192 // and a (COMMON->dest) in the destination vector.
193 //
194 // Once all resources are processed, we:
195 // 1. Submit all source barriers, except ones belonging to the destination queue.
196 // 2. Flush all source command lists, except ones belonging to the destination queue.
197 // 3. Determine if the destination queue is going to be flushed.
198 //    If so: Submit source barriers on that command list first, then flush it.
199 //    If not: Accumulate source, dest, and tentative barriers so they can be sent to D3D12 in a single API call.
200 // 4. Insert waits on the destination queue - deferred waits, and waits for work on other queues.
201 // 5. Insert destination barriers.
202 //
203 // Only once all of this has been done do we update the "current" state of resources,
204 // because this is the only way that we know whether or not the destination queue has been flushed,
205 // and therefore, we can get the correct fence values to store in the subresources.
206 //==================================================================================================================================
207 class ResourceStateManager
208 {
209 protected:
210 
211    struct list_head m_TransitionListHead;
212 
213    std::vector<D3D12_RESOURCE_BARRIER> m_vResourceBarriers;
214 
215 public:
216    ResourceStateManager();
217 
~ResourceStateManager()218    ~ResourceStateManager()
219    {
220       // All resources should be gone by this point, and each resource ensures it is no longer in this list.
221       assert(list_is_empty(&m_TransitionListHead));
222    }
223 
224    // Call the D3D12 APIs to perform the resource barriers, command list submission, and command queue sync
225    // that was determined by previous calls to ProcessTransitioningResource.
226    void SubmitResourceTransitions(ID3D12GraphicsCommandList *pCommandList);
227 
228    // Transition the entire resource to a particular destination state on a particular command list.
229    void TransitionResource(TransitionableResourceState* pResource,
230                            D3D12_RESOURCE_STATES State);
231    // Transition a single subresource to a particular destination state.
232    void TransitionSubresource(TransitionableResourceState* pResource,
233                               UINT SubresourceIndex,
234                               D3D12_RESOURCE_STATES State);
235 
236    // Submit all barriers and queue sync.
237    void ApplyAllResourceTransitions(ID3D12GraphicsCommandList *pCommandList, UINT64 ExecutionId);
238 
239 private:
240    // These methods set the destination state of the resource/subresources and ensure it's in the transition list.
241    void TransitionResource(TransitionableResourceState& Resource,
242                            D3D12_RESOURCE_STATES State);
243    void TransitionSubresource(TransitionableResourceState& Resource,
244                               UINT SubresourceIndex,
245                               D3D12_RESOURCE_STATES State);
246 
247    // Clear out any state from previous iterations.
248    void ApplyResourceTransitionsPreamble();
249 
250    // What to do with the resource, in the context of the transition list, after processing it.
251    enum class TransitionResult
252    {
253       // There are no more pending transitions that may be processed at a later time (i.e. draw time),
254       // so remove it from the pending transition list.
255       Remove,
256       // There are more transitions to be done, so keep it in the list.
257       Keep
258    };
259 
260    // For every entry in the transition list, call a routine.
261    // This routine must return a TransitionResult which indicates what to do with the list.
262    template <typename TFunc>
ForEachTransitioningResource(TFunc && func)263    void ForEachTransitioningResource(TFunc&& func)
264    {
265       list_for_each_entry_safe(TransitionableResourceState, pResource, &m_TransitionListHead, m_TransitionListEntry)
266       {
267             func(*pResource);
268             list_delinit(&pResource->m_TransitionListEntry);
269       }
270    }
271 
272    // Updates vectors with the operations that should be applied to the requested resource.
273    // May update the destination state of the resource.
274    void ProcessTransitioningResource(ID3D12Resource* pTransitioningResource,
275                                      TransitionableResourceState& TransitionableResourceState,
276                                      CCurrentResourceState& CurrentState,
277                                      UINT NumTotalSubresources,
278                                      UINT64 ExecutionId);
279 
280 private:
281    // Helpers
282    static bool TransitionRequired(D3D12_RESOURCE_STATES CurrentState, D3D12_RESOURCE_STATES& DestinationState);
283    void AddCurrentStateUpdate(TransitionableResourceState& Resource,
284                               CCurrentResourceState& CurrentState,
285                               UINT SubresourceIndex,
286                               const CCurrentResourceState::LogicalState &NewLogicalState);
287    void ProcessTransitioningSubresourceExplicit(CCurrentResourceState& CurrentState,
288                                                 UINT i,
289                                                 D3D12_RESOURCE_STATES state,
290                                                 D3D12_RESOURCE_STATES after,
291                                                 TransitionableResourceState& TransitionableResourceState,
292                                                 D3D12_RESOURCE_BARRIER& TransitionDesc,
293                                                 UINT64 ExecutionId);
294 };
295 
296 #endif // D3D12_RESOURCE_STATE_H
297